Forgotten rules of Bolt Action, by Jason Saiter

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  • เผยแพร่เมื่อ 1 มี.ค. 2023
  • I recommend that you open the document, and follow along
    docs.google.com/document/d/1c...

ความคิดเห็น • 16

  • @uthakgaming8960
    @uthakgaming8960 ปีที่แล้ว +2

    Great video as per usual! Also really nice that he is composing the list as a reminder!
    some things I think could be worth adding:
    1. Recce & MRLs:
    You can actually recce with a unit (that has the rule) when within 6" of the primary targets template (there is no such condition as having to be the "primary target" in the recce rules, which some use to argue only the "primary target" may recce, so RAW going by the MRL it says all units which are withing 6" of the initial blast also become keyword "targets" which thus allows to trigger recce, as the vehicle is very much a target when being targeted this way.)
    2. Non-Combatant-Passengers:
    Addendum to the medics & transport rules: may be worth noting, that, afaik, a medic or chaplain also may never man the guns of a transport vehicle - since they are not allowed to shoot offensively. However, it becomes interesting when a unit charges a transport from more than point blank and the vehicle declares to counter fire... Id argue a medic/chaplain may in that specific case actually man a gun to give counter-fire (just like with his pistol in your example). Good point about the ambiguous dismount btw.... we always just assumed they'd get as close to the vehicle in-between the vehicle and the assaulters... o0... what you're implicating is a new world of cheese :D
    3. Plunging Fire:
    I think adding "plunging fire" to that list would be nice. such a neat little rule for fighting from a higher building against close-by vehicles which is all to often forgotten!
    4. Moving Arty:
    Up to MEDIUM guns may be manhandled (moved by crew, no tow needed). Had many a discussion, especially about med. howys, that they'd need tows - which they don't. this also refers to MRLs NOT needing a tow, while heavy AC DOES need a tow (aside from faq), as they are heavy guns.
    5. Units deployed in Buildings:
    Nifty thing many don't know/play is that a unit deployed in a building, may decide to MAKE an opening of their choosing on any side of said building. A sidenote many seem not to know is that you may only deploy into a building when its ENTIRELY in your deployment-zone (table-half, for forwards)
    6. Arty deployed in terrain:
    Artillery may not enter, leave or pass through terrain-objects and obstacles, they may be deployed inside them though (!) and may still be turnt using advance orders. This is especially cool for pivot-mounted artillery, which can freely turn and fire from a terrain-piece it deployed in... just that it cant run when being ranged in on.
    7. Moving away from being ranged in on:
    Your unit does not need to move 2", which would make a "shuffle" back and forth fine --> it has to "vacate its previous position", that means large, spread out units and big vehicles may need to perform a run to be able to vacate the area at all (ex: a panther is targeted and say 5" long, if it were to move forward the minimum distance of 2", its rear would very much still occupy the same space as the tank did previously. so you have to add the tanks length to get the minimum distance one needs to move to actually stop the ranging in part (here then 7", as only then the rear is 2" away from where the front used to be))
    8. Shooting at assaulting units:
    All weapons count as in range. This is seemingly obvious, but i had several folks try to tell me my flamer (or similar) wouldn't be able to shoot at an attacking unit when out of range when the charge is declared. This actually nearly called a TO once, when a guy was adamant that this was the main perk of his cavalry, being able to charge SMGs and FT's with no danger to them. it isn't so I fear.
    9. Cover:
    This may be me just being unable to read rules correctly But I only recently learnt that you need MORE than HALF your unit IN cover, to receive cover. I always read, that the attacker needed the majority of his troop to see MORE than half of my troop in partial cover to ignore my cover... In effect: a two man team, with one guy outside of cover, one inside, never gets cover. I played this wrong for the majority of my BA career and was dumbfounded at a tourney not knowing this... :D I'm well aware that I may be alone with finding this surprising :D
    9.1 Cover 2.0:
    Two units in the same terrain zone, against popular belief, and unless not otherwise house-ruled, never negate each others cover! As they have to stay 1" away from each other at all times, and when firing through more than that mandatory 1" both parties will always get full cover. Adding at this place: two units cannot be holding the same obstacle directly in front of one another, if the obstacle is not more than 1" deep. Only the first party there is in cover and holding the defensive position in that case.
    10. Rally in transports:
    You can do that, rally in transports, no idea why this is not used by everyone all the time, but pinned occupants are sent down instead o0... (maybe also worth mentioning, that CO's for some balancing issue assumed cannot give orders to units in the same transport o0... makes little sense i guess, but must be a balancing issue… morale yes, orders not)
    11. Prep Bombardment:
    This should be my last: I recently learnt that whole communities apparently (locally at least) are playing a "6" roll on prep as being hit by a 3" template o0... This would make this silly mechanic even more broken, so it should be clear to all, if it's not yet, that its a single hit, as in hit hit, not HE-hit of ambiguous size that comes down on a "6" :D (oh god im gonna be so embarrassed when I got this wrong) :D
    other comment just for fluff :D...: I think the indirects staying honed in when spotter dies is actually one of the smarter rules in the game. once its ranged in, the aiming is done, they're only dropping rounds at that point, no spotter needed. technically they'd maybe stop, as they have noone confirming a target still in the area ---> but otherwise it makes good sense that it keeps its mark, as its a barrel well adjusted and no re-aiming needed.
    I stand to be corrected on any and all of these, cheers.

  • @artygun5340
    @artygun5340 ปีที่แล้ว +2

    Great video and thank you for posting the link to the "Oft forgotten rules" document. I play Bolt Action very regularly and we always double-check the rules. However, finding the exact spot in the rule book, errata, or a campaign book is often very challenging. This is a great document for players not as familiar with some of these key nuances.

  • @SoB413
    @SoB413 ปีที่แล้ว +2

    Hey Bo! The aoutflank and declairing part was FAQ'ed Page 18, thord paragraph: ..."the player must erhielt his written instructuons only when the first outflanking fordert arrives on the table"👍 Yeah, BA has a lot of forgozten and finneky rules😅 love these kind of videos, nice one!

  • @alantibbetts7415
    @alantibbetts7415 ปีที่แล้ว +1

    Infantry units with fixed trait (Med/Hvy Mortar, MMG, HMG, Ampulomet, etc.) CAN be issued a run order while in rough terrain, but only move 6" (they only rotate on an advance order). Errata to page 67. This is another reason why Warlord needs to take another look at Rough Ground and Run orders.
    To enter a building all men in a unit must be able to get within 1" of the building (not necessarily an opening), and at least 1 one must reach an opening. (p. 121)

  • @ChrisS-fh7zt
    @ChrisS-fh7zt ปีที่แล้ว +2

    Yeah I was tail end charlie (wooden Spoon) at his (Jason Saiter) Bolt Action tournament this last weekend. It wasn't because I couldn't do what I wanted to or hit what I wanted to hit. It was if I had 5 models under a template and I roll to kill or damage there would be 1, 3 and the rest where 1's then roll for pins and it would be 1 and if my opponent did the same to me it would be 3 dead and 2 or 3 pins. Or if I open fire with my infantry and get 7 hits I once again would only kill 1 or 2 tops while if it was my opponent they would kill 3 to 5 every single time. It doesn't take long for you not to stay on the table.
    Oh if you are a halftrack you can also make a single turn if at a run so a 250/9 if they do a run recce move can also turn during the escape move 18 inches

  • @SPD3DPrinting
    @SPD3DPrinting ปีที่แล้ว

    thanks for posting and adding some explanation/clarification on the examples given. great for a new player to learn from

  • @arkenhemnall6224
    @arkenhemnall6224 ปีที่แล้ว +1

    Thanks for posting!

  • @davidbunten4895
    @davidbunten4895 10 หลายเดือนก่อน

    You are awesome !! Thanks

  • @asg3261
    @asg3261 ปีที่แล้ว

    They disembark w6 its in the book

    • @alantibbetts7415
      @alantibbetts7415 ปีที่แล้ว

      Would you please provide a quote and page number.

  • @PapaWargamer
    @PapaWargamer 8 หลายเดือนก่อน

    Thanks for the video. Split firing from building sound as glitch exploit to me 😅

  • @darioscomicschool1111
    @darioscomicschool1111 3 หลายเดือนก่อน

    Bo... I am bulding my Brits, And I don't want to get on your Nerves... I browsed the Internet for Answer but didn't Find One.
    Do I build A Piat Team, or use those Minis for Rifles and SMGs instead.
    12" Range, Pen 5, 40p???

  • @altk1ll3r
    @altk1ll3r ปีที่แล้ว +1

    were can i check erratas??? and can you share the bolt action facebook page plz, thanks for the great videos and all the info!!!