Bolt Action Version 3

Some Musings on Bolt Action Version 3

Introduction

I thought I would go through some of the changes to Version 3 and my thoughts on the and perhaps some changes in tactical behaviour and army order of battle (orbat) selection we might want to consider. I have been thinking about these and some of them came home to roost in a series of three games at Entoyment. There is no specific order to these musings but in principle I will try and stick to the order within the rules.

The other point is of course these are based on my gaming experience and I am sure I shall revisit these musings again.

Orders

A minor but an important change that will have great implications when playing is that when ordered to rally you lose all the pin markers, or when you retain the Down order at the end of the turn. Also, it is the same if you role snake-eyes when taking an order test. The implication here is that a rally order becomes a no-brainer when you have lots of pin markers, and trust me in this version one is going to be gathering a lot of pin markers as it is much easier to hit.

Shooting

A lot has been said about shooting, and the fact that one hits on a 4+ now. Additionally the as we now the modifiers to hit are less than in version 2; gone are long-range fire, small team, cover effects, and the cumulative effects of pin markers. Also note that it is just -1 if pinned!

There is one important modifier that is buried in the rules at page 96. Anti-Tank fire (guns or tanks) has a +1 modifier if it is given a Fire order!

Do not ignore the benefits of cover from shooting. The terrain benefits and being down in the cover saves is incredible. Also, if Infiltrators are not Advancing or Running, they also get an additional -1 benefit on cover saves. Remember that there are no cover saves at point blank range, or when firing indirect fire at targets. If an SMG or assault rifle squad get in close then watch out, and call the medics.

It confused me at first whether one should do the cover saves before damage or vice versa. In the end it doesn’t make any difference! However, when firing at vehicles it might be best to do cover first!

The last word on damage, Exceptional Damage is a thing of the past.

The rules on cover and shooting at pages 86 and 87 are really a lot clearer – thank you.

Indirect Fire

The first significant change is that anyone who is an observer can spot for any indirect fire weapon. This means that if you do not necessarily need to pay for the Mortar spotter if you have an artillery FOO. However, given the increasing likelihood of casualties in might not be a bad thing to pay for the spotter!

The next observation relates to the impact of the changes in the orbats. Previously Mortars and Artillery became somewhat of a nice to have rather than being instrumental in the game. Not now. For example, the Heavy Weapons platoon could have between 2 and 5 Mortars! Based on my experience in my first three games, having a Heavy Weapons platoon with 2 mortars, or 3 if you are German can be a game changer. Why?

It is because their junior platoon commander can snap-to 2 units or 3 if German; think what a senior officer with the ability to snap-to-action 4 or 5 units can do. Which means a Mortar or Artillery barrage is now a real threat. It means that with 2 Mortars snapped to the chance of at least one of them hitting on target on your first roll is now 30% compared to 17% for a single mortar. If you have three Mortars snapped to the chance of getting at least one hit on first firing is now 42%!

Clearly, we can all go down to reduce the casualties, but in times of ore we all tended to risk it. Moreover, at the same time we also used to keep our models as close to each other as we could for maximum fire effect and keep them in range. The benefits of keeping 1” separation between infantry figures in the same unit is now becoming very important to reduce the impact of casualties! They used to call this Artillery Formation in WW1, to ensure that the blast radius didn’t call too many troops – a lesson we need to learn for Bolt Action V3.

Close Assaults

It has been well reported that closing to assault is a very deadly endeavour. I conducted at least one close assault, with an inexperienced squad of 5 men against a single man with a Panzerfaust – we won. Don’t close assault unless you have numbers on your side.

Officers

The impact of snapping-to-action are now very beneficial indeed, if used at the right place and time. In principle one could use the officers to ensure that sufficient prep fire is brought onto a target and which would then allow one to manoeuvre closer to a target. Sound tactical principles are coming out from the rules.

Additionally, do not forget the morale benefits of having an officer around. I can see that more players will start to employ senior officers on their side to organise and lead their troops.

Snipers

The basic rules are the same. The sniper has the benefit of +1 to hit and +1 to damage when sniping. The firer picks the victim, so lost squad leaders, observers, or weapons carriers etc. There are no cover saves!

Vehicles

The new rules for superficial damage take a little effort. My best advice is go for a kill if you can! A point of note is that if your turret jams in response to a superficial damage result then it points to the closest enemy not the greatest threat! This meant that my T-34 ended up with its turret pointing away from anti-tank armed tracked vehicles and instead pointing at a single mortar spotter!

If you leave the people in the transport and the vehicle is destroyed be prepared for mass casualties!

The Command Vehicle rule is great. Being able to snap-to-action a second vehicle within 12” is great to be able to conduct some aggressive armoured tactics.

Buildings

I didn’t get into any buildings during the game, but I did note that now we can advance into a building. This means you can move in and fire from hard cover immediately.

Scenarios

There are now 36 potential scenarios! Which doesn’t include story scenarios, and what I am sure will be more scenarios in books to come from Warlord. This is good, endless variety; I cannot see us getting bored any time soon.

A word of caution for Scenario 6 “Hold Until Relieved” reinforcements can come on from any side, and I do mean any side. The potential for carnage is high if one gets one tactics right, and of course if your reinforcements arrive.

Army Special Rules

A word on these.

  • The Germans retain their previous benefits, but also have the Blitzkrieg rule which allows them an extra order when snapping-to-action.
  • The US forces benefit from not applying the -1 on their roll to arrive as a flank march or as a reserve.
  • The British have the same basic characteristics, but also benefit from using the Foo to bring down two rather than 1 fire mission!
  • The Russian infantry and artillery can re-roll failed Morale checks. Additionally although they do not get the benefit of the free inexperienced rifle squad, their inexperienced troops do get a free roll when taking an order to test to lose a single pin.
  • Overall Thoughts

    I am sceptic when it comes to commercial rules bringing out new versions. It could be seen as a way of promoting revenue generation for their associated figure manufacturing. I can see how this might be the case in Version 3 with the need to buy more officers and artillery and mortars. However, overall I think the changes are very good indeed, and I like the way the game plays.

    Bataille Empire - Game Report 16

    Russian 1807 vs French 1807

    Robin mentioned that he wanted to see how Bataille Empire played and I therefore, of course, offered the services of my troops and my (limited) experience of the rules to teach him. I seem to have managed to impart my wisdom of the rules to Kevin, so I was confident of success. I put together two orbats for 1807 for us to trial. The terrain for this battle came out quite easily. Robin selected the Russians and to reduce the number of variables, and the dice roll gave us the Battle scenario – a good choice for a simple learning experience.

    I decided to place both of my Line Divisions on Attack orders with a simple line of attack – Hey diddle diddle, straight down the middle. None of the subtleties of flank moves or manoeuvring. This way we would get to contact quicker and be able to teach Robin the game mechanics. I left the Cavalry on the left with Engage orders to respond to the Russian Cavalry when they arrived. For his part Robin placed his Divisions on Hold orders.

    The right attack Division found very soon that it was entering a killing zone between the woods and the marsh. But we aimed to preserve in the attack.

    The initial attack by a column on the French right was repulsed with ease by the Russian Musketeers. At the same time another regimental attack against the Russian artillery battery was also repulsed. It was also difficult to both bring the guns forward and to unlimber them under fire from the large Russian batterys. One of the left forward division’s regimental attacks managed to break the Russian line, the others were also repulsed.

    A swift counter attack by fire drove the lead French regiment back over the elevation. Forcing the French to regroup.

    After regrouping the left Division continued its advance in strength and this time managed to secure the hill. Its battery was able to deploy on the crest and bring close range fire down on the Russian Battery. The Russian Musketeer Regiments threatened by this attack have withdrawn behind their supports. On the right a French Light Regiment has pushed back a Jager Regiment into the woods away from the tree line.

    The forward left Russian Division has started to regroup its line to try and close the gap. Lack of command has prevented the French Division Commander from reinforcing this success. The Corps Commander’s focus is on the reports he is receiving from his left forward Division. Although the French are consolidating in the elevation, the Russians are reforming to counter attack. On the French left the arrival of the Russian Dragoon division has countered any activity by the French Hussars.

    On the French right a successful attack Russian Musketeers has driven back and destroyed the French Light Infantry. Similarly on the French Centre left another Light Infantry regiment has been destroyed in the Russian counterattack on that flank. Further left the French Hussars are engaging the Russian Dragoons, who very quickly gained the upper hand in the combat.

    Outcome

    After counting up losses and objectives it became a Russian Marginal Victory, and a very enjoyable game!

    Lessons Learnt

  • The positive impact of supporting artillery with infantry regiments!
  • We need to read more carefully what one can do and how one can deploy under Hold orders; we both feel that we stretched the order, as defined in the rules, to its limit.
  • Bataille Empire - Game Report 15

    French 1809 vs Austrians 1809

    Kevin and I enjoyed the first 28mm Bataille Empire battle we clearly needed to revisit it. Given the period and armies I decided to invest in some mid European buildings for this battle. For this battle we diced for and received the encounter battle. In my case I deployed the Advance Guard Division on the right to secure the buildings and to hold the flank. The Corps Comd arrived with the Corps Artillery Reserve.

    The Infantry Division arrived. Its Militia Regiments were broken down to deploy as detached skirmishers. While the Austrian Regiments formed column to move forward to attack.

    The French were deployed as three small Infantry Divisions at this stage, each of two regiments supported by an 8lb battery.

    The Advance Guard Division’s Cavalry regiment has deployed between the buildings to protect the flank from some interfering French Cavalry.

    The Infantry Division has secured the first low hill and is now pressing on to the main French line of battle. The Advance Guard Division has further refused its right flank as the Cavalry regiment withdraw into reserve.

    The French have forced one of the Grenzer Regiments of the Advance Guard Division to withdraw from a fire fight. However, their line remains intact. In the centre the Infantry Division Commander is waiting for orders from the Corps Commander.

    The French counter-attack, and drive the Austrians from the hill they had secured, destroying two infantry regiments in the process. However, the left-hand regiment has pursued its French opponents and is continuing its advance while the remainder regroup. On the right the same Grenzer Regiment was broken by French fire and has withdrawn. On the left flank the arrival of the Austrian Light Cavalry Division has the potential to change the dynamics on the left flank.

    In response to the threat posed by the Austrian Infantry that have broken though the French have withdrawn from the low hill.

    While the Austrians consider whether they can exploit the breakthrough that they have made, and the French consider how to counter it.

    The French have decided to launch a counter to the breakthrough and have formed column to charge in the flank against the breakthrough. The challenge for the Austrians is that they lack the command and control to be able to move forward in support of the Infantry Regiment on its own. Nor are the Advance Guard or the cavalry Divisions in any better state to help.

    The regiment is on its own.

    Outcome

    From counting up the losses and objectives we believed that it was a Marginal French Victory. Another excellent game using 28mm.

    Lessons Learnt

  • The jury is still out on the deployment of the Militia as detached skirmishers.
  • More attention to the terrain deployment rules, as the buildings were probably much too close together.
  • Austrian Command and Control is a severe challenge, I am not sure the large size of the Austrian Division was worthwhile.
  • ADLG-R - Game Report 4

    Early 30YW Swedish (23) vs Muscovites Russians(44)

    For a change of pace Harry suggested an ADLG-R game. I was not going to refuse that offer. In order to period relevant I offered up the early Swedes as an opponent for his Muscovites. A very different army from those that I had fought previously.

    I decided om a deployment with the Cavalry on the right while the infantry had their flanks protected by medium artillery.

    We boldly advanced but the firepower of the horse archers supported by Dragoons and/or by his heavy Artillery started to cause me significant cohesion hits. The changes to the rally rules did allow me to claw back some hits – I like the new rally rules.

    The right wing infantry managed to push the advance forward. However, on the left at this stage the Muscovite Cavalry was content to exchange pistol fire with my Caracoles.

    The firefight continued as the infantry tried to move closer and engage the Streltski. While the casualties mounted on the Caracoles.

    A Tercio has been destroyed by fire from the Muscovite Artillery and its supporting fire, for the loss of a Muscovite Streltski. The cavalry firefight has gathered momentum and at least one of the Caracole has been severely damaged.

    Eventually the Muscovites thought that had one the Cavalry firefight and boldly came forward to engage the Swedish Cavalry to great effect. In the centre the Swedish Tercios have engaged but have failed to breakthrough sufficiently to cause lasting damage to the Muscovites.

    Outcome

    A win for the Muscovites.

    Lessons Learnt

  • ADLG-R gives a great game and experience.
  • Artillery works best when it is supported by other units fire.
  • Horse Archer armies can be as equally effective in this period as firearmed armies – a rebase or requip the Ottomans?
  • Bolt Action Version 3

    Some Musings on Bolt Action Version 3 Introduction I thought I would go through some of the changes to Version 3 and my thoughts on the an...