We picked up the new (3rd) edition of Bolt Action for Christmas and this weekend we finally managed a game. I say "we" but this game was all due to Arthur's planning. Arthur made a couple of 500-point lists, and built the scenario using info from the main rulebook. Arthur's main change was to use early WWI armies rather than WWII. The Russian army had three groups of 12 regular infantry, a squad of 5 cavalry, a Maxim MMG, a nurse and an officer, while the Germans had three groups of 10 infantry, 10 Uhlans, a field gun and a command group. Here's a snap of the German force, and of course I didn't get one of the Russians!
We invited Sam and Doug to join us. Sam is our Bolt Action expert, and took on the referee role to make sure we got up to speed with rules changes for the new edition. This was Doug's first BA game, and he took the Germans to learn the rules on the fly. Arthur took the Russians and I managed the refreshments.
Arthur rolled for terrain and ended up with this.
As Arthur won the dice roll for choice of deployment, he chose to deploy in the village in the upper right, leaving the Germans to deploy in the open ground in the lower left. It's not quite as bad as it looks for the Germans as there are a few hills that created a few areas of dead ground that they could exploit, but the openness certainly gave the Germans motivation to get moving.The first Russian infantry squad set up in the village, in cover behind the stone wall. I didn't have any markers for 'hidden' so we used 'overwatch' markers instead. In the background you can see my DIY BA order dice! The Maxim gun is just barely visible at the right end of the stone wall.
Germans deploy, ready to advance quickly on the Russian positions.The German field gun deploys on a hill in the table corner where it can blast just about any target on the table.
The scenario starts with a bombardment, which means that most units on the table begin the game with shock markers. This meant that each unit needed to pass a command roll before it could act, with the unfortunate result that the Uhlans were stuck for a couple of turns before they passed an order check!
To win the scenario, each player wins points for both destroying their opponents' units as well as occupying table quarters. Here a Russian squad advances into one of the neutral table quarters, but note also the small forest of shock markers it's earned from German fire. The nurse in the background was able to help save casualties from time to time but not the shock markers.
The Russians took a turn to rally, and were able to shake off the shock markers. The German field gun kept bashing them, though, and managed to destroy this squad.
Elsewhere the German advance in the centre failed.
Action instead moved to the lower right table quarter with a standoff between Russian and German cavalry.
Alas, the grand cavalry battle never happened. The German Uhans took too many shock markers, and then rolled poorly on a morale check and fled the table. We did see the Russian cavalry successfully charge the German infantry.Much bloodshed happened, the Russians depleted the Germans but were wiped out in the charge.Bolt Action scenarios mostly have a limit of 6 turns. The result was after six turns, each side had eliminated 3 of the opposing sides forces (out of an original 6 for the Germans and 7 for the Russians). However, the Germans had active units in their own original quarter plus the two neutral quarters, while the Russians were only in their own quarter. This result gave the Germans the win with 5 points to 3. Doug appreciated his Pyrrhic victory. Despite losing, Arthur still appreciated the game. Thanks Sam for keeping the game on track and evaluating the rules for us!
Playing with WWI forces still gave a good game even though the rules are written for WWII. After all, these forces are pretty similar, they just have fewer troop types to select from.