Episode 30 – Miscellaneous Ramblings

Sam and Dave are joined by Mad Bob Emmerson to chat about current projects, including End of the Beginning 2, events on the south coast, Gorgon Studios and forthcoming offerings from Bob’s evil laboratory. Bob also undertook the Good/Bad/Ugly challenge and Philip from Germany provided us some authentic translations in his native tongue.

Churchill-ARK-at-work

Click here to visit the donation page for Emma Anderson, who needs urgent surgery.

One thought on “Episode 30 – Miscellaneous Ramblings”

  1. I love your channel, It is wonderful to hear voices that reflect my feelings about Bolt Action. I have been working on similar issues regarding game balance and would like to know if I could bounce these ideas off you. I am going to be play testing this all myself hopefully extensively soon and posting the Battle reports on my youtube channel (Wahoo Warrior) Between preparing for Adepticon US Nationals at the end of the month and another GT in June.
    BOLT ACTION MARK 1
    Promoting positive game balance with simple and practical changes
    RECCE- Page 96- Recce vehicles would advance ahead of a formation to probe out the enemy defenses- as they are super-alert to the enemy presence and prepared to avoid trouble. Recce vehicles are allowed to react to an enemy shooting at them or assaulting by making an escape move ONCE per Game.
    CAVALRY-Page 71- Calvary units have the tough Fighters Rule to represent additional attacks in Close Combat. Note Calvary Carbines shoot as pistols but do not confer the assault rule in close combat.
    TOUGH FIGHTERS- Page 70- Each model in a unit with this special rule rerolls failures to damage in each round of close quarters combat against Infantry and Artillery. Calculate number of attacks normally.
    FIXED WEAPONS- Page 50- Infantry based Fixed weapons can target an enemy unit that lies at least partially within their front arc with no penalty. They may rotate up to 90 degrees in place with an advance order and fire with a -1 to hit penalty if they are using direct fire. (Does not apply to artillery)
    INFANTRY MMG- Page 45- Weapons Chart- Infantry based MMG increase basic rate of fire to 6. This does not apply to Vehicle mounted MMGs
    LMG- ARMY LIST- Light Machine gun cost is 10 points in all infantry squads.
    TRANSPORT VEHICLES- Page 93- If an Armored Transport vehicle (7+ and up) has no passengers it may only fire one weapon per turn.
    FLAMETHROWERS- Page 48- Flame Throwers have the FIXED WEAPON Special Rule. Note flamethrowers hit automatically so the penalty of -1 for firing outside of the front arc is Not Applicable, all other restrictions apply.
    VEHICLE FLAMETHROWERS- run out of fuel on a roll of 1 or 2.
    INEXPERIENCED- Page 36- Remove the -1 penalty to hit.
    ONE MAN TURRET- ARMIES OF FRANCE and ALLIES- Units with a one man turret special rule who do not have a pin on them must pass an order test to perform an advance order. If they fail their order test in this situation they may still move at the advance rate but may not fire.
    HE vs. ARMORED TARGETS- While High explosives were utilized against armored targets in some situations it was not specifically designed for this and was often a last ditch effort. HE vs. armored targets are resolved the same as for an Armor Piercing round. 1 hit is scored, one PIN is applied (NOT D(X) PINS) and the penetration value is checked and the Damage result chart is consulted normally. Note some very large HE rounds such as found on the Soviet SU-152 were used with greater success then others and they have been given a special rule in their respective army book to account for this.
    EXTRA PROTECTION- Page 103- The dice roll to damage an enemy infantry or artillery is increased by 1 to a maximum of 6. This applies to units protected by gun shields as well as buildings.
    SHIRKERS- Shirker units Suffer -1 to hit when shooting and must always pass an order test before activating even if they do not have any pin markers on them.
    ARMIES OF RUSSIA- Change up to three anti tank team rule per reinforced platoon to 1 anti tank team. Up to two additional anti tank teams per platoon may be purchased as upgrades to an existing squad at the original listed cost. These teams must be taken at the same Morale level as the unit. This Mechanic is identical to a flamethrower upgrade in an engineer squad.
    ARMIES OF JAPAN- Change up to three Suicide anti tank team rule per reinforced platoon to 1 suicide anti tank team. Up to two additional anti tank teams per platoon may be purchased as upgrades to an existing squad at the original listed cost. These teams must be taken at the same Morale level as the unit. This Mechanic is identical to a flamethrower upgrade. The weapon team may not leave the parent unit.

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