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?
  • ADLG - Game Report 174

    Germans – Batavian Revolt (91) vs Three Kingdom Chinese (118)

    The fifth and final round! On to fight Jesse’s Three Kingdom Chinese, and in my defence I was a little jaded by this time. Jesse asked me to Defend, and his terrain was limited to a river and a road. A landmark in of itself as I think it was the first time that I had fought next to a river! (it was rough terrain.) And I decided to use this as my secure(ish) left flank.

    We managed at this stage to keep our flank secure. Albeit that the left flank was protected by Cavalry and a Medium Warband.

    Although we had equal number of Cavalry on my left flank next to the river (out of shot to the left), the fact that the Chinese were Impact Heavy Cavalry made a significant benefit to the outcome for the Chinese. I was forced to divert some Legionaries to support them. The rest of the Chinese Cavalry conducted spoiling attacks to allow time for their (mediocre) infantry to move to contact.

    On the left the Roman and German Cavalry have been destroyed. The fact that one Medium Warband has crossed the river, while another is on the far bank providing support, has rather prevented the rest of the Chinese Cavalry immediately moving to roll the line up. In the centre the Medium Warbands are now close enough to provide support to the Heavy Warbands.

    The resulting attack in the centre has been partially successful for the Germans. Although the benefits of having furious charge and being able to destroy on contact may not have been realised. However, it is all too little, and much too late.

    Outcome

    A loss to the Chinese in which we inflicted 14 hits out of 22.

    Lessons Learnt

  • Once again I failed to move quickly enough in the centre where I was best able to win.
  • A game where a modicum of intelligence gathering by reading the Army list, or looking at previous rounds, might have been beneficial.
  • ADLG - Game Report 173

    Germans – Batavian Revolt (91) vs Kushan (107)

    Round 4 and we will see if the Germans have learnt anything from the previous day’s battles, knowing me that is unlikely! I was facing another cavalry-heavy army, and once again Cataphracts. I was given the benefit of attacking, and fortunately the terrain provided more room for deployment.

    The goal clearly being to hold on the left and centre and wheel left with the right wing. I was a little concerned by the threat of the Kushan Elephants on the left; we all know how Horse do not fare well against Elephants.

    I decided the first thing to do would be to try and scatter the enemy Cavalry on my left/. In doing so I rather forced the Elephants to commit on that flank. In the centre the Cataphracst came forward, and then started to withdraw.

    While the Elephants pursued a German Cavalry unit behind the Cavalry line, the remainder of their peers fought themselves to a draw against the Kushans. The Cataphracts withdrew some more. But the poor command of the German’s and Kushan’s failed to cause any significant upsets.

    The rogue Elephant, behind the Cavalry, has been cornered and is losing its fight. Elsewhere the other Elephant has the upper hand against the Warband. Of greater concern is the number of hits that the enemy bowmen are inflicting on my Legionaries. The Cataphracts have at last turned to face.

    One Elephant down, one to go. The Roman Legionaries decided it was better to die by the sword than the arrow, and charged losing one unit in the process. The Cataphracts also advanced and had some success. On the right flank I was learning the peril of not being entirely out of the wood when fighting an enemy in the open.

    The Kushan mixed swordsmen/bows have destroyed the Legionaries; what-a-mistake-to-make. However, on the plus side the Elephants are no longer a threat. Although to be fair to the Kushans, their Cataphracts are putting up a serious fight against the Heavy Warbands.

    Outcome

    After, again, many turns we were both feeling exhausted and called it a draw, with the Kushans losing 18 of 24 and the Germans losing 21 of 28.

    Lessons Learnt

  • The failure to engage with the Legionaries when they had the chance to close the distance was a mistake.
  • On the edge of the woods or out of the woods not somewhere in the middle.
  • ADLG - Game Report 172

    Germans – Batavian Revolt (91) vs Sassanid Persian (109)

    Round 3, bring on Robert’s Persians. You gotta love all these Cataphracts. My question is why do so many people have so much luck with them but when I use them they die easily? Robert invited me to defend, therefore for once I managed to secure a wood in a relatively favourable position. I also had more room to manoeuvre, should I need it.

    One thing I wasn’t going to do was fall into the trap of advancing into the Killing Zone that Robert was setting up on his left in the Plantation – or at least not until the odds were more on my side.

    The line of contact saw one of the Cataphracts roll right over the top of my included General with an elite Heavy Swordsmen unit. They survived the contact only for the General to fall on his sword! The Roman and German Cavalry on my left has broken around the end of the Persian line. While on the German right we are certainly indisposed to attacking those bowmen.

    Although the Cataphracts had broken the Allied Command we have managed to regroup and supported by the Romans on one side and forcing the Cataphracts to fight into the wood on the other we have held our own. On the right the Germans have advanced out of the wood to engage the Bowmen, but once again the miracle of the Bowmen who can fight like tigers has caused a hit on the Warband.

    The Cataphracts are fighting to survive. But on the right those Bowmen have done it again, they flanked the warband and destroyed it. But help is on the way now that they have exposed their flank. On the left the Roman Legionaries supported by the Cavalry are continuing their advance to drive the Persian Medium Cavalry from the table.

    On the left the Persian Medium Cavalry continue to withdraw. However the ranks of Persian Spearmen are advancing to battle. We have finally destroyed the Bowman at the edge of the Plantation, and the remainder of them could soon be wrapped up, that is in spite of the losses to the Warbands – I am of course ever hopeful. The battle against the cataphracts continues.

    My hopes were not dashed as we have overcome the majority of the Bowmen, and now we can threaten the line of Spearmen behind the wood. One of the Cataphracts has been destroyed by the Light Infantry – go the Lights! While one of the remaining Heavy Warbands is on an uncontrolled rant of its own.

    Face off on the left, while in the centre the Persian Spearmen are in some disarray, with losses from both fighting the Light Infantry at the edge of the wood and the Heavy Warband advancing uncontrolled around the flank of the wood looking for an easy target. We have also destroyed the last remaining Cataphract!

    Outcome

    A win for the Germans by 25 to 24 inflicted on the Persians.

    Lessons Learnt

  • If you can dissipate the effect of the Cataphracts initial contact they can become vulnerable – which is what often happens to them when I use them.
  • Avoiding the mass bow fire was a sensible strategy!
  • ADLG - Game Report 171

    Germans – Batavian Revolt (91) vs Sarmatians (77)

    Round 2 I was playing Robin’s Sarmatians. A cavalry rich environment and encounter. Once again the terrain was adequate, and helped to protect my flanks. However, as before I had to double up the warbands to keep the left flank secure.

    We advanced to contact keeping the line relatively intact.

    I was able to separate the Warbands on the right flank in order to create depth to my attack. However, the Sarmatian horse archers were starting to inflict some irritating hits on the Heavy Warbands.

    The German and Roman Cavalry have been brought into action to protect the flank of the Legionaries. While on the right the Warbands are starting to move forward to drive the Sarmatian Cavalry and light infantry back.

    The Cavalry battle in the centre resulted in a loss to both sides, but the Sarmatian Cavalry pursued towards the bolt shooter but pursued in turn by a Roamn Heavy Cavalry unit. On the right the Sarmatians have broken off from the Warbands.

    Despite the parlous position that the Sarmatian Cavalry unit finds itself behind the Roman Legionaries it is persistently hanging in the fight. Elsewhere the Warbands continue to push forward, and the Sarmatian continue their evasive retreat.

    To try and force a result the Romans advance, but the Sarmatians fire off a few arrows and then withdraw in response. On the right flank the Sarmatians have deployed their Levy to protect their flank.

    The Sarmatians have decided to leave their Levy out on the flank to wither and die to hold up our advance. The German warbands try to destroy them as quickly as possible to allow them to advance coherently across the battlefield.

    The Sarmatian Levy are proving to be very stubborn and refusing to perish against the majesty of the Batavian Warbands. Elsewhere we try again to force the issue but the Sarmatians are as slippery as eels and refuse to fight.

    Outcome

    After what seemed like at least twelve turns of very convivial combat between Robin and myself we decided, as the Black Knight would say, “we’ll call it a draw?” with 15 losses to the Sarmatians and 17 to the Germans.

    Lessons Learnt

  • Horse Archer armies are slippery opponents to fight!
  • 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...