As far as the jeep goes Danny has you covered on penetration, and you needed to roll for vehicle damage on the vehicle damage table. Soft skins still require a roll on the vehicle damage table if a small arm rolls a 6, or if it is penetrated by a heavy weapon. However, if you beat the armor of the soft skin by 3 or more (for the panzerfaust, that's a 3 up on the penetrating dice against a jeep) you get massive damage and roll two dice for the vehicle damage and pick the larger. So there was a chance if you muffed your penetration and damage rolls that you would just immobilize or stun the jeep!
Nice to see the game, board looks well. I tend to do the following... 1. Always take 2 extra guys with the Lieutenant and with SMGs or ARs if German. 2. Follow the rules of 6 and have 6 man units knowing that most of the time 6s to hit will result in a pin. If 7+ then more guys just a waste and 5+ or less then it's all gravy. 3. Use every infantry slot possible 4. Always take an inexperienced medium mortar 5. Avoid LMGs in squads unless you both agree to take them 6. Always view the officer and the likes of artillery spotters as additional infantry slots so extra effective combat teams for an extra 20pts per team (2 extra guys regular are just 10pts each) 7. Use Snap to, either by the extra unit through the German special rules or by using an inexperienced first Lieutenant. Being able to snap to 2 extra units plus the officer is invaluable. 8. Use trucks with MMGs on for a mere 15pts extra for a total of 54pts. Having 3 of these in an army, plus motorbikes and side cars with MMG plus all the little squads means pumping out a rake of pins oer turn but with units that are generally big enough to sustain a casualty or 2 or if going to get smacked about just decide to go Down if possible. Great game, looking forward to more Batreps
nice game :) a 1 always fails to damage, the pg 56 damage rules is regardless of any modifiers a 1 always fails, and is repeated on pg 107 in the damage vs armoured targets section. Soft skins are treated pretty much the same as infantry just with a to kill value of 6+ (same as a veteran in a building or in body armour/behind a gunshield). Panzerfaust with the +6 would be, on hit, a kill of softskin on any roll but a 1, but a 1 would fail.
Another rules question. When the Artillery comes in and kills a member of the howitzer crew, why don't they get pins. Like, if I was sitting on my gun, and a huge explosion goes off next to me and one of my comrades dies in front of me... I'm probably going to care at least a little? Does anyone know where it says that one he template cannot pin multipule squads, even though it can hit multipule squads?
In the rules for Bolt action second edition under HE thst part isn't SUPER clearly specified, but all others thing saldo happen to the "extra" group hit, so I'd assume they mean that squad would also get the d3 pins
Fun game! Just remember, snipers do get the -1 for long range. So hit on 4s over 18”. Makes them fairly unreliable, but I have had mine kill 5 things in one game once… so I still take them lol.
naw dude, verbatim from the rules , "the shot ignores negative to-hit modifiers, except for pinning markers and for the missing assistant if the sniper is the last man standing."
Well it seems RAW that is true, thanks for correcting! Wow on a 3+ my sniper would be far more brutal with the rolls I seem to get…😅 It does seem counterintuitive, we thought all weapons/shots suffer from long range modifiers.
Great game guys... I would say if you have infantry on a hill firing at the enemy the enemy only gets the cover he's actually in (no multi obstacle pass through fire).
Good old Tiger Fear, I have a Panther Ausf A, Tiger I, Jagdpanther, and Jagdtiger. I should just go and buy the Tiger II, Sturmtiger and Ferdinand that way I got all the German vehicles with that ability LOL. But my 3 top favorites is my Brummbar, SD Kfz 251/21 Drilling and StuH 42 and yes I take the Schurzen skirts for the Brum and StuH.
rule question at 27:57. I thought that the pins caused by HE were on top of the pins cause by the machine guns? like, if he fired the mg first, it would have put a pin on, and then when he hit with HE he would have rolled to have the HE pins added? shouldn't your guys have gotten 2 pins there instead of 1?
NO you take the most pin making weapon and apply that to the amount of pins to a unit if it is coming from the same squad or vehicle, so you would take the D3 pins of the HE round from the AT gun of the Cromwell and apply it to the squad, the MMG would be just extra damage or casualties against an infantry, weapons team, or soft skin if it's the same target.
I like to imagine that historical random dice fell from the sky whenever someone thought of doing something.
As far as the jeep goes Danny has you covered on penetration, and you needed to roll for vehicle damage on the vehicle damage table. Soft skins still require a roll on the vehicle damage table if a small arm rolls a 6, or if it is penetrated by a heavy weapon. However, if you beat the armor of the soft skin by 3 or more (for the panzerfaust, that's a 3 up on the penetrating dice against a jeep) you get massive damage and roll two dice for the vehicle damage and pick the larger.
So there was a chance if you muffed your penetration and damage rolls that you would just immobilize or stun the jeep!
love the bolt action content :)
Nice to see the game, board looks well. I tend to do the following...
1. Always take 2 extra guys with the Lieutenant and with SMGs or ARs if German.
2. Follow the rules of 6 and have 6 man units knowing that most of the time 6s to hit will result in a pin. If 7+ then more guys just a waste and 5+ or less then it's all gravy.
3. Use every infantry slot possible
4. Always take an inexperienced medium mortar
5. Avoid LMGs in squads unless you both agree to take them
6. Always view the officer and the likes of artillery spotters as additional infantry slots so extra effective combat teams for an extra 20pts per team (2 extra guys regular are just 10pts each)
7. Use Snap to, either by the extra unit through the German special rules or by using an inexperienced first Lieutenant. Being able to snap to 2 extra units plus the officer is invaluable.
8. Use trucks with MMGs on for a mere 15pts extra for a total of 54pts. Having 3 of these in an army, plus motorbikes and side cars with MMG plus all the little squads means pumping out a rake of pins oer turn but with units that are generally big enough to sustain a casualty or 2 or if going to get smacked about just decide to go Down if possible.
Great game, looking forward to more Batreps
thx for that steady bolt action entertainment my man👍
Loving the Bolt Action content!
For vehicle penetration rolls a roll of a one always fails, even if you fire a 7+ pen value weapon at a jeep.
Thank you for the rules help! :)
@@MordianGlory Should have brought the godspear... Just sayin' ;)
Always love your table setups. Awesome as ever.
nice game :) a 1 always fails to damage, the pg 56 damage rules is regardless of any modifiers a 1 always fails, and is repeated on pg 107 in the damage vs armoured targets section. Soft skins are treated pretty much the same as infantry just with a to kill value of 6+ (same as a veteran in a building or in body armour/behind a gunshield). Panzerfaust with the +6 would be, on hit, a kill of softskin on any roll but a 1, but a 1 would fail.
Great report. Love the video. What is the book your using? Many thanks
Great game, thank you for sharing. What is "pass with something in reserve" mean? thank you.
Another rules question.
When the Artillery comes in and kills a member of the howitzer crew, why don't they get pins. Like, if I was sitting on my gun, and a huge explosion goes off next to me and one of my comrades dies in front of me... I'm probably going to care at least a little? Does anyone know where it says that one he template cannot pin multipule squads, even though it can hit multipule squads?
In the rules for Bolt action second edition under HE thst part isn't SUPER clearly specified, but all others thing saldo happen to the "extra" group hit, so I'd assume they mean that squad would also get the d3 pins
Yay Simon! Now get thise Italians in to the "Draw" column, I know you can do it.
Fun game!
Just remember, snipers do get the -1 for long range. So hit on 4s over 18”. Makes them fairly unreliable, but I have had mine kill 5 things in one game once… so I still take them lol.
naw dude, verbatim from the rules , "the shot ignores negative to-hit modifiers, except for pinning markers and for the missing assistant if the sniper is the last man standing."
Well it seems RAW that is true, thanks for correcting! Wow on a 3+ my sniper would be far more brutal with the rolls I seem to get…😅
It does seem counterintuitive, we thought all weapons/shots suffer from long range modifiers.
Great game guys... I would say if you have infantry on a hill firing at the enemy the enemy only gets the cover he's actually in (no multi obstacle pass through fire).
Good old Tiger Fear, I have a Panther Ausf A, Tiger I, Jagdpanther, and Jagdtiger. I should just go and buy the Tiger II, Sturmtiger and Ferdinand that way I got all the German vehicles with that ability LOL. But my 3 top favorites is my Brummbar, SD Kfz 251/21 Drilling and StuH 42 and yes I take the Schurzen skirts for the Brum and StuH.
One is always a fail. And I do believe you do damage table on light skin vehicles as well
rule question at 27:57. I thought that the pins caused by HE were on top of the pins cause by the machine guns? like, if he fired the mg first, it would have put a pin on, and then when he hit with HE he would have rolled to have the HE pins added? shouldn't your guys have gotten 2 pins there instead of 1?
NO you take the most pin making weapon and apply that to the amount of pins to a unit if it is coming from the same squad or vehicle, so you would take the D3 pins of the HE round from the AT gun of the Cromwell and apply it to the squad, the MMG would be just extra damage or casualties against an infantry, weapons team, or soft skin if it's the same target.
@@ChrisS-fh7zt thanks for that clarification
when i take a veteran mortar team, is my spotter veteran too?
Yes. The spotter inherits the morale level of the team.
Let's go
Bolt action ❤