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Showing posts with label BA Unit Discussion. Show all posts
Showing posts with label BA Unit Discussion. Show all posts

Saturday, April 1, 2017

The Best Game You Will Ever Play!

Still unsure about Flames of War Version 4? Shot you bolt in Bolt Action? Not warming up to Star Wars based games? Then I have just the game for you! In a few months we will all playing a great new game and I want to tell you about it before it hits Kickstarter. The folks who developed it provided me with an advanced copy and I have been playing non-stop ever since. The other day they asked me to send it back so another reviewer can play it and I said “no way, it’s mine”. The beauty of this game is how you can use components from other games to augment the core set. So I now have a use for those command and staff teams that will no longer be used in FoW. I may even throw in some unpainted Napoleonic figures I have lying about!

The beauty of the game is how the two players create a lot of the game in real time. The mechanics are very simple; during your turn you can move, take an action, or do nothing at all. The core box that will be offered on Kickstarter features old Dir Cast Metal tanks from Corgi. These were the bomb of toys back in the 1970’s and are now reproduced for this great game. The other playing pieces that come with this set are Yoga-Joe’s, and will offer the most seasoned Grognard a tough time when using or facing these guys. Also included in this box are the rules, which are about 500 pages long (without punctuation) however they explain every situation you can get yourself into when you play. Also included and which is key are the related books Zen and the Art of Motorcycle Maintenance by Robert Persig and The Art of the Deal by Donald Trump, two life changing literary classics.



The Unboxing
The great thing about the game is that it is ready to play right from the box! Well ready to play after you read the rule book. The beauty of the rules is that you retain none of them and if you do not like a rule you can change or ignore it at any time. So after spending a month going over the readings, I was ready for my first game. The models look great and they add so much flavor to the game.


The Key Mechanic
The most important aspect of the game is how the player deals with both the rules and their opponent. It is important to have an opinion on everything, no matter your expertise or sense of importance, and communicate that opinion in the most passive aggressive way possible. This style of play came about during the first turn as my opponent started to move. They went for the tactic to ignore all movement rules and kept looking for me to object. I said “Stop your tank” a few times and they kept going, and crushed my Zen-Lotus Warrior. What I should have said is “don’t you think you have moved far enough?” which would have stopped the tank in its tracks. Same thing happened in the shooting step, but I remembered my lesson from before and said “haven’t you shot up enough stuff?”


For combat, players have the choice of using a dice of any type, a coin flip, pulling cards from a deck, or even rock paper scissors (lizard, Spock for advanced players) with the winner being the player who scores the highest or lowest (as agreed upon) winning. Want a challenge, play this game with D20’s!


Like all other games, it comes down to the tanks. Tanks can shoot any of the opponents pieces, except for a Yoga-Joe, but it can run over the Yoga-Joe by accident thus killing it.  Unused playing pieces brought in from other games cannot attack, but can be attacked at any time. The defender can suggest that a player shoots at a piece like the Mid-Late War German Artillery Staff team by stating “OK fine, how about shooting at this guy?”.
 

What I love about the game is how during the course of play create an experience which is unique and rewarding. Unlike all other games, the rules state upfront that this game was written for you and you only and it will be perfect, just like yourself.
Another great aspect of the game is that during play your opponent takes notes in a note pad and you do the same when they play. These notes have no bearing on the game, however they are slipped into your game box for you to read later. It is best to wait until 3-4 players have dropped notes in your box so you do not know who wrote it.


Special Characters
The game revolves around using your tanks and special characters. The box comes with its own unique set of special characters; the Yoga-Joe’s. Each Yoga-Joe model has a unique pose witch correlates to a special power. Players can use the special powers as stated in the rule book or make them up as they go. Normally a Yoga-Joe can use their power only once, however they can try to use it again and if your opponent does not say “didn’t you use that model already?” then you are free to use it again.
Other special characters can be brought in as long as they are anthropomorphic and retain the qualities they historically had.
So on turn two I played the Giant Gunny which stopped a tank!



Later on I used the Churchill creamer to persuade a Yoga-Joe to surrender. Being from India and staunchly anti-empire it didn’t work at first; until I found out the Yoga-Joe was lactose intolerant.


The game was tight until we had a huge standoff between two major religions, and following the “agree to disagree” rule the game ended. I learned my lesson and for my next game I used the "Peace is our Profession" rule and called in an Arc-Light strike!


I loved this game and so will you. If you win it’s because you are the best and if you lose it’s because of the fact the opponent cheated or that the game was flawed. I also noticed that when I didn’t play the game for a long time, I became a bigger expert at it.



I recommend this game to everyone and I know it will be a huge hit!


Twitter @MitchWWPD
WWPDMitch@gmail.com


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Tuesday, August 30, 2016

Konflikt '47 - Things That Go Bump In The Night: A Look At "Supernatural" Units In The German Army List

Things That Go Bump In The Night

The idea that classic monster archetypes freely roam the battlefield is a common feature of the “Weird War Two” genre. Given the horrific nature of total war and the long-speculated fascination that high ranking Nazi’s had with the occult, it is not hard to see why. As a “Weird War” game, Konflikt ’47 does not disappoint. The beasties of our childhood stalk from our imaginations into the Bolt Action universe. In K'47, the existence of these creatures is explained as a result of scientific exploration and experimentation gone mad. That does not change the fact that we, for the first time, can add werewolves, vampires and zombies to our BA armies. It is a great time to play the game!

Of the four major nationalities covered in the Konflikt book, only two nations utilise these genetically modified fiends. Today I will be investigating and discussing the three new “supernatural” creatures introduced in the K’47 German army list.

As we begin, I think it is again important to say that the authors of Konflikt ’47 are quick to point out that these “super soldiers” are not supernatural at all. In the story of the K’47 universe, after the atomic bombing of Dresden in 1944, the Germans discover and partially translate messages transmitted from a “rift” created by the dropping of the bomb. These messages are interpreted by scientists looking for technology to give their forces a needed edge on the battlefield. German leadership encouraged these scientists and researchers to throw caution to the wind in their pursuit of new “wonder weapons” that could be used against Allied troops. One of these new, secret scientific discoveries was in the area of genetic manipulation of human beings leading to the creation of our three new units types: the Totenkorps, the Schreckwulfen and the Nachtjager.


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Thursday, August 25, 2016

Konflikt '47 - An Examination Of New Weapons That K'47 Brings To The Battlefield


One of the most exciting parts of devouring new game expansions for me has always been diving into new weapon systems or equipment that change the rules of the game. These new items broaden the horizons of possibilities in the game, for better or worse, and always refresh the viability of older units and options as new combinations of gear come into existence.

While Konflikt ’47 is not technically an expansion to Bolt Action perse, it kind of is. Because it is built on the version one rule set of BA and because units of BA immediately slot comfortably into the K’47 game and universe, it is hard not to consider new weaponry within its pages as a expansion on how armies in the game play. Today, I will be looking at the three new tank mounted weapon systems that K’47 introduces to game.
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Wednesday, August 17, 2016

Konflikt '47 - Heavy Infantry And What It Brings To The Table


Over the last couple of weeks I have been able to get in some games of the new Bolt Action rule set, Konflikt ’47. While the game is heavily based on the standard BA rules, it introduces several game-changing innovations like reactions and an improved assault system. I have been pondering the implications of these changes to how the game plays and do they subtly but significantly change how infantry units operate and interact in the game. The game also introduces several new types of units to the tabletop. One of these new unit categories uses these new infantry rules to maximum effect. Today I would like to talk about Heavy Infantry.

All four of the “Big Four” nations represented in the K’47 rulebook have access to heavy infantry, though every nation’s armoured infantry are noticeably different. Each has their own personality, cost and weapon options. Before we get into the differences, we should probably talk about what they have in common. Heavy infantry are assumed to be wearing protective body armour that shields them from most small arms fire. This is represented by the Resilient rule that states that troops with this ability have a damage value of 6+ when being fired upon. This changes in hand-to-hand combat where they use their normal experience level but it should be noted that heavy infantry in all four lists must be bought as veterans. Though there are other heavy infantry flavoured units that have the “tough” rule, I will not be focusing on these units today.

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Wednesday, June 15, 2016

Bolt Action - Unofficial Unit: Canadian Skink


In March 1943, the Canadian Army Technical Development Board approved the development of the Skink anti-aircraft tank. Designed on the Grizzly chassis (the Canadian built version of the M4A1 Sherman) it mounted four 20mm Polsten cannons in an enclosed turret and was planned to be a mobile anti-aircraft platform to defend the Canadian ground forces against the dreaded Luftwaffe. Keeping with tradition of naming Canadian tanks after animals, it was named the Skink after Ontario's only native lizard.

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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 BuzogányvetÅ‘, 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, June 1, 2016

Bolt Action - Converting up a Soviet SU-57


I recently got my hands on a M3 Half-track from Rubicon Models and had planned to add it to my Soviets as a lend-lease vehicle. While talking to the other guys at the Bolt Action Alliance about it, the idea of converting it into something special came up. With that idea I went off into the wilds of the internet searching for obscure variants of the M3 and it didn't take long to find the SU-57.
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Friday, May 27, 2016

Bolt Action - Making a Land Mattress


Hey guys, this week I take a look at the American artillery choice that is the Land Mattress. A while ago this little gem popped up in Easy Army and I gleefully rubbed my hands together. Playing against Garratt, I'd faced the fury of the multiple launcher before but other than the Sherman Calliope, the Americans didn't have access to the equivalent of the dreaded Nebelwerfer. Then along came the Land Mattress in the Battleground Europe Theatre Book. I immediately did some searching on the internet and was wholly disappointed to find that no one seems to produce a 1/56 scale model for this great little piece.
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Monday, May 2, 2016

Bolt Action - Community listing with the new Australian Army Supplement



By Patch

Last week the new Australian Army Supplement (can be found here or in our downloads section) was released by Warlord Games with an extremely positive reception. It was written and designed by Bryan, with my meager assistance, along with some fantastic input from other members of the community and given the official stamp of approval by Alessio himself.


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Friday, April 1, 2016

Bolt Action - Finnish army showcase and review

By Tristan


Hi guys, this week I'm going to be looking at the Finnish army and some of the wonderful, tough, hopeless and cheesy options that are available. As anyone who listens to the Baconburgers podcast will know, recently I've bought and started to run a new army. I've run the Americans and then the British. After this I found myself wanting to move away from the major powers and explore the minor powers. My first stop was the Finns.


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Friday, March 25, 2016

Bolt Action - Hungarian Motorcycle with Solothurn S-18/1000

By Anthony "Anfernee" Mason

Sometimes you find the odd photo or blurb of something really unique from World War 2, that gets your creative juices flowing, only to find further information not as forth-coming. Despite how well documented parts of WW2 are, it was a destructive conflict that happened over 70 years ago and some information is lost to the ages. That is the problem I faced after stumbling across a few tantalising photos when researching my Hungarians.
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Tuesday, February 9, 2016

Bolt Action - Flakpanzer V 'Coelian'

By Patch

The Flakpanzer V Coelian is a prototype anti-aircraft weapon based on the Panther platform. It was designed to combat the ever increasingly effective Allied ground attack aircraft and to give the crew some fighting chance to survive attacks. From the research I have done, no working prototypes ever got to field testing stage due to shortage of supplies and as such it is as much a 'what if' vehicle as some of the more fantastic designs going around at the time. The final design, had it actually been built, would of housed dual 3.7 cm Flak 43 guns firing at a rate of 150 rounds per minute with an effective range out to 4800 meters.





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Friday, January 15, 2016

Bolt Action - Hungarian Paratroopers. Who?

By Anthony "Anfernee" Mason

  If you've listened to any of the Ghost Army Podcast episodes where I have managed to talk about the Royal Hungarian Army, you may have heard me wax about the Hungarian Paratroopers. When researching my list, I began to find small snippets of information on this elusive unit and they soon became one of my favourite units in the Hungarian army. Having just finished painting up a squad, I decided to delve into their history and how I plan to use them in my games of Bolt Action.



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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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Wednesday, January 21, 2015

Bolt Action - Let's talk Brandenburgers

  For the upcoming Cancon 2015 Bolt Action tournament, I am taking a 1000 point German force.  Included in that force is a small assault squad of Brandenburgers from the new theatre books.  Come with me as I delve into this new unit, their background and how I am planning on using them.



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Monday, August 11, 2014

Bolt Action - Listception: Luftwaffe Field Division

For most of us, a good list idea isn't about discovering a powerful unit in the rule book and building a force around it. No, sir! It's about something from the story of it all that grabs you. I'll leave it as a loose generalization like "story" because that can come from all sorts of sources, which we've discussed before. This listception came to me in the form of those blue uniformed gents sometimes referred to as Goring's Grenadiers.


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Tuesday, August 5, 2014

Bolt Action - First To Fight… Last to Fight


Hey guys, Uncle Mal is back to talk about he used a historical perspective when creating his unique Polish army. 

As my friends know, I am absolutely crazy for polish militaria. I have toured Poland and almost camped in the Museum of the Polish Army, in Warsaw. But as I have been told “it is not a problem until it inhibits your ability to function on a day to day basis” and I am going to hold on to that.

We all know that the Poles were the first to come to blows with Nazi Germany.  We have the idea that the Polish army was backward and we embrace the image of the Polish Cavalry charging the German tanks (a myth both the Germans and Poles have propagated), this was not actually the case.  The Polish Army was an advanced, modern army and had embraced the idea of “motorized” warfare.

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Sunday, June 1, 2014

Bolt Action - 28mm Soviet Cossacks


After successfully building Soviet Cavalry using Perry’s ACW Cavalry and Warlord Plastic Soviets, I decided to attempt to make a unit of Cossacks as well.  I followed the same steps when building my Cossacks as I did for my regular Soviet cavalry. The only difference was the types of heads I used. Instead of helmeted Soviet heads, I used the Soviet heads with fur caps found in the Warlord set. Before gluing the heads in place I cut the ear flaps off the top of the head so that the fur cap was flat to form the crest of the Cossack hat. This allowed me to paint on the Cossack crest and cross. The plastic set from Warlord only has ten heads with fur caps, making it two short of the twelve needed to match the Perry set. Lucky for me I have bought four sets of Warlord Plastics over the last year and saved the left over bits each time. Since most the previous figures I built had helmets, I had plenty of left over heads with fur caps. I had so many extra fur hat heads that I will be able to build a sufficient number of dismounted Cossacks with the remaining plastic bodies. This is a good example of why you should always save all of your bits.

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Friday, May 30, 2014

Thursday, March 27, 2014

Bolt Action - Inexperienced Troops

(Trying a little something new here, BARbarians - Patch speaks in bold and Lachlan in normal text, as the two discuss the strengths and weaknesses of an inexperienced force in Bolt Action. - Judson)


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