Germans


Bolt Action: Assault on Normandy Next Steps

If you go back a while, Brian wrote up this great article reviewing the Bolt Action: Assault on Normandy Review product which can be purchased at your FLGS or at the Warlord On-Line Store. I would like to continue that review with a little extra, how do you grow it.

So in the box, you have 12 Germans, a Hanomag, and 20 US troops.

Ideally built, for the Germans you end up with something like the following:

  • 1 Lt with whatever gun you like (I recommend an Assualt Rifle for in game effectiveness or a pistol or rifle if you are going historical) and 1 assistant likely armed the same
  • 2, 5 rifleman squads armed with rifles and an NCO probably with an SMG
  • 1 Hanomag – don’t bother gluing on the rear MMG.

Ideally built for the Americans, you end up with something like:

  • 1 Lt with an SMG likely, and 1 buddy to go with him also armed with an SMG.
  • 2, 8 men squads with NCO with MMG and 1 man with a BAR
  • 1 Sniper team

Of course, you can build them a bunch of different ways, but this way you end up with what will be a table legal force that you can play with for both sides. I think early on, in your games, you are going to find that the American’s have a slight advantage. You will also find that you just don’t have a lot that you can do with these models once you really have the basic mechanics of the game down. So what do you do next?
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Bolt Action Battle Report #1

So, if you haven’t heard about it yet, then you probably missed us talking about it on the show but in our spare time Brian and I have been playing this great World War 2 historical game called Bolt Action from Warlord Games.

Bolt Action is a turn based game, but unlike Warhammer where you complete all of the actions of your units (move, magic, shooting, combat) then your opponent resolves their actions before the turn ends, each player in Bolt Action activates one of their squads or units when one of their order dice is drawn from a bag or dice cup. All of the dice are drawn from the bag the turn is complete and the players reset. Order dice also then represent the different “orders” a squad might be given, such as run, go down or fire at the enemy. It makes for a great turn sequence where you really interact with your opponent and there isn’t a lot of waiting to get to do something in the game.

Now that you have been introduced a bit to the game, on to the report! In today’s game, we discussed using a fan generated scenario that looked interesting and that I heard about through some other podcasts. The scenario is called Domination and can be found at the great fan site, BoltAction.net. The scenario really is about controlling the table, with objectives pretty evenly distributed and each worth different points. You can control a lot of objectives to win, or you can try to push for the more expensive objectives in the center of the table and hope to control enough of those for the win. Really cool concept and something I am going to look at throwing into a Warhammer game some time.
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