Me listening to the gamemaster flawlessly explain shooting modifiers and cover saves only to have both players ask completely backwards questions makes me finally understand how my wife feels 20 minutes into her describing the day's drama at her office.
As it was Steve's first game of V3, I think you should have suggested he place his artillery officer where he could snap two both his guns placing them on ambush, when he got the first dice.
@@miniaturasdeespecialista146 no it’s not wrong. I saw in one place where it said HE ignores the down bonus for cover in point blank so I just assumed regular weapons didn’t
after explicitly mentioning that you often forget the reroll on morale checks for the soviets, you do it still on 57:00 haha Nonetheless, great batrep fellas! was a great game to watch
It’s definitely getting me to rethink my Japanese army I’m working on. Close quarter combat is going to be a little more of a challenge. But with a IJA force of 18 might do the trick!
For fun, have the livestock move D3 in a random direction at the start of the turn, or D6 if their was any shooting. Too bad we can't use the dead cows for cover for a snipe or forward observer.
For what it's worth, I think you don't lose Armor Penetration against a Soft-Skin target. The modifier is on the "Additional Penetration Modifier for Heavy Weapons Against Armored Targets," on page 138. Soft-skins and Infantry aren't "Armored Targets," so I don't think Heavy Weapons suffer a -1 for Long Range against them. It was also on the V2 FAQ.
Great battle report as usual :) I don't know if I'm alone in my opinion, I don't actually think that I like the way 3rd edition plays. The newer rules just keeps reminding me of why I stopped playing games like 40k and started played Bolt action in the first place. Less need to move/position and too much just shooting and hitting anything no matter what. Don't think I'll be swapping to this edition myself personally. I'd be interested to know if anyone else thinks the same.
Game is much more deadly, no more 7's to hit. I think we may see a much higher order dice number, as more units, especially small units, means more shooting. I play Germans and think Auto Cannons may be the way to go for me. Positioning out of sight and being in Ambush when more in the open I think is also key.
Just on tanks, Panzer 38(t)s were a good investment in V2 and is still decent in V3. In V2 they churned out 12 MMG shots for 135 points. Now they're 8 shots but still OK. More expensive tanks are still largely point soaks. High HE is still a toin coss if it hits.
Point Blank negates the Down cover save or bonus +2. Page 85, paragraph three. I think when the motorcycle was shooting, someone thought about going down.
Great Videos we love them. Question: If you have a Platoon Commander with 2 extra Troops and an Enemy Sniper kills the Single platoon commander, leaving only the 2 troopers in the unit alive, will you lose the +2 Moral bonus and Snap to order, or would it be considered part of the units function. I feel if the officer is dead you lose all of that? but I have been counter-argued on this issue
Any plans on doing a V3 campaign like DDAY landing to operation cobra or something. Be cool to have recurring patrons as squad leads if they survive. Would be good watching. I enjoy all your videos keep it up.
It’s more about armor. Soft skins automatically die if closer to an enemy at the end of a turn. Half tracks and armored transports take a test and have a chance not to die but still can.
I'm still not sure about the V3 rules. For the points paid, I think the PC should only have +1 morale/snap to and the CC should have +2 morale/snap to. The V3 rules obviate the need to think 1-2 moves ahead for positioning troops. V2 or V3, I still think that you need 4-5 squads of infantry. Great game, figures and terrain.
I think you accidentally ignored the one soviet captains "down". When the tanks shot at the soviet captain, his player said the captain would go "down" but you allways rolled for 5+ soft cover safe instead of the softcover plus down, adding up to a 3+ saving throw, or did I miss something? Around the 1 hour mark on the 3 Panzer side
I have a question concerning Auto Cannons. When you fire an Auto Cannon using AP against a vehicle do you get a +1 to hit as detailed on page 96 on the rule book under the section 'Anti-Tank Gun'.
Solido 251/1b models. Nice. Question. You have three platoons. Can they be broken up and redeployed? Or do they have to operate and be deployed as a platoon? I put a USA armored platoon together which requires creating a rifle platoon and a weapon platoon, then stuffing them into the rifle platoon's 2 x M3A1 and 3 M3 halftracks. This includes two MMG teams, a light mortar team, and four bazooka teams. The Weapon Platoon commander goes in the MMG squad halftrack. This halftrack has a M2HB HMG and the MMG are mounted on each side of the halftrack. Now the rules state passengers cannot fire their weapons out of vehicles so I need to purchase the two MMG again as vehicle weapons in order to shoot with them from the vehicle. This really seems difficult to form an infantry platoon found in every USA armored division 1943-45.
As a game, OK. Especially as the rules are written for competition. The main thing I noticed is morale had no effect. Indirect fire shouldn't be affected because a unit is hidden. AT gun deployment. Position behind terrain features facing to the side so a tank approaching can't see the gun. Put the guns on ambush covering the objectives, and position your infantry to protect the guns. If the AT guns are located in sight so they can shoot then they can be hit by small arms, mortars, and any tanks com8ng on the table. In this game the guns were quickly taken out. Leading with two trucks? Ballsy.
I played my first game of V3 today. My view is that the rules are great it actually makes the game a bit faster. HE is very powerful in this edition however and you can have loads of HE incoming so it can become a very unbalanced game quickly. Also the American special rule for the additional air strike is a bit rubbish as the plane is very easy to drive off if you have any number of MMGs including those on vehicles and there is no disadvantage to the unit firing at the aircraft - won’t even take a unit off ambush despite that unit firing.
You’d imagine that when the opponents are at danger-close combat ranges, arty would be reluctant to throw in too much HE. But I guess this is Bolt Action (not CoC) and on-table distances are effectively logarithmic.
By the way. The USA halftrack descriptions are all wrong. The ones listed are British except it is missing the M5 versions.The USA Sherman with 75mm gun should be a M4, M4A1, or M4A3, not a M4A4. The British used the M4 Sherman I, M4A1 Sherman II, M4A4 Sherman III.
Question, if the AT guns were behind the fence (soft cover) and have gunshields (also soft cover) do they get to save twice for soft cover as the bullets would have to pass by both sets of soft cover to hit the crew? Or would they only get the 1 save? Or would they get upgraded to hard cover while behind the fence?
I can't imagine the Germans sending trucks ahead instead of tanks, armored cars, or half tracks to take out enemy positions. Sounds like a suicide mission for penal troops than a sound tactic to risk the lives of trained troops in precious transport trucks with paper mache armor to be the point of the spear.
@@tabletopcphe might shoot his comrade next to him to boost his own morale... and if they are Kriegsmen, they help him die for the Emperor, too... oh no wait, wrong universe xD
45.23 min. You fired a Soviet smoke barrage on the Germans and instead of smoke you rolled for HE damage. Completely wrong? There should have been a 4" diameter smoke cloud.
Stopped watching about halfway through. Was that German player intentionally trying to throw the match by charging his infantry straight into the middle of everything right at the start? This felt like something out of Hollywood.
@@tabletopcp Alright, I watched it to the end now. It was professionally done as a teaching game, so respects for that. I still believe the German player needlessly sacrificed his truck-borne infantry for no appreciable gain by being overly aggressive, which probably cost him the victory.
@@Daniel-jg1ukany time I’m doing a teaching game, I’m hoping the new player will win. I don’t want to make it too easy for them, but I’ll intentionally make some bad mistakes in some way. I want them to have fun and making it hard or impossible for them to win is a good way to make them not come back
42:27 doesn't the Great Patriotic War Soviet national rule let you re-roll failed tests? Or does FUBAR overrule that? I don't have the V-3 book yet so I can't look it up myself.
10:32 Looks Amazing! The Russian have some Strong National Rules. I thought they would be crap.... but they are STRONG! 11:30 Can a Platoon Commander Snap a Tank?
This is very informative, actually, because I am confused as fuck with these rules... I have never heard the world "platoon" being used so lightly and randomly. The lack of free units is a downgrade for me too. Can't say I like them, honestly... they seem to REALLY be wanting me to buy more of their stuff.
I don't think that's the case, the only thing you are really adding more of is the Platoon commanders but I've been making lists where they are by themselves without extra men. If you have a decent sized force already you should be able to work it.
It was clear from the outset who was going to win, uphill struggle from the start and probably not much of a fun game for the Soviet player I would have thought. Bunch of infantry plus a couple of AT guns vs 3 tanks and 4 MG armed vehicles, one armoured? Had it not been for the lucky artillery strike the Soviets made it would have been an absolute whitewash. I've never liked preparatory barrage rules and this game was a great example of why, pretty much the entire Soviet force starting with one or more pins and the extremely limited AT the Soviet player was given to deal with the German armour threat pretty much disabled for a couple of turns, dig yourself out of that one! The lack of hard cover meant the AT guns were doomed, at the very least they should have been dug in. Objectives or not I rarely find "die slowly" games that interesting for either side and wouldn't have enjoyed playing either in this game, but that's just me. Had the Soviets had some armour with which to realistically contest this (or even stand a chance) I think the game would have been more interesting and may have ended differently but that will be a problem for many people at first as they will now have to go and buy more tanks (surprise surprise). Good video though and very useful explanation of the new rules. Not sold on a lot of the changes to be honest, especially the new “we need to sell more tanks / guns” armour / artillery platoons. The cover saves may make for a bit more interaction in the shooting stage but roll to hit, wound and save feels like more of a backward step IMO. Those German trucks being THAT survivable anywhere near a combat zone is both laughable and ahistorical IMO, in reality they would never have even been there. At least assault has been improved, as has sniping out weapons and the ability to rally off all pins is much better. Overall though, given we play Bolt Action rarely and seeng how it plays now, I have come off the fence about buying v3 and just cancelled my order, on balance I don't consider v2 to need fixing enough to replace it with with what v3 brings, basically BA40K, take tanks and win. We will just house rule in the changes we like so thanks for saving me some money 😃
Me listening to the gamemaster flawlessly explain shooting modifiers and cover saves only to have both players ask completely backwards questions makes me finally understand how my wife feels 20 minutes into her describing the day's drama at her office.
Only 20 minutes? You got off lightly… 😆🤣
@sirrathersplendid4825 20 minutes IN. No doubt that was only the halfway mark.
Superb AAR. ALSO BIG THANK YOU FOR RUNNING HISTORICALLY ACCURATE FORCES.
Keep up the good work.
As it was Steve's first game of V3, I think you should have suggested he place his artillery officer where he could snap two both his guns placing them on ambush, when he got the first dice.
great video as always.
38:45 the anti-tank gun gets no shield cover save as the weapon firing has a 1+ or better pen. if you shot its cannon at the ATG.
Rough game for the Soviets from the start, so much armour vs infantry. The game was already decided during the first artillery strike.
super battle report, looking forward to start de new edition, carefull for the next time, point blank shoots take out cover saves
Only ignores the cover provided by being down in the open not regular cover save
@@tabletopcp maybe i got it wrong, I will have a look, anyway, keep doing your amaizing work !!
@@miniaturasdeespecialista146 no it’s not wrong. I saw in one place where it said HE ignores the down bonus for cover in point blank so I just assumed regular weapons didn’t
Loved this and well done.
OMG, those bombardment effects!
Loved this well done.
another great one
30:30 the german could move out the leader shoot, then move out the squad then shoot it. he has to do one order at a time, in any order he wants to.
"Snap-able": even better when you open a Snapple and take a sip
Thank you, I'll be here all week.
Looking forward to the new edition
after explicitly mentioning that you often forget the reroll on morale checks for the soviets, you do it still on 57:00 haha
Nonetheless, great batrep fellas! was a great game to watch
Cool battle report. 👍
Travis it's called Fragging not fubar :D. And I would also frag a commisar.
It’s definitely getting me to rethink my Japanese army I’m working on. Close quarter combat is going to be a little more of a challenge. But with a IJA force of 18 might do the trick!
Fun game to watch
For fun, have the livestock move D3 in a random direction at the start of the turn, or D6 if their was any shooting. Too bad we can't use the dead cows for cover for a snipe or forward observer.
For what it's worth, I think you don't lose Armor Penetration against a Soft-Skin target. The modifier is on the "Additional Penetration Modifier for Heavy Weapons Against Armored Targets," on page 138. Soft-skins and Infantry aren't "Armored Targets," so I don't think Heavy Weapons suffer a -1 for Long Range against them. It was also on the V2 FAQ.
My BA V3 book turns up tomorrow.... ☺
Love your videos. But Down bonus to cover save is negated by point blank. New rules page 85 in the DOWN section.
Great battle report as usual :) I don't know if I'm alone in my opinion, I don't actually think that I like the way 3rd edition plays. The newer rules just keeps reminding me of why I stopped playing games like 40k and started played Bolt action in the first place. Less need to move/position and too much just shooting and hitting anything no matter what. Don't think I'll be swapping to this edition myself personally. I'd be interested to know if anyone else thinks the same.
Game is much more deadly, no more 7's to hit. I think we may see a much higher order dice number, as more units, especially small units, means more shooting. I play Germans and think Auto Cannons may be the way to go for me. Positioning out of sight and being in Ambush when more in the open I think is also key.
HMG’s are also very powerful now, can see a M16 meat chopper being a go to unit.
Just on tanks, Panzer 38(t)s were a good investment in V2 and is still decent in V3. In V2 they churned out 12 MMG shots for 135 points. Now they're 8 shots but still OK.
More expensive tanks are still largely point soaks. High HE is still a toin coss if it hits.
Point Blank negates the Down cover save or bonus +2. Page 85, paragraph three. I think when the motorcycle was shooting, someone thought about going down.
Oh damn, thanks for pointing that one out, I missed that small paragraph 😮🎉❤
22: 06 shouldnt the zis be in hard cover due to the wall obscuring at least 50% of the crew?
Great Videos we love them. Question: If you have a Platoon Commander with 2 extra Troops and an Enemy Sniper kills the Single platoon commander, leaving only the 2 troopers in the unit alive, will you lose the +2 Moral bonus and Snap to order, or would it be considered part of the units function. I feel if the officer is dead you lose all of that? but I have been counter-argued on this issue
The officer is the one who gives the bonus. If he dies the remaining men are just a two man team with no bonus
Any plans on doing a V3 campaign like DDAY landing to operation cobra or something. Be cool to have recurring patrons as squad leads if they survive. Would be good watching. I enjoy all your videos keep it up.
I don't have the book yet but I thought I heard that armed transports no longer have to be closer to an ally if they are empty.
It’s more about armor. Soft skins automatically die if closer to an enemy at the end of a turn. Half tracks and armored transports take a test and have a chance not to die but still can.
the 4 inch line of sight for the tall fences is that an actual rule or a house rule? i dont have the book yet.
That is just a house rule we have.
I'm still not sure about the V3 rules. For the points paid, I think the PC should only have +1 morale/snap to and the CC should have +2 morale/snap to. The V3 rules obviate the need to think 1-2 moves ahead for positioning troops. V2 or V3, I still think that you need 4-5 squads of infantry. Great game, figures and terrain.
What game dial are you using for pins?
God job!
I think you accidentally ignored the one soviet captains "down". When the tanks shot at the soviet captain, his player said the captain would go "down" but you allways rolled for 5+ soft cover safe instead of the softcover plus down, adding up to a 3+ saving throw, or did I miss something?
Around the 1 hour mark on the 3 Panzer side
I have a question concerning Auto Cannons. When you fire an Auto Cannon using AP against a vehicle do you get a +1 to hit as detailed on page 96 on the rule book under the section 'Anti-Tank Gun'.
No because it is not an anti tank gun, it’s an auto cannon
@@tabletopcp Sadly I tend to agree.
Solido 251/1b models. Nice. Question. You have three platoons. Can they be broken up and redeployed? Or do they have to operate and be deployed as a platoon?
I put a USA armored platoon together which requires creating a rifle platoon and a weapon platoon, then stuffing them into the rifle platoon's 2 x M3A1 and 3 M3 halftracks. This includes two MMG teams, a light mortar team, and four bazooka teams. The Weapon Platoon commander goes in the MMG squad halftrack. This halftrack has a M2HB HMG and the MMG are mounted on each side of the halftrack. Now the rules state passengers cannot fire their weapons out of vehicles so I need to purchase the two MMG again as vehicle weapons in order to shoot with them from the vehicle.
This really seems difficult to form an infantry platoon found in every USA armored division 1943-45.
They can be mixed up. There is nothing that says they have to stay together
As a game, OK. Especially as the rules are written for competition. The main thing I noticed is morale had no effect.
Indirect fire shouldn't be affected because a unit is hidden.
AT gun deployment. Position behind terrain features facing to the side so a tank approaching can't see the gun. Put the guns on ambush covering the objectives, and position your infantry to protect the guns. If the AT guns are located in sight so they can shoot then they can be hit by small arms, mortars, and any tanks com8ng on the table. In this game the guns were quickly taken out.
Leading with two trucks? Ballsy.
I played my first game of V3 today. My view is that the rules are great it actually makes the game a bit faster. HE is very powerful in this edition however and you can have loads of HE incoming so it can become a very unbalanced game quickly. Also the American special rule for the additional air strike is a bit rubbish as the plane is very easy to drive off if you have any number of MMGs including those on vehicles and there is no disadvantage to the unit firing at the aircraft - won’t even take a unit off ambush despite that unit firing.
Yeah, but they make up for it with Fire and Maneuver. Gone are the days of “free” units. IMO German and British have the best national rules (so far).
You’d imagine that when the opponents are at danger-close combat ranges, arty would be reluctant to throw in too much HE. But I guess this is Bolt Action (not CoC) and on-table distances are effectively logarithmic.
I need more info about the terrain. I have the same game mat, the buildings I am interested in, who made what and where to get?
These are the pre painted eastern front building from 4Ground who sadly went out of business
So charging someone with an smg is basically a death sentence in the new rules?
Awesome Video!! Where do you get those pin markers from?
These are from Charlie Foxtrot models
By the way. The USA halftrack descriptions are all wrong. The ones listed are British except it is missing the M5 versions.The USA Sherman with 75mm gun should be a M4, M4A1, or M4A3, not a M4A4. The British used the M4 Sherman I, M4A1 Sherman II, M4A4 Sherman III.
the us did use the m4a4 but us crews did not like them do to the multi bank engine so most went to the British and the Russians
Exactly. The only choice for a 75mm is a M4A4
Question, if the AT guns were behind the fence (soft cover) and have gunshields (also soft cover) do they get to save twice for soft cover as the bullets would have to pass by both sets of soft cover to hit the crew? Or would they only get the 1 save? Or would they get upgraded to hard cover while behind the fence?
No just the soft cover. The only way to increase a cover save is to go down while in cover
Which trucks models did you use with German side?
These are the Tamiya 1/48 opel blitz
@@tabletopcp thank you! Adding them to my collection!
Do you have an affiliate link to Amazon or anything so you can get a kick back?
@@chriskerr32 no I do not. I do a Patreon though.
Where did you get the objective markers with nationality on them ??
They are printed out and glued in to 40mm bases then I painted the edges. They are originally for chain of command patrol markers.
I can't imagine the Germans sending trucks ahead instead of tanks, armored cars, or half tracks to take out enemy positions. Sounds like a suicide mission for penal troops than a sound tactic to risk the lives of trained troops in precious transport trucks with paper mache armor to be the point of the spear.
Probably not. But it’s an action game, plus I only have one half track.
If a Commissar fails an order test due to pin(s) …does he shoot himself? 😂
😅that’s a beautiful question
No that's too much accountability,
@@tabletopcphe might shoot his comrade next to him to boost his own morale... and if they are Kriegsmen, they help him die for the Emperor, too... oh no wait, wrong universe xD
45.23 min. You fired a Soviet smoke barrage on the Germans and instead of smoke you rolled for HE damage. Completely wrong? There should have been a 4" diameter smoke cloud.
I don’t remember anyone firing a smoke barrage
@@tabletopcp 45.23. I clearly heard the word smoke regarding the bombardment.
Stopped watching about halfway through. Was that German player intentionally trying to throw the match by charging his infantry straight into the middle of everything right at the start? This felt like something out of Hollywood.
That’s too bad. A lot happened after that.
@@tabletopcp Alright, I watched it to the end now. It was professionally done as a teaching game, so respects for that. I still believe the German player needlessly sacrificed his truck-borne infantry for no appreciable gain by being overly aggressive, which probably cost him the victory.
@@Daniel-jg1ukany time I’m doing a teaching game, I’m hoping the new player will win. I don’t want to make it too easy for them, but I’ll intentionally make some bad mistakes in some way.
I want them to have fun and making it hard or impossible for them to win is a good way to make them not come back
@@molenat9973 Thank you for explaining. 🙂
11:10 is that ringing sound coming on this video, my house…or from within my own head?!😢
I don’t hear anything
@@tabletopcp great, I’m going insane. Awesome. Add that to the list!
@@LivingroomTV-me9ozyep, no ringing sound for me either 😅
42:27 doesn't the Great Patriotic War Soviet national rule let you re-roll failed tests? Or does FUBAR overrule that? I don't have the V-3 book yet so I can't look it up myself.
It’s probably allows a re roll. I think. But we also wanted to talk about fubar.
10:32 Looks Amazing! The Russian have some Strong National Rules. I thought they would be crap.... but they are STRONG!
11:30 Can a Platoon Commander Snap a Tank?
I haven’t found any restrictions on who can snap what asides from other officers
@@tabletopcp Thanks!
This is very informative, actually, because I am confused as fuck with these rules... I have never heard the world "platoon" being used so lightly and randomly. The lack of free units is a downgrade for me too. Can't say I like them, honestly... they seem to REALLY be wanting me to buy more of their stuff.
I don't think that's the case, the only thing you are really adding more of is the Platoon commanders but I've been making lists where they are by themselves without extra men. If you have a decent sized force already you should be able to work it.
You mean a company makes a edition change to force you to buy more stuff?
Like that hasn't been the MO of game companies pretty much since forever?
@@joshual6305 definitely haven't felt this forced by Warlord and Bolt Action ever before, but I will sell the dog and get more stuff.
@@PowermadNavigator- You don’t have to buy Warlord minis. Plenty of other manufacturers out there!
It was clear from the outset who was going to win, uphill struggle from the start and probably not much of a fun game for the Soviet player I would have thought. Bunch of infantry plus a couple of AT guns vs 3 tanks and 4 MG armed vehicles, one armoured? Had it not been for the lucky artillery strike the Soviets made it would have been an absolute whitewash. I've never liked preparatory barrage rules and this game was a great example of why, pretty much the entire Soviet force starting with one or more pins and the extremely limited AT the Soviet player was given to deal with the German armour threat pretty much disabled for a couple of turns, dig yourself out of that one! The lack of hard cover meant the AT guns were doomed, at the very least they should have been dug in. Objectives or not I rarely find "die slowly" games that interesting for either side and wouldn't have enjoyed playing either in this game, but that's just me. Had the Soviets had some armour with which to realistically contest this (or even stand a chance) I think the game would have been more interesting and may have ended differently but that will be a problem for many people at first as they will now have to go and buy more tanks (surprise surprise).
Good video though and very useful explanation of the new rules. Not sold on a lot of the changes to be honest, especially the new “we need to sell more tanks / guns” armour / artillery platoons. The cover saves may make for a bit more interaction in the shooting stage but roll to hit, wound and save feels like more of a backward step IMO. Those German trucks being THAT survivable anywhere near a combat zone is both laughable and ahistorical IMO, in reality they would never have even been there. At least assault has been improved, as has sniping out weapons and the ability to rally off all pins is much better. Overall though, given we play Bolt Action rarely and seeng how it plays now, I have come off the fence about buying v3 and just cancelled my order, on balance I don't consider v2 to need fixing enough to replace it with with what v3 brings, basically BA40K, take tanks and win. We will just house rule in the changes we like so thanks for saving me some money 😃