My top 10 wishlist for Bolt Action V3

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  • เผยแพร่เมื่อ 31 ก.ค. 2024

ความคิดเห็น • 52

  • @marclaplante5679
    @marclaplante5679 2 หลายเดือนก่อน +10

    An easy bonus for an officer would to allow them to spot for indirect fire units in their platoon.
    Historically it would be correct, and restrict it to Regular and Veteran officers, to encourage choosing the cheapest officer choice.

    • @arkenhemnall6224
      @arkenhemnall6224 2 หลายเดือนก่อน

      I also think that other Tactical options for the officer than just Snap to. Suppressing fire, Hold Fast or whatever.

  • @nehrigen
    @nehrigen 2 หลายเดือนก่อน +12

    -No more free units
    -tank mg's getting a nagative (you cant really see to aim)
    -regular mg's getting a suppression rule
    -the "armor tax" inbuilt on tanks getting reduced

    • @Wargoat6
      @Wargoat6 2 หลายเดือนก่อน

      A negative for tank mmgs such as reducing fp

  • @rich_john
    @rich_john 2 หลายเดือนก่อน +5

    I think too many special rules again makes it a nightmare like 40K where you need to know all the gamey bits and pieces of not only your own army but all the others....in terms of British scrap all but the rapid fire for rifles to represent the rate of fire the British infantry were known for...instead of giving everyone loads more.......and please no to charging out of vehicles....that really would make it too cheese...so make building like vehicles 👍👍

  • @brad4268ify
    @brad4268ify 2 หลายเดือนก่อน +6

    You may get your wish RE Heavy Tanks- I was chatting with someone in the know recently and he was saying Heavy Tanks are going to be Reworked

  • @Tyrantitan1um
    @Tyrantitan1um 2 หลายเดือนก่อน +2

    I want the smoke bombs to be more accessible, to have less trouble for the enemy to place them where they want if you don't hit where the smoke falls, also for the cost of light mortars to be reduced, so that I can make use of this mechanic in the grenadier squad with the triple light mortar in the Japanese and be able to enjoy the banzai better!

  • @andersolsen3237
    @andersolsen3237 2 หลายเดือนก่อน +3

    Like the idea about buying handgrenades. Atm handgrenades are default present, and pressumed to be used in assaults - especially against armoured targets.

  • @williamrthompsonjr556
    @williamrthompsonjr556 หลายเดือนก่อน +1

    Write your own rules, but keep in mind, Third Edition is going to be available for preorder at the end of next month, July, which tells me the rules are pretty much ready to print.

  • @skinko_hobby
    @skinko_hobby 2 หลายเดือนก่อน +6

    I have a gripe with ambushes and rules for hidden as the enemy can still see them and knows where they are on the table. That should be changed. For units starting in ambush and/or hidden, the player should have to note down where they are (including direction they're pointing at for units with arc of fire). Same with stuff like partisan bombs or minefields.

    • @SgtScander
      @SgtScander 2 หลายเดือนก่อน

      Place them, take a picture. Remove.

    • @boltactiontutorialsbybomor3846
      @boltactiontutorialsbybomor3846  2 หลายเดือนก่อน

      Yes use the same mechanics as infinity the game does... Would be really cool

    • @VioletMoonMedia
      @VioletMoonMedia 2 หลายเดือนก่อน

      would love to see the use of 'hidden' and 'dummy' counters.

  • @Keithslawinski
    @Keithslawinski หลายเดือนก่อน +1

    Agree with the synergies.
    I want more HQ+troop synergies because it would be nice to see more inexperienced/green/shirker troops on the field being made usable by a nearby inspiring unit.
    Even beyond HQ support I always liked the idea of troops moving up with tanks and using them as cover (and moral boost), and supporting each other.
    Unfortunately, a tank that can perform this task well are too costly for the unit they are screening, and will often get nuked the moment they enter an open area. Even if it survives, the tank is often downed for the turn and rocking 2+ pins so it can't shoot any more. And because of their cost and platoon selectors you often only get to take 1 tank, so why waste your 1 tank on troop screening?
    I would personally like to see more armor on the field, so a single tanks destruction isn't the end of the world, but ALSO so artillery has more opportunities shoot at stuff (and by thus is more likely to be used).
    I also feel AT and MGs would be more effective if AMBUSH was a more appealing action to team/fixed weapons. Granting either a bonus to hit, OR a chance to critically strike something, or potentially cause bonus pins could all make ambushing with artillery spooky. The more tanks on the table the more likely it is 1 will have to pass through a fire lane.
    If we don't want this, then towing artillery needs to be much quicker and easier because atm repositioning with a tow is just too time/resource intensive.
    This brings us to MG's. Yea they need to pin better, AND get the ambush buff described earlier. Closing down fire lanes and trying to find ways to break/flank your enemies should be a big part of the game.
    Finally this brings me to having more ways to manipulate the battlefield. We have smoke options but they are terrible and cumbersome. We have forward observers, but their 1 time use and randomness sucks. We have preliminary bombardments, but they are also just random with no skill or focus. I would like to see all this stuff elevated and in use WAY MORE.
    I personally would like to see something line "command points" or "munitions" you spend to call in this stuff either before or during the battle. So a forward observer would not be the ONLY model in the game able to call in anything, instead it would either generate more call-in points, options, or improve the success of those call-ins.

  • @SPD3DPrinting
    @SPD3DPrinting 2 หลายเดือนก่อน +4

    Machine guns …. light/medium/heavy. Update so they work.
    Officers …. Make them useful vs. “tax” unit.
    AT guns … make me want to use in game.
    Air support …. Make it something worth using
    Artillery support … off board batteries, add to game.
    Minor nations … (Greece my personal favorite) tweak them a bit.
    Italians ( my main army ) … balance them out.
    I look forward to Ruleset 3

    • @enricob15
      @enricob15 2 หลายเดือนก่อน

      How balance the Italy exactly? Post case blue is one of the best axis nation

  • @ericrothe7278
    @ericrothe7278 2 หลายเดือนก่อน +1

    Some good ideas here. MMG teams and heavier tanks being adjusted are probably my top 2. They are such an iconic part of the vision of the time that it hurts me not to be able include them in every list. LMGs for soldiers being cheaper would be great also. More officer utility would be fun. Perhaps buying upgrades for specialization in certain types of warfare for each officer could be a thing? The Soviet commissars kind of do that with the more expensive types having better buffing auras. I disagree with the charging out of vehicles being the same as buildings idea. An armored carrier is not just a house on wheels because they were cramped and restrictive. The doors are small compared to a building. Lets not forget they are moving! Probably evasively over rough terrain if you are trying to drive them into an enemy position. I could see room for compromise in this by limiting the move/charge distance and/or penalizing the effectiveness of the charge in some way. Close combat is already so decisive that I'm afraid mobile armored assault troops would just take over the game. Great video as usual Bo, Thank you.

  • @hawkins1384
    @hawkins1384 2 หลายเดือนก่อน +1

    I think they mentioned they are reworking the whole list-building system, but if the system stays similar.
    Generic Platoon specializations:
    Combined Arms: stays the same
    Infantry platoon: +1 infantry slot
    Artillery platoon: +1 Artillery slot
    Recon platoon: 1 infantry unit can forward deploy (along with snipers and observers)
    Mechanized: +1 armored car slot
    Tank: +1 tank slot
    Each specialization could have a drawback, too.
    Tank have -1 artillery slot, recon can't take heavy tanks, mechanized have 1 mandatory transport for 2 infantry, etc...

  • @samuelobrist9985
    @samuelobrist9985 20 วันที่ผ่านมา +1

    I wanna see the Swiss Army, in a what if the Germans invade Switzerland scenario… 😂🤘🏻

  • @darioscomicschule1111
    @darioscomicschule1111 2 หลายเดือนก่อน

    12:32 Love that One! Great Improvements. I was also thinking about Using a Ruleset like this and maybe Try it out with a Playgroup.
    Maybe I write these Down and play one with it.
    A Tank gives a Morale bost of 1 in 6 Inches. 12 Inches. Would be Awesome.

  • @davidoffen-james3831
    @davidoffen-james3831 2 หลายเดือนก่อน +4

    Great Video Bo.
    My Top wish would be for free units to NOT receive an order dice. They are a bonus which provide a massive force multiplier due to the extra dice being in the bag every turn. (Alternatively, either give everyone a free unit (Germans should so have a free MMG just for characters sake) or don’t give anyone a free unit.)
    Medium and Heavy tanks could be fixed pretty easily by adding a shot to the gun every time it goes up in calibre. (But only counting as a single hit regardless of the number of successful hit dice rolled) to allow for the greater accuracy of better quality guns. (So a light AT gun would fire 1 dice, but a Super Heavy AT gun would roll 4 to hit dice.) This could be applied to AT guns as well.

    • @SgtScander
      @SgtScander 2 หลายเดือนก่อน

      Or at least just cost points if you upgrade it beyond start size, or at least make upgrades cost for grenades and weapons.

  • @jeffashley9659
    @jeffashley9659 2 หลายเดือนก่อน +4

    "Overwatch" for artillery and mortars. You select an area, and are able to wait until an enemy unit enters that zone. Maybe in Attacker/Defender scenarios, both sides get to roll to see if they've pre-zeroed in.

  • @rich_john
    @rich_john 2 หลายเดือนก่อน +2

    Some great ideas....I think too fire then move might be a bit too powerful....as you can shoot and dip back into cover...and if you have grenades would it be a case of ten men with 1" HE template...again very powerful.....definitely agree with making tanks more easy to field and better rules for MMGs.....but too many rules might make it too complicated and spoil the simple beauty of the game.....we don't want 1940K

  • @francoisbeaussier5697
    @francoisbeaussier5697 2 หลายเดือนก่อน +1

    Excellent ideas!!!

  • @dowdelljosh
    @dowdelljosh 2 หลายเดือนก่อน

    Konflikt 47 added suppressive fire for mmgs and infantry units with 2 lmgs, where you take -1 to hit but add a guaranteed pin plus the usual pin if you score a hit

  • @SgtScander
    @SgtScander 2 หลายเดือนก่อน +1

    Issue with medium and heavy tanks is that on average everything almost can easily kill it.
    Forgot the name, but the rule for ignoring pins on closed tanks should be redone. And just say if it the gun either didnt penetrate or didnt kill the tank, then check if you got the pin. Making it a bigger game changer.
    Allow tanks to use coax weapons but on the same target. As main gun and coax weapons use the same sight system.
    MG weapons auto pins, with an extra if it hits. I do believe MG weapons, as they are suppression weapon, they should maybe have -1 to hit by default.
    Expand small team to cover 3 man squads, whom doesnt have medium mortar/artillery with them, seeing as aim rules on them are different.
    Might be to powerful, but allow LT to move before using Snap To.
    And maybe even remove the need to take dice from the bag on snap to activated units, but basically giving the units a free action.
    Change open topped rule. Allow infantry to charge out, if a transport, but be subjects to board effects. Moral bonus from LT, Tiger fear and what not.
    But also allow open topped to have +1 on hit. Seeing as the Gunner can stand up out the turret to aim with the weapon. - instead of just eretta open topped away from vehicles. and still have the drawback from easy pinning.
    Make changes to buildings, as to not super dangerous from tanks, but more from assault guns and up.
    Rework the damage charts for hitting vehicles and what not.
    Shot on run sounds fun.
    Assault guns can shoot when running with -1?
    Other ideas for the infantry shooting before moving sounds great and tactical.
    SS units as mentioned should by default be fanatics probably.
    Rework smoke. MRL, close combat, medics and HQ units.
    Rework the tank, artillery, transport and Armoured Car slots.
    Either big rework of minor nations or integrate them into main army like Croatian Legions for the Germans.
    National special rules for everyone would be a nice change for everyone.
    Shit of ton to brainstorm with what v2 offers compared with what we wish changes for. In one way or the other.

  • @Centaur255
    @Centaur255 2 หลายเดือนก่อน

    Great ideas for all of this - one of the reasons I want multiple rocket launchers to be updated is that they break so many of the core rules. When explaining how they work to new players, I have to caveat everything: 1) This unit only fires indirect, and it can't range in (fair enough), 2) It chooses a unit, and then it also rolls for each unit within 6" of that unit (wait: so it can hit more than one unit? Okay), 3) if one of your units is within 6" it misses all of them (wait: so why can't I fire close to my units? What if I'm playing Soviets: does that change, because casualties are acceptable? No? Okay, why?), and 4) You can fire at buildings (including empty buildings? Okay, that's unique) and you use the footprint of the building to draw your 6" radius for other units (wait: so if the building is really huge, I can just fire at the roof of the building - which might be the only part I can see - and I can hit a ton of units I can't see? Okay).
    The unit just breaks so many rules and takes waaaaaay too long to explain to people, plus it really encourages a lazy approach to playing (just carpet areas with dice rolling 6s). Would love to see this adjusted for ease (fires 3 times per turn, targets one unit it can see each time, hits like a heavy mortar)

  • @Wargoat6
    @Wargoat6 2 หลายเดือนก่อน

    Hand grenades can be a 1" template per 2, 3, or 4 models, depending on experience level

  • @janzalesak8980
    @janzalesak8980 24 วันที่ผ่านมา +1

    Hey mate , +1 for Czech "What if Army". Greetings from Prague and have a nice day :)

  • @macca-of1yc
    @macca-of1yc 2 หลายเดือนก่อน +1

    Give officers the inspire ability from Star Wars legion, dependant on there rank they can remove up ranks worth of pins from a unit or units, makes choosing higher rank officers more appealing as opposed to just a tax

  • @pech2130
    @pech2130 2 หลายเดือนก่อน

    athis is the video I've been hoping for since they announced 3E

  • @andersolsen3237
    @andersolsen3237 2 หลายเดือนก่อน +1

    Really like a lot of these ideas. The idea about giving officers more tactical options is brilliant.
    I’d really like to see that it would be beneficial to take veterans over inex….especially when using indirect weapons as mortars and artillery. Perhaps the spotter could be default in the current price for vets. Perhaps the vet xperience is reflected by hitting on 5 in the first shot….or even 4 (with a spotter)

  • @Forceful-cu3he
    @Forceful-cu3he 2 หลายเดือนก่อน

    great video, with great suggestions

  • @edfegan6678
    @edfegan6678 2 หลายเดือนก่อน +1

    MGs being able to fire to a point. Any unit crossing the line formed by the MG & the destination point gets hit. Targets would be hit at -1.

    • @Keithslawinski
      @Keithslawinski หลายเดือนก่อน

      I think a solve for this would be granting some extra power to team/fixed weapons that have ambush orders. Your giving up trying to spray and pray 6+ to-hit pins to overwatch a specific area in the hopes an enemy moves through it. This could take the form of extra pins, or re-rolling 1's to hit, or no long range penalty for being "sighted in", or an extra die (don't have a strong preference on any of these).
      This could also extend to AT artillery, making them scarier to cross in front of.

  • @manjr
    @manjr 2 หลายเดือนก่อน

    Really like the ideas for giving officers more tactical uses. Great stuff.
    Boosting MMGs and making them cheaper is my #2 wish.
    #3 up the max ranges!!! MGs, tank guns, artillery should have unlimited range, with rifles going up to 36". Ridiculous that shooting at something 50 feet away is "long range". :)
    I do disagree about adding more tanks and synergies. BA is a simple INFANTRY skirmish game and should remain so.

  • @darioscomicschool1111
    @darioscomicschool1111 2 หลายเดือนก่อน

    Awesome Video!
    I love painting those heavy Tanks!
    And I love the Minor Nations too!
    I think your Videos, and all the Videos Bolt Action Players make will keep the Community Alive and growing. I've been playing mostly Warhammer Fantasy, Aos and 40k with other symtems all of my life.
    But lately Bolt Action took over.
    And I am thinking of selling those GW Armies to get more Bolt Action.
    Soon I will show my painted Models on my DariosTabletop Channel to maybe get some more new fans into the game.
    At my local Gamestore GW Systems dominante, but everytime we play Bolt Action, someone comes over and says: "Man, I bought a while ago a Starter Box, and wanted to play... Or get into the Game."
    Lets make Bolt Action really great. And lets stay for 10 editions.
    Do you play other symtems?

  • @deccabw
    @deccabw 2 หลายเดือนก่อน

    As a minor nation player I agree they should have more love .The current army books research is a mixed bag with only a few with complete unit list , most are missing a lot of units i.e. Dutch,KNIL,Romanian,Bulgarian,Hungarian. Also why not also include the Swiss,Sweden and Turkey ?

  • @lucianoastudillohenriquez2866
    @lucianoastudillohenriquez2866 2 หลายเดือนก่อน +2

    Make smoke useful please!

  • @martinknowles8657
    @martinknowles8657 2 หลายเดือนก่อน

    Hi Bo, great video, well thought out. You mentioned that one US tank has 'Shoot & Scoot'...do you know which one?

  • @scottgregory2954
    @scottgregory2954 2 หลายเดือนก่อน +1

    My responses -
    #10 - re special rules/cheaper/more Killy... Comes down to design choice that BA is an INFANTRY skirmish game and ALL tanks should be marginalized. WAAC players will always chose units that break the meta and max units that cripple infantry ala Dakka Stuarts and their Axis copies. This is EASILY covered by playing historical non point games.
    #9 - no big deal for me with coverage of minor nations
    #8 - comes down to Tournament gaming vs historical flavored gaming. Equal point 2.5 hour time limit games will ALWAYS have unequal results based on artificial constraints.
    #7 - more of an issue with the d6 variable IMO vs true tactical selections.
    #6 - My only gripe with Melee is the all/nothing. Certainly this is a product of achieving a decisive result in a fixed timeframe. Tricky, as one tries to balance the desire to achieve a 2.5 hour result vs a protracted time frame.
    #5 All Officers are treated as the officer TAX. AGREED something needs to be achieved with them. Not sure how to implement with the dice bag activation; which is one of the BEST aspects of BA.
    #4Couldn't agree LESS with the amount of Synergies, ALA GW gaming.. Introducing these just creates rules BLOAT. Sometimes less is more.
    #3 HMGs/MGs/LMGs. Agreed. but the various house rules deal with this quite nicely. d3+1/d3/d2 pins, respectively if merely targeted, regardless of hits would go a long way. Also, make them (and mortars) like artillery regarding sniper effects.
    #2 Terrain - Infantry should be able to run through most terrain, just eliminate the benefits of cover if they do. Tanks should NOT be able to move through terrain willy-nilly. Bring in a "BOG" check to see if they throw a track or get stuck. Still allows them to move about the table, but with inherent risks.
    #1 I can get behind this.
    Thanks for the discussion

  • @WhiskeyjackZA
    @WhiskeyjackZA 2 หลายเดือนก่อน

    Good stuff, but it does underscore why I am not very optimistic about changes for 3.0. Allowing the game to persist through 2.0 with so many obvious problems never addressed, never mind at the "competitive level" (easily the weakest part), you wonder how much appetite there is for significant changes? Warlord is not really known for shaking up things...
    I am personally more looking forward to "V for Victory", much more solid rules / design legacy and a game that plays smaller and quicker is more welcome these days.

  • @Wargoat6
    @Wargoat6 2 หลายเดือนก่อน

    I ❤ #9

  • @VioletMoonMedia
    @VioletMoonMedia 2 หลายเดือนก่อน

    'Barn Door'.... why is it the same target number to hit a huge target, such as a Tiger, as it is ti hit a jeep or a three man unit?
    MMG's (even LMGs) should cause an automatic pin, as should all indirect fire, even if they don't hit..... this more closely represents how troops react to such weapons being aimed at them.
    Minor Nations, in particular Commenwealth Natios should have more defined lists and national rules.
    MMGs, particularly the Maxim type, should be allowed indirect fire.... again this reflects how they could be used (was WWI British doctrine)
    Nations in other uniforms..... such as the French armoured divison in Normandy or SS Charlemagne, should have suitable rules in the 'Armies of' books.
    'command vehicle' option for transport vehicles, allowing officers to use their abilities while mounted (including observers)

    • @Keithslawinski
      @Keithslawinski หลายเดือนก่อน

      I think it could be fun to see MMG's have indirect fire, at long ranges (might be limited to firing over terrain more than 1" in height). They are already at 5-6+ to hit 90% of the time and are lucky to score a single kill most turns. Might as well lean into the suppression fire they are designed for.
      Then give them some Ambush bonus's if you want to use them to kill stuff (like re-rolling a single 1 to hit, or gaining 1 more attack die, or increasing pins), so ambushing a unit with a MMG/AT becomes your primary tool for dealing damage

    • @VioletMoonMedia
      @VioletMoonMedia หลายเดือนก่อน +1

      @@Keithslawinski There's a park in north Nottinghamshire (Thorsby?) where the British Machine gun Corps was based, training before being sent to France in 1915/6..... There is a hill around a mile away that is full of machine gun rounds..... from where they were practising indirect suppresive fire..... a forest inbetween.

    • @Keithslawinski
      @Keithslawinski หลายเดือนก่อน +1

      @@VioletMoonMedia Oh I totally agree. MMG's can be fired at 500-1000 yards with indirect fire from a positional defilade (where you purposely arc them to protect yourself from return fire).
      if the area is sited in you can fire blind into an area with precision.
      HOWEVER you shouldn't be able to use indirect fire to hit an enemy behind/in a building, or large hill like you can with a mortar/howitzer, and I think there should be SOME kind of rule to prevent shooting at a squad just behind a tank, and ignoring cover. My suggesting is a terrain height limit, but I'm open to whatever.
      What I WOULD like to see is better general rules for suppressive fire and Ambush orders specifically with fixed/team weapons. Something that represents them pre ranging their overwatch area, and possibly even entrenching themselves lightly with local cover.

    • @VioletMoonMedia
      @VioletMoonMedia หลายเดือนก่อน

      @@Keithslawinski I would say that MMG, in an indirect mode, cant be used to target a unit within 6" of any cover that is crossed by the line of fire.

  • @joehendrson3815
    @joehendrson3815 2 หลายเดือนก่อน

    MY WISHEIS IS GRANADES THAT COULD BE USED BY INFANTRY NOT ANTI TYPE ANTI INFANTRY YOU COULD ONLY HAVE ONE AND A 6 INCH RANGE , WHEN A TANK IS DISABLE A CHANCE TO REPAIR IT ON A DICE ROLL ITS SUCKS TO GET A TANK DIABLED CANT MOVE AND A TARRIET JAM AND CAN NOT REPAIR IT, MAKE THE GERMANS CHEAPER A LITTLE BIT FIX CLOSE COMBAT I HAVE SEEN 10 GUYS GET WIPED BY 4 ON A BAD DICE ROLL.