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Showing posts with label BA Tactics. Show all posts
Showing posts with label BA Tactics. Show all posts

Thursday, March 2, 2017

Bolt Action - Tactics for German halftrack mounted platoons


The Panzer scouts have finally hit the table and even played through their first two day Bolt Action event, taking the 'Best Axis General' award of the weekend and 2nd place overall. In this instalment I'll give you the theory on the army list construction as well as the tactics I employed on the table. These tactics will be useful for anyone running an army with a few armoured transports for their infantry.
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Thursday, June 9, 2016

Bolt Action - Tactical Applications of Rocket Propelled Ordnance

Bryan preferred the title "How to multi-launcher someone's face off" which may be more appropriate because we are after-all talking about often one of the most feared weapon systems in the game of Bolt Action. Anyone who has listened to the Bolt Action Alliance podcasts may have heard the guys refer to me as, 'Rocket Man' due to the fact that I own 11 such weapons over 3 Bolt Action armies, and have just finished converting another for my brother's US army. Regardless of the love I have for them everyone would agree that the multi-launcher can be an incredible valuable tool on the Bolt Action battlefield.
While primarily used by the Soviets and the Germans, many of the participants in World War II dabbled with rocket-propelled ordnance. From the British Land Mattresses and US Calliope launcher to the Japanese Type 4 20mm rocket and the experimental Hungarian Buzogányvető, there were plenty of rocket programs during the conflict and many of them are available for us in your games of Bolt Action. Easily the most iconic rocket artillery that you will see on the tabletop is the German 15cm Nebelwerfer 41 being the first mass produced rocket artillery for the Germans with over 6000 pieces made.

Most of these rocket weaponry fall under the Multi-launcher special rule. The Multi-launcher in Bolt Action is a valuable asset. It fires as a heavy mortar, which means a 18-72" range and 2D6 HE on a hit. You also have a chance to hit any other units within 6" of your target. You roll a separate to hit roll on the target and each potential secondary target in the 6" bubble. The downside to the Multi-launcher is that it can only fire indirect like a mortar and it never ranges in, meaning it always requires a 6 to hit, even if it hit the previous turn and the target hasn't moved since.

This makes the Multi-launcher very hit or miss (literally?) and hard to rely on. The benefit is that you can threaten multiple enemy units with one shot. This can be a massive psychological weapon when used correctly. The mere fact that if your opponent bunches his units up, you'll get to roll multiple chances to hit something which often makes them spread out. This can ruin their game plans, making things like officers and medics, who must be within 6" of friendly units to benefit, a lot less effective. You can enhance this area of threat considerable if you target large units that are spread out, as the 6" radius is measure from the unit as a whole, not a specific point. This is doubly so if you target a unit in a building, where the unit's footprint is suddenly the building's footprint!


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Wednesday, January 13, 2016

Bolt Action - Why Consider Heavy Tanks

By: Old Man Morin

We often hear people talk about how Bolt Action is an infantry focused, squad/platoon based game. In that way it is the opposite of games like Flames of War, where later war, bigger tanks with larger guns usually equates to better performance. In BA, smaller early war tanks festooned with piles of machine guns tend to be great because they beat up the games primary units, infantry. Because these tanks tend to be light on armour, many players tend to skimp on anti-tank assets as they are often unnecessary. These smaller vehicles also tend to be pretty cheap, points wise, compared to their larger cousins making them even more attractive when players build their forces. This trend tends to indicate that bigger vehicles are a big no-no. I would tend to disagree.

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Wednesday, May 20, 2015

Bolt Action - The Dreaded Einstossflammenwerfer- What IS It?

As World World War 2 ground on and Germany's relentless advance ground to half, the German military started mass producing weapons of last resort that if mass produced could stop Allied forces in their tracks and once again turn the tide of the war. Weapons such as the larger panzerfausts, the MP 3008 (the German copy of the British Sten gun), and the first assault rifles (and their cheap knock offs) started being issued to civilians and front line units alike. One of these last ditch weapons followed in the philosophy of the panzerfaust. The cheap and easy to make panzerfaust gave lowly infantry a much needed anti-tank bite against allied armour. Hoping to give inexperienced troops a similar advantage against enemy forces (especially in urban environments) the Germans developed the einstossflammenwerfer.

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Tuesday, February 17, 2015

Bolt Action - Establishing General Plans of Action

Everyone playing Bolt Action has a couple things in common, whether they want to admit it or not. A table top war game is, at its core, a competition, maybe even a zero-sum game. There are finite objectives - even in Maximum Attrition - which means that whether your approach precludes you from using the term "compete" or not, you're involved in a situation where there are only so many ways to cut the cake, and if you end up with less, you've lost. Sometimes the pieces of cake are objectives, sometimes they're real estate on the table, and sometimes they're your own forces - regardless, everyone playing is competing for the lion's share in every game, even if they classify it as "just for fun"; as if there was another way to play.

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Thursday, January 8, 2015

Bolt Action - Veteran Units and How Plans are the First Casualties

It has been the generally accepted way of thinking that veterans, for all the cost, are the way to go when making your infantry selections during the list making process in Bolt Action, assuming table top effectiveness is your primary concern.

Wait, those Veterans were supposed to be safe inside the halftrack.

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Thursday, October 30, 2014

Bolt Action - Speed Kills: A Discussion Of Mobility In Bolt Action Armies

Greetings and Salutations gang,

Old Man Morin here with some thoughts about building an atypical army list: a mobile one. I recently took a fairly mobile list to the BA tournament at MOAB as a bit of an experiment and came 3rd.  My original idea revolved around an army in which every unit was a vehicle or a unit of troops mounted in a transport. I'll admit I chickened out a bit and dropped a few transports to make a list that was 50% move and hit and 50% static "rock".


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Monday, September 29, 2014

Bolt Action - Fort Eben-Emael

The first major successful use of airborne troops came on May the 10th, 1940, when Nazi Germany inserted 493 elite Fallschirmjäger on top of Belgium's toughest fortress in one of the opening bids of the invasion of Belgium.


The operation was such a closely guarded secret and named Sturmabteilung Koch for it's commanding officer Hauptmann Walter Koch. The units tasked with carrying it out were constantly moved around and renamed and their training grounds were packed up between practice runs. Split into four task forces, the Fallschirmjäger were tasked with capturing three bridges of the Albert Canal and neutralising the Belgian fort of Eben-Emael. Once this was achieved that had to hold until relieved. The garrison of the fort alone was over 1200 men.

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Sunday, September 7, 2014

Bolt Action - Soviet Deep Battle

After the devastation of Operation Barbarossa it took some time for the Soviet Red Army to recover, but by 1943 the Soviets were using a tactic they'd abandoned in the 30s. Called "Deep Battle", it required multiple spearheads to break-through the enemy front, followed by fresh reserves who could then push deep into enemy territory, creating havoc and threatening their rear operations.


The Iosif Stalin (IS-2) tank, designated as a heavy break-through tank, was ideally suited for the role of leading a spearhead, but hordes of T-34s were also frequently used. These tanks would punch through the German lines and keep going.

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Tuesday, August 26, 2014

Bolt Action - Radio Networks in Tank War

Many of us are preparing for Tank Wars from the purchasing, modelling and painting fronts, but before they're on the table, you've got to check out those radios!



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Monday, August 25, 2014

Bolt Action - Optimising Big Tanks, Part 2

In Part I, I spoke about the extras a Heavy plus tank can provide over a lighter vehicle and how to get the most out of them. Today at the request of some readers, I'm going to give some ideas on how I personally would fill out the rest of the list in a typical 1000 point list.

I'll start with a Russian list that I'm currently using. The big center-piece is a veteran IS-2 with pintle HMG. This Heavy tank is bristling with weapon systems that can lay down the pain, but at just over 400 points, this bad boy is a lot of points. So after your behemoth tank, you need infantry. This list uses four units of Soviet scouts, two squads with SMGs, two with Rifles. The idea is to use their forward deployment to hold the enemy back until the IS-2 and other units arrive to reinforce them. The scouts can also start targeting enemy anti-tank assets as they are halfway across the table already.

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Wednesday, August 20, 2014

Bolt Action - For Starters, Let's Just Call 'em Walls

There's a piece of terrain famous in all of war gaming, Bolt Action included, that for the sake of simplicity we'll refer to as a "wall"; but it really incorporates any sort of feature situated in a straight(-ish) line that at least partially obscures the models on the opposite side.

Time to launch an assault over a six foot obstacle, boys!
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Tuesday, August 12, 2014

Bolt Action - Optimizing Big Tanks


Gather 'round boys and girls, as I divulge my ideas on how to get the most out of those beautiful big girls (queue the Queen! - J), the Heavy and Super-heavy armoured vehicle.  Heavy and Super-heavy tanks are quite rare in the standard (read non-Tank Wars) 1000 point game of Bolt Action because they usually take up 300+ points.  Such a whooping chunk of points can often leave you short on other useful tools and make your list less flexible, but there are things to consider to help you get the most out of these large investment units.

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Tuesday, August 5, 2014

Bolt Action - Me and My Sd.Kfz. 251

There's been a relaxed vibe in the Bolt Action community I participate in essentially from day one. Even when we thought we were bringing hard lists, we knew there was always another step towards the brink we could push it. I thankfully still haven't played against the mythical unicorn-like four vehicle flame thrower list, nor the let's-see-how-many-air-observers-I-can-bring list, nor any other of the bed time story monster lists our mothers used to tell us so that we'd behave ourselves during future games of Bolt Action.

My panzergrenadier force assaults the outskirts of some bombed-out European town - go ahead and tell me it never happened!

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Monday, July 28, 2014

Bolt Action - Smoke 'Em If You've Got 'Em

Today we have a tasty contribution by our old buddy Uncle Mal. If you were are at Cancon last year you would know Mal as one of the guys helping run the show. A prolific BA player, Mal is going to walk us through the joy of… smoke!  

I love smoking. I really do.

And while I am now amongst the ranks of the painfully sanctimonious ex-smoker brigade when it comes to cigarettes, it is a very different story when playing Bolt Action. When playing with my little army men I really find smoke to be one of the best tools to have at your disposal.

What? Why? But you can’t kill anyone with smoke! No you can’t… well not directly.
Many of you have come over from other gaming systems where there is a fantasy or magic component. And when we started with those games we always took the fire mage, or whatever, just because we wanted to inflict direct damage on our opponents with balls of fire or calling down lightning. Boom! Pow! Your guys are dead! But as time went on and you finessed your game, you found value in the other magic types…. Increasing your speed, slowing your enemy, reducing their effectiveness etc. and you began to play the game a bit smarter. Your force became less of a blunt instrument and tactics came to the fore.
With this in mind, let me share with you the joys of “smoke magic”.

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Wednesday, July 23, 2014

Bolt Action - Armored Platoons will be Standard

Yesterday morning, for those of us on the east coast of the United States, Alessio Cavatore dropped a big surprise in our laps. It was something that I, after reading the review copy, said was not going to happen in Bolt Action. As Alessio made quite clear in his article, however, I had interpreted it incorrectly.


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Thursday, July 3, 2014

Bolt Action - The 'Lowly' Panzerfaust

Inspiration to make a list in Bolt Action most often comes, for me, from history. A movie, a book, an anecdote shared on a forum, or just a conversation with a friend can lead me down a history rabbit hole of listing ecstasy. Sometimes, though, the game's mechanics can tip you in the direction of a list idea.


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Wednesday, June 11, 2014

Bolt Action - Order Dice, It's Not as Bad as You Think

"I would have beaten him but he had more order dice than me," represents a sentiment I hear often regarding Bolt Action games that is simply untrue.

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Thursday, June 5, 2014

Bolt Action - Tanks in the New Pin Environment

By now most of you have seen Warlord's latest FAQ and heard the buzz created by the new vehicle pinning mechanics it has added to the rules.  If by chance you haven't heard, veteran enclosed armoured vehicles now only suffer pins from heavy weapons that can at least cause superficial damage to them, and regulars have a 50% chance of ignoring the same weak hits, each time they are shot.
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Tuesday, May 27, 2014

Bolt Action - Dropping into Darkness, Looking at Night Fighting Rules and Para Drops

In the lead up to D-Day the crew were chatting about getting some games going to simulate the various elements of the invasion, I grabbed hold of the idea of a night time Airborne assault and started to plan how it would work. The two elements I had to consider were the night fighting rules and how to simulate a para drop. Now Warlord Games has put out a night fighting set of rules so that part was easy enough, but simulating the randomness of a parachute landing was left up to us to work out.


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