27:00 Sure you can take more AT-Guns... you can take more Bazookas... But I don't see TANKS getting weaker there. You take take more Mortars, MMGS & Snipers too. I think overall a Really cool Ruleset. You can also field more Tanks. I am pretty happy with the Rules so far.
@@scholaprogenium7276 Hmmm, makes me wish I was the one that said it. And that I was early enough to justify saying it. So I subscribed, to enhance my chances. It's the simple things in life ...
Really good point about the +1 to anti tank guns complicating the newly simplified shooting mechanics. However this is super intuitive. I would not be surprised to see more of these obvious and intuitive +1s to specific types of units shooting other specific types of units.
Yeah it's not like the half range rule or something where you need to add an extra step to see if it affects you it's just straight up "oh this is an anti tank gun it has a built in +1"
@@scholaprogenium7276 I hoped it would, especially after how much flak I got for questioning if some rules aren't completed shared yet, eg multiple modifiers for pins. But still nothing to further that idea yet. 😇
cool video. the one with AT guns was a bit logical for me because it's easier to hit such a tiger than a 3-person infantry unit with a big gun. But I wonder what's with the snipers, now they hit on 4+, they kill normally, but you can't choose who you kill anymore and they're not a small team anymore! something has to change because now they are just a slightly better rifle
@@VioletMoonMedia the sniper was already average and now he will be weak. Are you saying that a specially trained veteran with a sniper rifle is unable to select his target?
@@antonipruszewicz439 No, I'm saying that the gunner is not the only crew member to be able to use the weapon; plus, IRL, NCO's tried not to make themselves obvious to the enemy.
Exceptional damage being gone doesn’t mean that snipers won’t get a new similar special rule. Essentially you no longer get the pick at random, but snipers still always get to pick.
Sitting here and building some cavalry for my Early War French Army, that I’ll debut in V3. I’m hoping the biggest change in V3 will be revisiting all the Minor nations and giving them special rules. Chasseurs Alpins don’t have Mountaineers, and they probably should. I’m sure that almost all nations will have a “Generic” unit to meet the needs for fielding each platoon. That’s what makes the most sense.
In terms of the Artillery Platoons and Officers, there is a Support Officer with Trained Gunners. It allows the Officer to recrew artillery units. That would make your 88 Battery even harder to kill.
Ooosh, doesn't one of the artillery officers currently give rerolls on order checks as well, that would be flippin crazy as a combo! Yeah I'm feeling really good about minor nations at the moment, they are already better than they have ever been, but of course that is relative to 2nd edition. With all the changes I'm really hoping they continue to keep up with the other forces when the dust settles! Although having said that a big part of starting minor nations was for the challenge! Therefore I hope they are kind of like old 40k dark eldar, difficult to master but incredibly powerful for those who put the effort in!
@@scholaprogenium7276 The Kriegsmarine officer from DDay US Sectors allows rerolls when using a Snap-To on Artillery. They lose the Blitzkrieg special rule, but you can take them all the way up to Major at Inexp or Regular. You unlock the Officer by including at least one Kriegsmarine squad.
@@ArchaiKM Yes it seems specifically for antitank guns, even if they have HE capabilities, some fascinating side effects of this; so you could fire the HE shell at a transport, still benefitting from AT rule, but you get extra pins on the squad inside over an AT round.
I think you might be misinterpreting how big the AT gun rule will be. Mostly because it's in the name. The rule will probably only be applied to AT guns. My comment was more about Light, Medium and Heavy Artillery specifically. I don't see them getting this rule in any case (though I would like to be wrong) unless it's something similar to the British light artillery that has an AT shell. Even, so, the rule only works against vehicles. Against anything else my comment would apply more often than not.
Hi, cheers for the further input! I imagine you are right that it is only AT guns, but a lot of tanks will have AT guns and I would imagine recieve the rule also. I think mainly it's big for AT guns because they aren't particularly common in 2nd, it is great to see them get new rules, that clearly tie in to the wider changes to make them a fun and effective unit to try in our forces!
A quick comment on the shooting rules is that the down is no longer as powerful. No phit modifier, no hits being halved so only benifit is as a cover save. Cover saves great as chances of hitting better now so I think there will be more casualties.
Yeah it feels easier to kill stuff much more rapidly! Down still feels big with that 2+ save in hard cover, but it doesn't stop you taking pins and a few wounds do slip through, unlike V2 where down makes you miss completely!
Fire and Maneuver always made US Riflemen very, very good, since hitting on a 5 instead of a 6 or a 6 instead of “7s” was a massive advantage. The reduction in the number of modifiers is actually a nerf to US infantry even if they still keep fire and maneuver because the advantage of hitting on 6s instead of 7s won’t be as common now with fewer modifiers.
This is certainly true in that sense, JP made this point off camera a couple of weeks ago, magic 6s are so unlikely that when it comes to difficult shots, the US advantage of hitting on 6s was much bigger. However I think V3 is a lot more fast paced, that first stage of the game seems functionally dead, everybody hits now! Haha
Yeah. I’m hoping they keep fire and maneuver for the bersaglieri. It changed how I play the Italians in V2 and hopefully in v3. thinking we won’t see many heavy /super heavy guns but more med dual purpose guns, 3+ with max range of 60 inches, no need for the big guys.
Heavy and super-heavy anti-tank guns NEED their HE template size reduced to 1inch template. the 17pdr had a terrible HE shell. but in bolt action its like a medium howitzer...
@scholaprogenium7276 one of the reasons the USA sticked with the 75mm Sherman was because of the superior HE shell, compared to the 76mm Shermans. But in bolt action the 76mm has the same, if not better HE shell. It also decrease the value of dule purpose guns. The 122mm on the IS-2 wasn't the best at anti-tank work but they 122mm HE was fantastic. In bolt action the 122mm has the same HE as the firefly or the panther..... So in Bolt action 2nd edition the IS-2 is just a worse heavy tank. In V1 the IS-2 was great. Hopefully it will be good agian in V3.
Not as quick as I'm painting these AT guns! Hehe Edit: Yes, JP and I will be at the open day, can't wait! Our affiliation with Warlord is we love bolt action and they make bolt action, we don't get paid! Hehe they help us to make the best content we can by occasionally supplying rules slightly ahead of schedule so we have the time to film, absolute legends!
With the new Platoon structure I could easily see the extra options (either free unit or additional selections like Russian/Japanese AT or American MMGs) being dropped, and focus more on affecting the things you have.
27:00 Sure you can take more AT-Guns... you can take more Bazookas... But I don't see TANKS getting weaker there.
You take take more Mortars, MMGS & Snipers too. I think overall a Really cool Ruleset.
You can also field more Tanks. I am pretty happy with the Rules so far.
53:49 Thanks for the Shoutout!
While I am hearing this I am RE-PAINTING MY STUG with A FREHS Color Scheme!
Must be DESTINY!
Last time I was this early, Russia was invading Poland.
@@beardfistthegoldenone7273 I never got one of these comments before and feel like it's a milestone 😂 thanks for the support!
@@scholaprogenium7276 Hmmm, makes me wish I was the one that said it. And that I was early enough to justify saying it. So I subscribed, to enhance my chances. It's the simple things in life ...
@@dougearnest7590Love that!
My Marders certainly just got more interesting, (hopefully).
Love the Fieldcraft
and the AT GUN Improvement!
Really good point about the +1 to anti tank guns complicating the newly simplified shooting mechanics. However this is super intuitive. I would not be surprised to see more of these obvious and intuitive +1s to specific types of units shooting other specific types of units.
Yeah it's not like the half range rule or something where you need to add an extra step to see if it affects you it's just straight up "oh this is an anti tank gun it has a built in +1"
Welly Welly well.
Look more info and adding more modifiers to the "to hit" chart. 😂
I look forward to hearing more.
@@stillunsure7630 hahaha this made me belly laugh! Fair play mate, fair play 😂
@@scholaprogenium7276
I hoped it would, especially after how much flak I got for questioning if some rules aren't completed shared yet, eg multiple modifiers for pins.
But still nothing to further that idea yet. 😇
cool video. the one with AT guns was a bit logical for me because it's easier to hit such a tiger than a 3-person infantry unit with a big gun. But I wonder what's with the snipers, now they hit on 4+, they kill normally, but you can't choose who you kill anymore and they're not a small team anymore! something has to change because now they are just a slightly better rifle
Expecting snipers to have +1 to hit on Fire order and no cover save.
@@VioletMoonMedia the sniper was already average and now he will be weak. Are you saying that a specially trained veteran with a sniper rifle is unable to select his target?
@@antonipruszewicz439 No, I'm saying that the gunner is not the only crew member to be able to use the weapon; plus, IRL, NCO's tried not to make themselves obvious to the enemy.
@@VioletMoonMedia in the case of machine guns, yes, but not everyone knew how to use them well, I don't know, e.g. Flaka 36 88mm
Exceptional damage being gone doesn’t mean that snipers won’t get a new similar special rule. Essentially you no longer get the pick at random, but snipers still always get to pick.
Sitting here and building some cavalry for my Early War French Army, that I’ll debut in V3.
I’m hoping the biggest change in V3 will be revisiting all the Minor nations and giving them special rules. Chasseurs Alpins don’t have Mountaineers, and they probably should.
I’m sure that almost all nations will have a “Generic” unit to meet the needs for fielding each platoon. That’s what makes the most sense.
In terms of the Artillery Platoons and Officers, there is a Support Officer with Trained Gunners. It allows the Officer to recrew artillery units. That would make your 88 Battery even harder to kill.
Ooosh, doesn't one of the artillery officers currently give rerolls on order checks as well, that would be flippin crazy as a combo!
Yeah I'm feeling really good about minor nations at the moment, they are already better than they have ever been, but of course that is relative to 2nd edition. With all the changes I'm really hoping they continue to keep up with the other forces when the dust settles! Although having said that a big part of starting minor nations was for the challenge! Therefore I hope they are kind of like old 40k dark eldar, difficult to master but incredibly powerful for those who put the effort in!
@@scholaprogenium7276 The Kriegsmarine officer from DDay US Sectors allows rerolls when using a Snap-To on Artillery. They lose the Blitzkrieg special rule, but you can take them all the way up to Major at Inexp or Regular. You unlock the Officer by including at least one Kriegsmarine squad.
Seems like your Finnish Anti-Tank battery was on target
@@ArchaiKM I know right! Hehe can't wait!
Seeing this updaye I also concluded that the to hit modifier list was not shown in its totality, more to come for sure.
Huh, just realized that things like the 25pdr might still get the AT shell, but I doubt versatile howitzers would get the AT gun targeting rule.
@@ArchaiKM Yes it seems specifically for antitank guns, even if they have HE capabilities, some fascinating side effects of this; so you could fire the HE shell at a transport, still benefitting from AT rule, but you get extra pins on the squad inside over an AT round.
Reactive Fire/Ambush..... +1 to hit, add in +2 for point blank range, my sPzB 41 just got a lot more interesting.
Interesting and entertaining, one might say 😂
I think you might be misinterpreting how big the AT gun rule will be. Mostly because it's in the name. The rule will probably only be applied to AT guns.
My comment was more about Light, Medium and Heavy Artillery specifically. I don't see them getting this rule in any case (though I would like to be wrong) unless it's something similar to the British light artillery that has an AT shell. Even, so, the rule only works against vehicles. Against anything else my comment would apply more often than not.
Hi, cheers for the further input! I imagine you are right that it is only AT guns, but a lot of tanks will have AT guns and I would imagine recieve the rule also. I think mainly it's big for AT guns because they aren't particularly common in 2nd, it is great to see them get new rules, that clearly tie in to the wider changes to make them a fun and effective unit to try in our forces!
A quick comment on the shooting rules is that the down is no longer as powerful. No phit modifier, no hits being halved so only benifit is as a cover save. Cover saves great as chances of hitting better now so I think there will be more casualties.
Yeah it feels easier to kill stuff much more rapidly! Down still feels big with that 2+ save in hard cover, but it doesn't stop you taking pins and a few wounds do slip through, unlike V2 where down makes you miss completely!
Fire and Maneuver always made US Riflemen very, very good, since hitting on a 5 instead of a 6 or a 6 instead of “7s” was a massive advantage. The reduction in the number of modifiers is actually a nerf to US infantry even if they still keep fire and maneuver because the advantage of hitting on 6s instead of 7s won’t be as common now with fewer modifiers.
This is certainly true in that sense, JP made this point off camera a couple of weeks ago, magic 6s are so unlikely that when it comes to difficult shots, the US advantage of hitting on 6s was much bigger. However I think V3 is a lot more fast paced, that first stage of the game seems functionally dead, everybody hits now! Haha
Yeah. I’m hoping they keep fire and maneuver for the bersaglieri. It changed how I play the Italians in V2 and hopefully in v3. thinking we won’t see many heavy /super heavy guns but more med dual purpose guns, 3+ with max range of 60 inches, no need for the big guys.
Heavy and super-heavy anti-tank guns NEED their HE template size reduced to 1inch template. the 17pdr had a terrible HE shell. but in bolt action its like a medium howitzer...
@@wifi_soldier5076 On the one hand you are right but on the other hand I love that 3" template on the super heavy!
@scholaprogenium7276 one of the reasons the USA sticked with the 75mm Sherman was because of the superior HE shell, compared to the 76mm Shermans. But in bolt action the 76mm has the same, if not better HE shell.
It also decrease the value of dule purpose guns. The 122mm on the IS-2 wasn't the best at anti-tank work but they 122mm HE was fantastic. In bolt action the 122mm has the same HE as the firefly or the panther.....
So in Bolt action 2nd edition the IS-2 is just a worse heavy tank. In V1 the IS-2 was great. Hopefully it will be good agian in V3.
What is the best starter set for Germans? I was thinking Africa Korps. For U.S. Airborne or regular Army?
@@michaelshrumii1494 I hear Afrika Korps or Winter Germans are both good options. Be warned, Afrika Korps sprue does lack assault rifles so smgs only!
This one wasOK< but left me wanting more...
@@pech2130 yeah man I feel you I was hoping for a few more rules, but the AT gun rule is big on it's own!
This one left more questions then anything
@@stephanwolf8813 yes we are certainly back to that after last weeks clarity!
I am waiting to see how my Greek army does with V3 !! Αέρα!
Fingers crossed hoplites get an upgrade to their bronze shields am I right?!
damn u did it quick! im excited for sunday! are you going to the open day at the 21st?
NDA? are you affiliated with warlord in some way?
Not as quick as I'm painting these AT guns! Hehe
Edit: Yes, JP and I will be at the open day, can't wait!
Our affiliation with Warlord is we love bolt action and they make bolt action, we don't get paid! Hehe they help us to make the best content we can by occasionally supplying rules slightly ahead of schedule so we have the time to film, absolute legends!
If the national characteristics get changed for every nation the free units need to disappear. Far too powerful compared to getting an extra shot etc
With the new Platoon structure I could easily see the extra options (either free unit or additional selections like Russian/Japanese AT or American MMGs) being dropped, and focus more on affecting the things you have.
Yeah I feel some changes are in order but there are certainly some rules that I would like to stay! Let germany keep the buzz saw!