I’m looking forward to getting my copy of the new rule book though I can’t see a 297+ page rule book being called “streamlined”. 297+ pages of rules plus each of the major power army list sections means we are probably looking at over 400 pages total for the book.
20:00 Marcus from Warlord games said in the 11/07/2024 Juggernaut podcast at 42:31 that you can give the command vehicle trait to any vehicle that does not have the command vehicle options. I.E: If you have 3 Panzer IVs and they don't have command vehicle in their entry options you can make one of them a command vehicle for 10 points. So this rule applies to the selection not the nation.
Thats How I played it last Friday. On easy Army you can Pick ANY Vehicle to be your Command Vehicle. That is MIGHTY STRONG. For 0p so for. And for 10p you can give it to another Vehicle. The 12" +1 Morale Bubble is good!
With the new Force Selection, i wouldn't be surprised if National Rules change a little, where instead of getting more (Soviet free Rifle or British observer) you might instead get changes to how they work. The extra MGs or AT squads i think might just drop off.
assuming point stay the same, US Army, 1250 points.... 2 rifle platoons, 2 engineer platoon, 20 dice, 14 flamethrowers..... and mabe a single truck.... with snipers, judging by the fluff given with the alpini units, snipers ignore cover (so no save!) and can target NCO's within a unit.
I think the things that will make or break the armor platoon is how HE works, if there are any movement/cover rules that can increase armors survivability, and WL reducing vehicle points across the board (most need to drop at LEAST -20% based on the current rules previews). Tanks are going to get popped with 4+ bazookas, artillery teams, and possibly better anti-tank mines/grenades for recce/engineer platoons, (+ weaker MMG's) they should come down in cost. Also something to be aware of with HE. if HE is able to hit more often it means those D2-D6 pins will find their way to troops more easily which means an HE hit + an MMG can put 3+ pins on a unit in a turn. While their shooting won't be ruined, IMO failing order tests will start to happen more often.
I think you can still use all your reinforced platoon stuff, up to 5 platoons, if you are point wise, you just need few extra commanders, and 1 tank or armoured car extra.
I think you are looking at it from a tournament angle and not the "normal/fun" game angle. I don't have the same fears as you guys but enjoyed your views. For example, snipers give pins and ignore cover saves, which is still a good benefit.
@@boltactiontutorialsbybomor3846 Growing pains is not just about complaints but also about changes in the very structure of the game. Mostly on the game mechanics side. I shouldn’t have just singled out competitive. But comp is very rules as written.
You need the roll to damage as this brings your quality of troop into play Inexperienced, regular and veteran. Where would you bring it in if not roll to damage?
I'll caveat what I'm about to say with this; it's hard to fully judge rules before seeing the whole package, and reviewing certain aspects of the game in isolation from the rest most likely will lead to a skewed option of the final rules. That said, I'm frustrated a bit in the shooting rules. My game play style is based around pinning. Pouring as much fire on key units to make them ineffective or to pin them out entirely. Watering down the pins to only impose a -1 to hit on the target seems unrealistic. Heavier fire should impose a heavier burden on the troops to overcome. It almost makes concentrating fire on a unit almost pointless if 3 or 4 pins isn't enough to pin them out and only gives a -1 to hit. It pushes the balance towards kills more than pinning, which waters down one of the key aspects of BA that I always pushed on new players as a defining aspect of the game. I feel they should have gone the other way. Possibly make shooting to a 2+, or keep it at 3+ and add modifiers. A +1 to hit vehicles with AT guns seems meh when even in second ed hitting with a RoF weapon on a 3+ half the time does nothing. It's a boost to the AT guns here but in the scale of the rest of the shooting its given with one hand and taken with the other. Cover should bump morale too. I'd feel more likely to be confident on a bunker than behind a fence. MGs should have had their pins upped to match the other key platoon support weapon, the medium mortar. That puts them in a support role first, and either increase MMG range or decrease LMG range. There's several other things but, again, without the whole rules package to give an overview it's hard to fully judge. I really like the force organisation and Company organisation structure for the armies, and hope that they have sorted put the officers so that they aren't a tax any more (although the best way round that is always have +2guys and give them SMGs for 6 shots making them a semi-viable unit for putting pins out and discouraging being assaulted. We will see, overall hopeful, I just hope I'm taking it all wrong with this and that the game is as good as ever. Cheers
Why would the Hellcat be OP? It's still opentopped, the HMG does only shoot 3 shoots still, basicly in V2 it was also to-hit on a 3+. And if we get cover saves with vehicles also it's getting even tougher to kill. The +3 over penetration rule to roll 2 dice on the damge table also dissapeared. Hmm I don't think the Hellcat is becoming OP at all.
Full platoons of 5 mmgs sre going to be amazing, 6 shots each, probably 7 if you are german, instant pins, and no longer vulnerable to snipers.
yeah it's bs. the fins only thing going for them are rifles and snipers and they nerfed the fuck out of both
I’m looking forward to getting my copy of the new rule book though I can’t see a 297+ page rule book being called “streamlined”. 297+ pages of rules plus each of the major power army list sections means we are probably looking at over 400 pages total for the book.
How all this works out depends a LOT on any revision of points values. Hoping that’s fixed as it was broken in V2.
20:00 Marcus from Warlord games said in the 11/07/2024 Juggernaut podcast at 42:31 that you can give the command vehicle trait to any vehicle that does not have the command vehicle options. I.E: If you have 3 Panzer IVs and they don't have command vehicle in their entry options you can make one of them a command vehicle for 10 points. So this rule applies to the selection not the nation.
Thats How I played it last Friday. On easy Army you can Pick ANY Vehicle to be your Command Vehicle. That is MIGHTY STRONG. For 0p so for.
And for 10p you can give it to another Vehicle. The 12" +1 Morale Bubble is good!
With the new Force Selection, i wouldn't be surprised if National Rules change a little, where instead of getting more (Soviet free Rifle or British observer) you might instead get changes to how they work. The extra MGs or AT squads i think might just drop off.
assuming point stay the same, US Army, 1250 points.... 2 rifle platoons, 2 engineer platoon, 20 dice, 14 flamethrowers..... and mabe a single truck....
with snipers, judging by the fluff given with the alpini units, snipers ignore cover (so no save!) and can target NCO's within a unit.
I heard the King Tiger was 440pts. I wonder if there is no cover save vs Snipers? and do they kill soft skins.
With exceptional damage gone how will you kill the flamethrowers?
I think the things that will make or break the armor platoon is how HE works, if there are any movement/cover rules that can increase armors survivability, and WL reducing vehicle points across the board (most need to drop at LEAST -20% based on the current rules previews).
Tanks are going to get popped with 4+ bazookas, artillery teams, and possibly better anti-tank mines/grenades for recce/engineer platoons, (+ weaker MMG's) they should come down in cost.
Also something to be aware of with HE. if HE is able to hit more often it means those D2-D6 pins will find their way to troops more easily which means an HE hit + an MMG can put 3+ pins on a unit in a turn. While their shooting won't be ruined, IMO failing order tests will start to happen more often.
I think you can still use all your reinforced platoon stuff, up to 5 platoons, if you are point wise, you just need few extra commanders, and 1 tank or armoured car extra.
Sweet break down...I'm also seriouslly hyped for V3! I think it will be an infantry heavy game and that's SWEET🎉
I think with the changes to hit Tanks with bigger guns are way more viable because they will hit far more often than in V2.
I think you are looking at it from a tournament angle and not the "normal/fun" game angle. I don't have the same fears as you guys but enjoyed your views.
For example, snipers give pins and ignore cover saves, which is still a good benefit.
@@pauls3585 we are absolutely looking at it from a tournament/competitive angle. That is all the channel is about
Third edition is going to cause a lot of growing pains in competitive.
@@mid-westmusic3472 most of the complaining I hear are actually from historical players
@@boltactiontutorialsbybomor3846 Growing pains is not just about complaints but also about changes in the very structure of the game. Mostly on the game mechanics side. I shouldn’t have just singled out competitive. But comp is very rules as written.
I would like to see the reinforced platoon stay for competitive games. You can easily pack multiple Nebelwerfers and Panzerwerfers with the new system
You need the roll to damage as this brings your quality of troop into play Inexperienced, regular and veteran. Where would you bring it in if not roll to damage?
I'll caveat what I'm about to say with this; it's hard to fully judge rules before seeing the whole package, and reviewing certain aspects of the game in isolation from the rest most likely will lead to a skewed option of the final rules.
That said, I'm frustrated a bit in the shooting rules. My game play style is based around pinning. Pouring as much fire on key units to make them ineffective or to pin them out entirely. Watering down the pins to only impose a -1 to hit on the target seems unrealistic. Heavier fire should impose a heavier burden on the troops to overcome. It almost makes concentrating fire on a unit almost pointless if 3 or 4 pins isn't enough to pin them out and only gives a -1 to hit. It pushes the balance towards kills more than pinning, which waters down one of the key aspects of BA that I always pushed on new players as a defining aspect of the game.
I feel they should have gone the other way. Possibly make shooting to a 2+, or keep it at 3+ and add modifiers.
A +1 to hit vehicles with AT guns seems meh when even in second ed hitting with a RoF weapon on a 3+ half the time does nothing. It's a boost to the AT guns here but in the scale of the rest of the shooting its given with one hand and taken with the other.
Cover should bump morale too. I'd feel more likely to be confident on a bunker than behind a fence.
MGs should have had their pins upped to match the other key platoon support weapon, the medium mortar. That puts them in a support role first, and either increase MMG range or decrease LMG range.
There's several other things but, again, without the whole rules package to give an overview it's hard to fully judge.
I really like the force organisation and Company organisation structure for the armies, and hope that they have sorted put the officers so that they aren't a tax any more (although the best way round that is always have +2guys and give them SMGs for 6 shots making them a semi-viable unit for putting pins out and discouraging being assaulted.
We will see, overall hopeful, I just hope I'm taking it all wrong with this and that the game is as good as ever. Cheers
Why would the Hellcat be OP? It's still opentopped, the HMG does only shoot 3 shoots still, basicly in V2 it was also to-hit on a 3+. And if we get cover saves with vehicles also it's getting even tougher to kill. The +3 over penetration rule to roll 2 dice on the damge table also dissapeared. Hmm I don't think the Hellcat is becoming OP at all.
Bo you can send your Stuart’s to me if your giving them away for free
How all this works out depends a LOT on any revision of points values. Hoping that’s fixed as it was broken in V2.
Cannot agree more
Hopefully Stug's get some love