NEW Shooting Phase Rules - Bolt Action V3

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  • Опубликовано: 16 окт 2024
  • More huge changes, but I think we all expected that by now!
    Playtest Battle Report 1:
    • Bolt Action Version 3 ...
    Playtest Battle Report 2:
    • NEW V3 Bolt Action Pla...

Комментарии • 59

  • @scholaprogenium7276
    @scholaprogenium7276  2 месяца назад +5

    One thing I forgot to mention from my notes was the lack of modifier for over half range is a big buff to 'fausts, bazookas etc. This is actually huge as getting within 3" with a 'faust is quite tricky and also rather risky. Bazookas and 'shreks being able to fire effectively up to max range (24"?) will balance the lack of small team bonus and make them quite lethal...so maybe not so good for tanks 😅
    Thanks for watching!

    • @jeffashley9659
      @jeffashley9659 2 месяца назад

      For Flamethrowers and Pistols, too. Panzerfaust 30 which only has a 6in range.
      Flamethrower gets out of a transport and advances within 6in. V2 would be Moved, Long Range, Point Blank for a 4+. V3 is Moved, but Point Blank for a 3+.

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад +1

      @@jeffashley9659Great point, flamers may well continue to lethal if they also ignore cover, which they 99.9% will!

  • @hippyhippyshakespear
    @hippyhippyshakespear 2 месяца назад +5

    I expect national special rules to be scaled down, perhaps even be dropped entirely. They were always a point of contention and unbalanced, taking no account of the size of game being played. The US seems obviously broken now, for the reasons you point out. SPECULATION: A list of special abilities (engineers, fieldcraft; infiltrators; tough fighters...) that every nation has access to, to give individual flavour to their army platoons instead.

    • @CyrodiilCome
      @CyrodiilCome 2 месяца назад +2

      Hope not. Makes armies feel different

    • @2slugger
      @2slugger 2 месяца назад

      I think maybe special rules will be given to officers and their experience rank. I play italian and seen more specials added to officers from tough gut to the more recent case blue book.

    • @Keithslawinski
      @Keithslawinski 2 месяца назад +1

      I think we should have both. 1-2 simple army wide rules + platoon rules that generally only benefit the units specific to that platoon.
      For example, I like having hitlers buzzsaw (+1 LMG/MMG shot) as an army special rule as it would be thematically nonsensical to apply it to a single platoon, and difficult to track.
      However, I think it makes total sense to attach abilities like "tiger fear", or "forward the guns" to specific Armoured platoons, and which might change depending on your armored platoon theater selector (an early war Armour Platoon selector might not have tiger fear for as their was no Tiger, but it could have some kind of communication perk to represent superiority in their early com systems).
      A good example of this working could be the Soviets
      You want the "Great Patriotic War" as an army special rule, but the "quantity" free inexperienced squad ability to the Generic Rifle Platoon. Set some minimum limitations (you need to spend x points, OR you need to run max units, or something), but let the player gain that free squad each time they field a rifle platoon. Sounds crazy, but with the HQ + 2 unit tax it could balance.

  • @timhyland6834
    @timhyland6834 2 месяца назад

    Good breakdown. Cant wait for the next battle report testing these.

  • @ComradeClaire
    @ComradeClaire 2 месяца назад +1

    Finns seem like they should be incredibly happy with these changes, apart from Americans. No longer having the long range penalties on rifles will make those ambushes that much more deadly.

  • @vampious4849
    @vampious4849 2 месяца назад

    I think they didn't show all of the hit modifiers, might be +1 for Vets, snipers getting +1 as well,

  • @VioletMoonMedia
    @VioletMoonMedia 2 месяца назад

    It's all coming together nicely...
    OK, I was wrong regarding the cover saves being 6+/5+ and you guys were right in last week's battle report.... but things are getting interesting.
    It looks like it's going to be much more of a 'fire & manoeuvre' skirmish game, with units moving from cover to cover, under the protection of surpressive fire keeping the enemy pinned.
    Yeah, it clearly states 'Firer Pinned', so no more -5 on the hit roll for 5 pins, however, I am expecting the multiple pin modifiers to remain for order and morale checks.... so those 5 pins may affect your willingness to stand up and shoot, but will only have a minimum effect on your actual shooting.
    With regards the lack of a long range modifier, my DAK are very happy..... my Para/SAS not so much, but they are small enough units to make use of any cover (just a pity about the small teams modifier disappearing!).
    And JP.... US Army, 1250 points (if they stay the same) gets you 14 flamethrowers, but they'll have to walk!

  • @mortichro
    @mortichro 2 месяца назад +1

    Small teams being removed is a God send. Not a big fan of cover saves tho but I’m hoping the cover rules are more forgiving. And not having a range penalty is huge for MMGs since the range has been increased.

    • @ArchaiKM
      @ArchaiKM 2 месяца назад

      I've only ever seen 36" listed as their range, where did they put it higher?

  • @TheEvanbates23
    @TheEvanbates23 2 месяца назад

    I hope we see the death of straight hit values on indirect fire such as mortars. I hope we see the scatter mechanic that's used in gates of Antares.

  • @Keithslawinski
    @Keithslawinski 2 месяца назад

    TBH, while I am happy the 1/2 distance general rule is gone, I it MIGHT be best to reintroduce it as a special rule for specific weapons/armies. As you mentioned the move/shoot bonus is insane for US, but it would be perhaps less OP if it applied at to US rifles/BARs at 1/2 range.
    I know it sounds odd to remove that feature then immediately put it back in on US troops, but it would STILL be a simplification of the overall rules for every other army, and its the only way I can think of to balance a skill that effectively removes 1 of only 2 negative to-hit modifiers in the game (not counting inexperienced).
    If not that, then the US has to either change that benefit, or go WAAAAY up in points across the board.

  • @hobbyspotnz2833
    @hobbyspotnz2833 2 месяца назад

    In my mind they have still kept the 6s by 6s but you would have to tick all those boxes there listed to do so. So rolling a 6 as regular or vet infantry will always be a hit now. That's pretty cool. Wonder if penetration is changed now too effecting that wound roll

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад

      When we played it like this in the recent batreps it was a dream mate, flows so much better than V2!

  • @randomcast3183
    @randomcast3183 2 месяца назад +1

    I was hoping that vets would have been given a +1 to hit

  • @merlin4084
    @merlin4084 2 месяца назад

    While I hesitate to say that its strong, I feel these changes sort of make inexperienced squads a bit more viable. I think they'll stay 3+ to kill, so they wont be really strong, but I can see them as being decent units to hold ground with. Like, with my French or Dutch, I feel like a rifle platoon made up of inexperienced infantry could hold a flank much better and potentially push, if they have a Major to boost their morale (though I think the higher officers need a drastic reduction of points to make that appealing), now that their ability to shoot hasn't been completely hamstrung with pins (and a rifle platoon of Officer Cadets with Stubborn would do a much better job on top of that).
    I don't see it being done very often, but I could see a case for some artillery to be taken inexperienced as well, especially ones with gun shields, since the base 'to hit' will always be 5 now, you have a much better chance of hitting anything on the table than you would have in v2. Sure, you might not cause many wounds (especially if the target goes down), but it is much better odds. I think heavy artillery would benefit the most as I suspect HE will ignore cover saves, or at least the penetration value of the weapon will reduce the cover save down (so, if the target squad went down in soft cover that would be 3+ to the cover save, then apply the 4pen value of the heavy artillery and you ignore the cover save entirely, though I think they'll simplify it down to HE ignores cover as its the easiest to remember).
    Food for thought anyway. I like the changes in general, because they are making Bolt action ever more similar to 40k 5th edition which was my favourite edition.

  • @dariostabletopminatures
    @dariostabletopminatures 2 месяца назад +1

    THIS TIME YOU HAVE OUTDONE YOURSELF...
    I used to get stomped by my local Bolt Action Playgroup... that's when I found your StuG Life Video - Morale was Restored and I claimed Scalps with the Stug,...while everybody called it trash.
    Then I got better, but of course the PAINFULL LEARNING Curve Continued. Thats when I found BO Mortensen and I avenged all of my Losses.
    A Jeep drove up ...followed by a Truck... and There was a double BBQ. The Enemy Panzer 4 and some Veterans Gone. HOT DOG TIME!
    AND NOW... with your and JP'S 2.5... I think I get prepared in a good Way. But not just to take Scaps, but to lead and Teach my Playgroup. Thank you so much for that!!
    Half Range was cool, But I am glad it's gone. Simple Rules are good. Flow of Game Important.
    Bolt Action was a cool Game... but I feel now it can be a even GREATER GAME!
    If you two want to go the Extra Mile in your Videos:
    Some Basic Timestamps would be cool, if they make sense:
    00:00 Intro
    05:00 Topic One
    16:00 Topic Two
    25:00 Summary
    Not to many. Only if they make sense. You can put them in the bottom of your Description or leave it out.
    You decide.
    I would say Timestamps make the Viewer stick around.
    Because I am right now at min 17:00 And I want to get on with other things... so I could dive into the Topics or skim over them,
    judging... what do I listen to. Do I come later?
    18:55 WARLORD PARTNERSHIP°° GREAT STUFF
    20:53 OK GUYS. YOU NEED TIMESTAMPS! IF you don't do them. I would write them for you!
    22:24 I hope they Buff AT GUNS. Bo is a History Teacher if I recall it. In one of his Video he Said AT Guns where really Feared. Hiding in Cover...hitting a Tank from miles away!

    • @ijsbeermeneer9952
      @ijsbeermeneer9952 2 месяца назад

      you getting fanatic for free huh? ;)
      great job m8

  • @gregbradfield1686
    @gregbradfield1686 2 месяца назад

    Was wondering if the gunshield and extra protection rule for buildings will still be valid on the to damage roll. Hope so it still remains a good feel in the game. It is clear they are not part of the cover saves, rightly so as they never affected the to hit roll in the first place.

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад

      @@gregbradfield1686 Agreed, I see no reason to adjust gun shield!

    • @Keithslawinski
      @Keithslawinski 2 месяца назад

      I think it will depend on the keyword interactions of other weapons.
      If there are weapons that "ignore cover" (flamethrowers and indirect fire weapons maybe, ) and they want gunshields affected by this it would make sense to make it a cover bonus. If they DON'T want this interaction it would make more sense to add +1 to their toughness.

  • @michaelshrumii1494
    @michaelshrumii1494 2 месяца назад

    I'd like to see the ability to use T-34 or M4 Sherman as a captured tank for the Germans

  • @gregbradfield1686
    @gregbradfield1686 2 месяца назад

    One think also noted that by going down in v2 the target was harder to hit and then the hits were halved before the damage roll was taken. So double benifit by going down in v2. V3 no benifit when trying to hit, no benifit when trying to damage only when the save roll is taken do you get the down benifit and it is cumulative if in cover aswell.

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад +1

      Interesting observation! I think we will see the down order have an additional benefit when we get the HE rules, but the ability to get a 2+ in hard cover is very strong (a bit too much in my humble opinion), so does "down" need any more than that?

    • @Keithslawinski
      @Keithslawinski 2 месяца назад

      ​@@scholaprogenium7276 that that 2+ hard cover save is pretty insane. Makes me wonder if penetration and/or HE will affect wounding/cover or both? IF I fire a HE2 howitzer against a wood fence and the enemy went down behind should they still get a 3+ save (I mean your wounding on 2+ and no more 1/2 hits so maybe)?
      Against buildings HE historically ignored cover which was cool, but is doing down part of that cover?
      Against hard cover + a down order HE was a stupid with a -4 to hit AAAAAND 1/2 hits.
      Either way I like that cover is not on the to hit chart anymore so pins can be applied more consistently. The number of times I have fired 3+ MG units into a hard cover enemy and only get 1 pin (shaken off immediately) is very deflating. Like cool your in cover, but you have 3 MG's suppressing your position yet are able to function like nothing is happening.

  • @jeffashley9659
    @jeffashley9659 2 месяца назад

    The two things I’m curious about are Vehicle Cover Saves, and HE vs Cover Saves.
    Will a Big Ol’ Tank have the chance to shrug off a hit? Put a Tetrarch behind a wooden fence and have a Flak 88 put a round into it, it hits but then the Tetrarch saves on a 5+. Meh, I don’t know.
    I’m most interested in HE against Cover Saves. Will it be a trade off, as in for every degree of Penetration you lose one Cover Save value? So a 4in HE against a unit that is Down and in Hard Cover would be 2+ modified to 6?

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад +1

      I think this is a fantastic suggestion mate, because 2+ is crazy but with pen being a modifier that would be perfectly reasonable to overcome!
      We play tested 4+/5+ and 5/6, I personally felt the latter was better for infantry but a 6+ for tanks just isn’t enough and they have been nerfed as it is! Again your pen suggestion might buff tanks a bit!

  • @danielmoody5867
    @danielmoody5867 2 месяца назад

    I cann see America been a possible good army bit there a few unknowns

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад

      @@danielmoody5867 Yeah for sure, still more to see but looking good for US so far!

  • @gregbradfield1686
    @gregbradfield1686 2 месяца назад

    Templates will definitely be in otherwise it would not be in the new Battle of the Bulge starter set.

  • @arkenhemnall6224
    @arkenhemnall6224 2 месяца назад

    I'm kind of sceptical. I've loved playing BA for the past 3 years. The pinning was the metric that made it different. These changes feel like the changes between 40K 2nd ed and 3rd edition. 2nd ed was a bit more cruchy with some glaring issues (so for BA 2nd ed the likes of MGs, and pins making no effect in combat etc etc) where as 3rd ed 40K smoothed out a lot of things but the character of the game was watered down and left me feeling meh about it all. I left the game after playing it for a year.
    It does feel like a 40k-ification of the rules. Not because of the cover saves per se but due to the lessening of the effects of pinning which is for me the defining aspect of the game (even more so than the random dice pulling)
    One-shot weapons still aren't that appealing to me as I go for the pin over the wounding, but that's a bit nerfed now and so the lean towards kills over pinning doesn't feel right to me for a historic game.
    Obviously we have to see the effect of the game as a whole package, we live in hope.....

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад

      @@arkenhemnall6224 Thanks for taking the time to explain your thoughts clearly, I think you are totally justified in everything you've said mate! Pins I believe will operate functionally very similar to 2nd, more so than it appears at first glance! Suppressing units will still be absolutely vital, pin them in place then hammer them! I cam see more units being "pinned out" in this edition.

    • @arkenhemnall6224
      @arkenhemnall6224 2 месяца назад

      @@scholaprogenium7276 yeah bud, thanks for replying. I have been anticipating V.3 for about a while (as we all have) and I wrote and a list of changes and amendments that I thought would be appropriate for a new edition and emailed about a year ago to Marcus Vine directly, so I guess I'm kinda invested that way a bit. The changes so far have not been in keeping with my hopes for the game, so biting my tongue a bit 🤣. But yeah, still has pinning in the game and broadly it's the same thing, so I won't stop playing it. I do have about 3 armies to build so not likely I'll be out of it for many a year to come. Cheers bud

    • @jeffnorris3913
      @jeffnorris3913 2 месяца назад +1

      You're only going to take a minus one to hit with any amount of pins but no where does it say that you won't take -4 to order roll so they might not do it in the first place

    • @arkenhemnall6224
      @arkenhemnall6224 2 месяца назад

      @@jeffnorris3913 ya, I still think I'll play to pin-out units, it obviously accounting for firepower still coming back due to only the -1. Feels like kills are being weighted more than pins this way, and so a spread of fire power is needed maybe more than concentrated fire as such. We will see. It's always good to see how rules bounce and are weighted against each other to make any game

    • @jeffnorris3913
      @jeffnorris3913 2 месяца назад

      @@arkenhemnall6224 we just don't know enough yet. Points and national rules are gonna be huge. But I like the MG rules and absolutely love the new way to pick an army

  • @CyrodiilCome
    @CyrodiilCome 2 месяца назад

    Inexperienced infantry basically always hitting on 5s or 6s is awful lol

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад

      @@CyrodiilCome Damn commies are going to be a problem 😅 Plus side their natural nemesis the Finns got stronger!

    • @CyrodiilCome
      @CyrodiilCome 2 месяца назад

      @@scholaprogenium7276 was just building a Hungarian Danube floatilla themed army with light tanks inexperienced infantry and a naval spotter too

  • @rastamann2009
    @rastamann2009 2 месяца назад

    Well, I disagree that capping the mod for a pin marker at -1 is good or that it even makes sense…

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад +1

      Appreciate you taking the time to get involved in the conversation mate! For me blind firing does not have degrees of accuracy but that's just my interpretation!

    • @rastamann2009
      @rastamann2009 2 месяца назад

      @@scholaprogenium7276 you do you, of course, but I think it does. The amount of pin markers should represent the progressive degrading of the morale of the unit, therefore reducing the number of dudes that managed to keep their heads cool. Cheers

  • @stillunsure7630
    @stillunsure7630 2 месяца назад

    You might have gone off the reservation with this one.
    Nothing says you can't be multi-pinned for a stacked negative.

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад +1

      @@stillunsure7630 I guess we will see shortly! This is just my initial reaction so I'm happy to be proven wrong.

    • @randomcast3183
      @randomcast3183 2 месяца назад +3

      It said, "firer is pinned" it's a yes or no check. The language doesn't indicate that what you say is correct.

    • @gregbradfield1686
      @gregbradfield1686 2 месяца назад +1

      I agree with Schola, gone is the per pin neg. modifier it is only 1 negative for having a pin. I think\feel the multi pin for certain weapons will still be in.

    • @merlin4084
      @merlin4084 2 месяца назад

      Current rulebook says "Per pin marker on the firer." The new wording says "Firer is pinned." These are not the same and its now looking like its just a flat -1 if the unit is pinned at all.

  • @centi1364
    @centi1364 2 месяца назад

    Ngl... an American Hmg firing line seems kinda busted and now inexperienced American infantry never hit on 6/6 and always hit on 5s or 6s if pinned.. you could totally play a horde American army, dont they have 12 man squads as well? if they keep the national rules they will be bonkers...

    • @scholaprogenium7276
      @scholaprogenium7276  2 месяца назад

      Mentally preparing myself for 9 years of getting airstruck and .50 cal'd into oblivion 😅

  • @jacqueslandry2319
    @jacqueslandry2319 2 месяца назад

    Templates are 100% going to be in version 3. A.C s words not mine