I’ve watched a lot of bolt action reports lately, and this is one of the first I’ve enjoyed. It’s not over explained, it’s fun and bright, the terrain is nice, the models look nice. Very nice guys.
-Medium Machine guns don't have a +1 penetration, only Heavy Machine Guns do -Fully enclosed vehicles don't get pin markers from small arms fire, (an MMG can't put pins on an enclosed puma, but it can on your Stummel) -2nd Lieutenants can activate only 1 other unit -Wheeled vehicles (like the puma) can make 2 90 degree turns in their movement if they are Advancing -Pins confer a further -1 per pin when shooting, a unit with 2 pin markers is shooting hitting on 5s
Hey there! Nice video! But, as you requested, here's some mistakes you made: At 10:42, you moved an MMG team and then fired, which is not possible because it is a Fixed weapon team. Also, they don't have +1 penetration. Edit: Also you have to run into a building. You cannot advance into a building.
For clarification - you can (and often will) issue the "Advance" order to a Fixed Weapon Team - instead of moving, however, this allows you to change your facing and then fire - suffering the normal -1 penalty for moving and shooting. As for buildings - while the you technically have to issue a Run order to enter a building, so long as you don't actually try and shoot as part of the "Advance" order - it doesn't really matter.
You know that credits thing at the end of The Office: “not a Doctor” Kept thinking when he said “my tank” To myself: “not a tank” 🤣 just something I laughed about, not negatively. I was amused. Great video gents!
@@SkaredCast I have a soft spot for the german army due to the large variety of options you can bring to the table when it comes to equipment, armoured cars and tanks, but last year I represented my country in ETC and we took 2nd place. I played with the Brits and that army is plain dirty and so I cannot recommend it enough. All I'll say is gurkha section and gurkha paratroops combined with blood curling charge as a national characteristics.
Nice game! Oh yeah, the Bren carrier has a light machine gun (4 dice). And if its upgraded it with a pintle mounted it has 8 dices. But... if you wanna use the pintle mounted MG in the carrier you have to have a squad inside. Hope to see more stuff soon :D
It was kinda touched on later - the Bren has an LMG standard, but it can drop it's transport capacity to add a Vickers MMG. That gives you a total of 9 dice. You don't need a squad because it counts as a crewed weapon in the vehicle. This is also true of any pintle mounted weapons. In 2nd Ed, these are treated as vehicle weapons and are manned by the crew of the vehicle.
For Clarification - all of this is true UNLESS the Vehicle has the "Transport" special rule - at which point it can only ever fire 1 weapon at a time. to fire more than one weapon (like the rear pintle MMG on a 251/1 Hanomag while also firing the forward MMG) it needs to be operated by a passenger - who is legally allowed to shoot (so no dropping your Medic in the Half-track to fire it's MMG - same is true of Spotters and other special models - if it cant shoot, it cant operate a weapon).
@@fjung7294 Hello mate, I think it is these www.4groundpublishing.co.uk/28mm-model-kits/28mm-world-at-waw?page=1. Not sure if the church is the same set. Happy tabletopping :)
You also need to re-read the assault rules. The Vet Germans assaulting your Vet Brits, 1. Loose all pins before combat. 2. Brits fight back after removing casualties as Germans were within 6 inches. 3. As mentioned previously MMG's don't not have a pen of +1. That said very entertaining, full of enthusiasm.
Also Before the start of game Spotters and snipers etc can set up first On board with restrictions Also You can leave units off board if you wish But They suffer a neg1 command roll to come on from turn 2 Otherwise Good stuff
Thank you. Really enjoyed watching your game. I would really like to see more. If you like big armies, then Soviets are the one to go for. If you like small and elite, then Finns are a good option. Thanks again, Marc
Not sure how you totaled the assault dice. 1. Any weapon with the 'assault' special rule does not take a -1 for moving and firing. 2. Assault weapons count as 2 dice when firing and in the assault. 3. You only get 1 re-roll if dice wound in initial assault round not 2. (Tough special rule).
Excellent video demo. Only fault I’ve seen is the pronounced word for the Bren Carrier. It should be pronounced as, “Reece” or “ree cee” rhymes with “peace or pea sea.” This is a shorten version of the word for “recon” (reconasince) vehicle.
Another thing Cover is determined by the majority of the cover the unit is in So when you rolled multiple dice representing different cover values, that wasn’t quite right But I like your idea there
Not bad but plenty of mistakes lol. At one point you used an MMG and said it had a +1 pen. Not the case. They cannot move and fire like they did. (Look into the fixed weapons rule) The movement with SMG’s and assault rifles don’t suffer the movement penalty. You forgot super short range a couple times it seems. I could be wrong but at one point it seemed like the British section divided their fire between two targets? This cannot be done with an exception to Panzerfausts. The sniper team fired through the woods and didn’t suffer any firing penalty, this could be fine depending on how you defined the terrain but it is more than likely this was a mistake. The one squad at the end would of been pinned out of the game, you can’t have more pins then your total moral value of the unit. They would of ran. The 2 BIGGEST mistakes though, were that you guys forgot to adjust firing for pins! Your firing is less effective with pin markers. The second big mess up was when the Puma was destroyed... You roll to hit. Then you roll for penetration. You got a 2, that means you tied the side armour value of the Puma. You then roll again on the damage chart. You did not do this. You would of needed to roll a third time and would of had to get a 6 for that fire to take place like it did. Because matching the armour value gives your damage roll on the chart a -3.
Still watching, but noticed something, when you were testing your Hanomag, you said he rolls on his full rating. This should be reduced by the number of pins. This is the crux of the game system, the more pins you accumulate the less effective your unit is, and is less likely to follow an order instead is more likely to be cowering down.
I’ve watched a lot of bolt action reports lately, and this is one of the first I’ve enjoyed. It’s not over explained, it’s fun and bright, the terrain is nice, the models look nice. Very nice guys.
Thank you for the feedback! I really enjoyed playing the game.
The Carrier is a recce vehicle and can have a pintle lmg so does not need to carry more crew to fire this weapon, it is included in the vehicle stat.
Ah makes sense! Thanks for the heads up.
Damn been curious about BA and now you upload this...damn dark eldar and their temptations!
Hehehe, I am a fan of these historical games.
-Medium Machine guns don't have a +1 penetration, only Heavy Machine Guns do
-Fully enclosed vehicles don't get pin markers from small arms fire, (an MMG can't put pins on an enclosed puma, but it can on your Stummel)
-2nd Lieutenants can activate only 1 other unit
-Wheeled vehicles (like the puma) can make 2 90 degree turns in their movement if they are Advancing
-Pins confer a further -1 per pin when shooting, a unit with 2 pin markers is shooting hitting on 5s
ok awesome for the rules clarifications!
Germans get one bonus activation die when using Snap to Action :)
MMG's also don't get to move and shoot
What buildings are those?
This system is brilliant. I'm not so into historical but it is so well designed I can't help but want to play it.
I had a lot of fun playing it!
really beautiful table. The rivers are really nice.
it is always goot to build the immersions!
I keep meaning to start playing Bolt action, i love the period and i like the rules. Anyway great vid guys , i loved the terrain
Hey there! Nice video! But, as you requested, here's some mistakes you made:
At 10:42, you moved an MMG team and then fired, which is not possible because it is a Fixed weapon team. Also, they don't have +1 penetration.
Edit: Also you have to run into a building. You cannot advance into a building.
Awesome! thank you for the comments.
For clarification - you can (and often will) issue the "Advance" order to a Fixed Weapon Team - instead of moving, however, this allows you to change your facing and then fire - suffering the normal -1 penalty for moving and shooting. As for buildings - while the you technically have to issue a Run order to enter a building, so long as you don't actually try and shoot as part of the "Advance" order - it doesn't really matter.
Awesome battle report and very entertaining.
Keep them coming if you are able to.
thanks for watching! I have some more in the works.
Great batrep... great energy, very entertaining.
I am glad you liked it!
Wow. This is an old one but I loved it. Skarey's enthusiasm and bolt action. Great fun.
Yes it was super fun !!
You know that credits thing at the end of The Office: “not a Doctor”
Kept thinking when he said “my tank”
To myself: “not a tank”
🤣 just something I laughed about, not negatively. I was amused. Great video gents!
Great to see you on the battlefields of WWII for a change. You gotta give them Dark Eldar a break from time to time. ;)
nice! SkaredCast got me into wh40k, so its great to see you play my favorite system - Bolt Action.
I really enjoyed the game!
@@SkaredCast I have a soft spot for the german army due to the large variety of options you can bring to the table when it comes to equipment, armoured cars and tanks, but last year I represented my country in ETC and we took 2nd place. I played with the Brits and that army is plain dirty and so I cannot recommend it enough. All I'll say is gurkha section and gurkha paratroops combined with blood curling charge as a national characteristics.
You need to do more of these!
it was really fun!
Nice game!
Oh yeah, the Bren carrier has a light machine gun (4 dice). And if its upgraded it with a pintle mounted it has 8 dices.
But... if you wanna use the pintle mounted MG in the carrier you have to have a squad inside.
Hope to see more stuff soon :D
AHHHH, ok that makes sense.
It was kinda touched on later - the Bren has an LMG standard, but it can drop it's transport capacity to add a Vickers MMG. That gives you a total of 9 dice. You don't need a squad because it counts as a crewed weapon in the vehicle. This is also true of any pintle mounted weapons. In 2nd Ed, these are treated as vehicle weapons and are manned by the crew of the vehicle.
For Clarification - all of this is true UNLESS the Vehicle has the "Transport" special rule - at which point it can only ever fire 1 weapon at a time. to fire more than one weapon (like the rear pintle MMG on a 251/1 Hanomag while also firing the forward MMG) it needs to be operated by a passenger - who is legally allowed to shoot (so no dropping your Medic in the Half-track to fire it's MMG - same is true of Spotters and other special models - if it cant shoot, it cant operate a weapon).
What company makes the buildings? Great video btw! Keep up the terrific work.
Im not sure!
Nice battrep!
What Houses did u use?
Im not sure what company makes them, ill ask.
SkaredCast yes pls, they are awesome
@@fjung7294 Hello mate, I think it is these www.4groundpublishing.co.uk/28mm-model-kits/28mm-world-at-waw?page=1. Not sure if the church is the same set. Happy tabletopping :)
Gents, I really enjoyed watching the game. I have a question --- what company makes the buildings you're using?
I have no clue! lol. Ill ask vince.
what company are the buildings from?
You also need to re-read the assault rules. The Vet Germans assaulting your Vet Brits,
1. Loose all pins before combat.
2. Brits fight back after removing casualties as Germans were within 6 inches.
3. As mentioned previously MMG's don't not have a pen of +1.
That said very entertaining, full of enthusiasm.
Thanks! I really enjoyed playing this game.
Also
Before the start of game
Spotters and snipers etc can set up first
On board with restrictions
Also
You can leave units off board if you wish
But
They suffer a neg1 command roll to come on from turn 2
Otherwise
Good stuff
Thats great to know!
Love it. If we could possibly get some konflict 47 as well that would be the dream
Not sure what that game is! :D
SkaredCast literally bolt action but with futuristic weapons. Dope game
Where did you get the buildings ?
Im not sure what company makes them.
Thank you. Really enjoyed watching your game. I would really like to see more. If you like big armies, then Soviets are the one to go for. If you like small and elite, then Finns are a good option. Thanks again, Marc
The Finns sound awesome.
Whaaaaaaaaa??????
Welcome to the grown ups table ,sir!
Thanks! I had a lot of fun playing them.
I subscribed, nice bat rep guys 👍
Thank you! Welcome to the channel.
Team weapons cannot make an advance or run move and fire but can 'move' on the spot to acquire a new target with a -1 to hit modifier.
Ah! Makes sense.
You advanced into a building which suggests if you had a target you would have fired. You cannot do this, you have to run into buildings (page 123 )
Not sure how you totaled the assault dice.
1. Any weapon with the 'assault' special rule does not take a -1 for moving and firing.
2. Assault weapons count as 2 dice when firing and in the assault.
3. You only get 1 re-roll if dice wound in initial assault round not 2. (Tough special rule).
Thanks for pointing these out!
Excellent video demo. Only fault I’ve seen is the pronounced word for the Bren Carrier. It should be pronounced as, “Reece” or “ree cee” rhymes with “peace or pea sea.” This is a shorten version of the word for “recon” (reconasince) vehicle.
thank you!
Uhh, it's pronounced "reki".
MORE.BOLT.ACTION.REPORTS.
I shall get more done.
I remember drukhari had more spikes on them must have been a phase
They did, emo time! lol.
22:17 How do you miss something as big as a cathedral at close range. Lol
it is a legitimate question!
Brilliant bat rep.
Start with the British, Free arty observer, can chose a national trait.. Which gives the British access to lots of cool rules.
Thank you very much for the feedback, I am very excited to showcase this game more.
Another thing
Cover is determined by the majority of the cover the unit is in
So when you rolled multiple dice representing different cover values, that wasn’t quite right
But I like your idea there
Ah! And what if they are equally distributed... best or worst?
SkaredCast I’ll need to check the rules again
I would say dice it !
Ok :D
quite fun!
It was indeed! Cant wait to play another game.
Is BA a competitive game like warhammer??
It can be... but I have not looked into the competitive scene.
I would like to see a Kill Team battle report played on some wicked cool looking Alien terrain or something. Just saying 😉
I like that Idea :D I am working on some xenos terrain.
Twaz a time, long, long ago before power armour, when men fought wearing nothing more than clothing 😜
Please keep making bolt action bat reps
I shall try to make some more!
Not bad but plenty of mistakes lol. At one point you used an MMG and said it had a +1 pen. Not the case. They cannot move and fire like they did. (Look into the fixed weapons rule) The movement with SMG’s and assault rifles don’t suffer the movement penalty. You forgot super short range a couple times it seems. I could be wrong but at one point it seemed like the British section divided their fire between two targets? This cannot be done with an exception to Panzerfausts. The sniper team fired through the woods and didn’t suffer any firing penalty, this could be fine depending on how you defined the terrain but it is more than likely this was a mistake. The one squad at the end would of been pinned out of the game, you can’t have more pins then your total moral value of the unit. They would of ran. The 2 BIGGEST mistakes though, were that you guys forgot to adjust firing for pins! Your firing is less effective with pin markers. The second big mess up was when the Puma was destroyed... You roll to hit. Then you roll for penetration. You got a 2, that means you tied the side armour value of the Puma. You then roll again on the damage chart. You did not do this. You would of needed to roll a third time and would of had to get a 6 for that fire to take place like it did. Because matching the armour value gives your damage roll on the chart a -3.
Thank you for the comment!
Still watching, but noticed something, when you were testing your Hanomag, you said he rolls on his full rating. This should be reduced by the number of pins. This is the crux of the game system, the more pins you accumulate the less effective your unit is, and is less likely to follow an order instead is more likely to be cowering down.
*Laughs in British*
Capitol!
Loo-tenant?
Left tenant?
Loooove it
glad you liked it.