I guess we're going to have to get comfortable bringing five 40pt technicals if we want to see one stay on the table more than two rounds, or I guess bring lots of LoS blocking terrain and git gud with recce.
That's a real shame, I did not consider you LRDG chaps. It's a force I've always wanted to do, especially now JP has his italians and Sam has his new DAK! Fingers crossed they have not been overlooked and get one of those special platoon rules that warlord have hinted at! Good luck!
The one thing I’m least interested in, so far, with V3, admittedly is the Superficial Damage Table. Warlord talked about how V3 was Bolt Action “streamlined,” but a second damage table is not what I had in mind. They’re taking one of the least played rules (Turret Jam), and adding other things you’ll need to track like Engine Damage and Suspension. Those feel more like Achtung Panzer than Bolt Action. Maybe it will end up being an Optional Rule, which the article today talked about having a whole bunch of (like the vehicle wrecks). I’m still excited, and I love the points rework. Very excited to see how Morale and Troop Quality work in V3, next week.
Yeah man my thoughts exactly, it's not streamlined, neither is it going to be that common or impactful. I'm going to put this update firmly in the the fun column, cool when it comes up, you might say.
I really appreciate your ‘quick takes’ on the weekly updates. The more I see, the more pumped I am getting. Glad to see SSV’s getting nerfed. It always pained me to see so many soft skins and practically no armored transports in most games. This is shaping up to be a solid edition!
Yes mate, we are the same; every update, every "2.5" game we play, we get more pumped for V3! Great to hear your thoughts and thanks for the kind feedback!
With you there, that's basically how it works in other games like Battletech and it doesn't seem tough to track when all of the official kits are made rotatable.
Cheers man! Martin from Tabletopbattle here, sweet video as usual ❤️ Note that if assaulting vehicles do not change too much, hitting a vehicle with a down order is a 4+ So crew shaken also aid further infantry assaults 😉
As a member in the Air Force I really like the US Airborne with some hellcat support. The German Fallschirmjägers with panthers or stugs also have me so I’m definitely torn
So cover has no effect on vehicles? V2 cover came into play on the to hit rolls and the damage which stayed no matter what. Now in v3 you have cover saves that only come into play after damage, so if cover saves work here it feels out of place as all damage results are reversed including extra pins gain by damage results or what happens to all the damage if saves are made?
Great show! I’m getting more and more excited each week about V3. Glad to see the point change with vechicles. Always seemed odd that a m15/42 had a light at gun and could have up to5 mmg for 160 pts while the semovente 75/18 armed with only a med at / 2 in HE for 170 pts.
I just can’t wait to use my heavy German tanks and not feel like a scrub when I do. I think the soft skin vehicles nerf makes them much worse , we will need to see how that rolls out in practice.
Just getting into Bolt Action in time for v3. Part of me wishes that maybe some kind of compromise was done to solve soft-skinned vehicle frustration, like adding an automatic +1 to the damage table for soft-skins or lowing the exceptional damage threshold to 2 over rather than 3 so those moments of popped tires or a dead driver just happened less often rather than there being nothing between untouched and Hollywood fireball now. Theater of the mind can justify the crew abandoning an unarmed transport the moment something goes wrong I guess, but for something like a gun carriage...I dunno. Then again, the force I was wanting to put together was LRDG, so I can't claim to not be heavily biased there.
Yea I started making a DAK force that required everything to have transports (starting to feel real over-costed unless the points drop heavily). I get the reason behind the insta-pop (they could soak AT rifle and small arms fire sometimes for too long), but I hope a tradeoff is troops won't take pins while inside transports (outside forced disembarking from fire/wreaking). Not to add complexity back in the game, but I hope "running" with a transport will either confer a cover save, or negate the AT special rule. Given you can't disembark the turn you run (and I assume that won't change), AND you can't go down (not sure why you would in 3e), moving quickly for a bit more survival would be a nice defensive action.
I kinda feel indirectly bad for AT rifles; soft-skinned vehicles are about the only thing they have business shooting at, but they haven't really gotten much love that all infantry hasn't, and they're still stuck rolling 4+ twice with one die. The instakill only feels ehh with small arms, really, it's the heavy weapons that were feeling robbed by crew shocks.
So an extra leak of new rules you may have missed. There's a bunch of new alpini units going up for grabs and in the description of some of the weapon teams we can confirm that mortars, howitzers and snipers all ignore cover saves completely
all in all, it sounds good.... the seperation of damage tables makes the game more interesting, the modification to armoured transports does make a lot more sense, making them worth their points rather than just an upgraded truck - they are still AFV's after all! as for cheaper Tigers (my Panzer Lehr are rubbing their hands!) With the 'Fast' rule, I'm expecting an extra boost of speed, but at a reduction in turns (for example, wheeled on a run, 18" but only in a straight line).
Splitting and having 2 separate tables makes those tanks that little bit more survivable glances can do damage but most of the time your still in the fight, Let’s hope those new anti tank gun rules can slow your Panzer Lehr Down 😊
The soft skin makes sense, historically they were not front line units, they would usually stay away from the front for quick transport to the backlines. Now if they had something like a bonus to come on from reserve or something like that to represent that, they would come in after the front line has gone forward at least a turn and could get units in in the back easier and faster. Though I think they need to change the fact if they pop they don't all do a hollywood fireball, units in the back should not all be hit badly or have some lesser effects to units in soft skins destroyed by small arms. Still, liking the points changes coming to vehicles, makes a lot more units more viable, the stug life as you said. More units might become more cost viable and not just have the few vehicles around x points being the only thing to take.
Id love to see troops been able to get into advanced transports and getting out advanced transports I would like the weapin AT/HE been looked at as well perhaps been able to buy other ammo bit like the brith 25pdr. But they have hinted at smoke from mortars perhaps from tanks too? Bit like buying recce or a mmg for some vehicles in V2 to give a bit more buying options
I wonder how much of relevant information is omitted from the damage tables. It is possible that something like the old 50% turret jam check is becoming something of a general rule and made on any non-destroying full damage results instead of pointing it out specifically as they did in v2. I doubt that they wouldn't make any sort of reference on the table though. What's also curious is the lack of information on the superficial damage table regarding what happens to results 2, 4 and potentially 3 (if all the turrets are already jammed) while the vehicle is already immobilised. Do they progress along the individual subsystem damage states even though it is irrelevant (as an immobilised vehicle can't pivot or move anyway) or does it immediately count as an additional immobilised? If it is the latter it severly increases the lethality of the superficial damage table... once it is immobilised of course. Haven't looked at any official infos on the matter myself.
Kinda surprised they turned soft skin into a 6+ insta pop. Would have preferred it just always rolling on the regular damage chart, but maybe its for speed. On the flip side, Kinda wish the damage chart had a 6 die result of "ammo ignition" where the vehicle explodes AND sends shrapnel 3-6in every direction. Alongside the MMG nerf and AT rules I can't imagine my trucks with MMGs could ever stay 54pts (39pts REG+15pts turret.). Unless the actual transporting part gets much stronger (like pins to the vehicle not also apply to the unit inside, and even then...), I would hope to see around a -30% point nerf to justify now insanely vulnerable they now are.
I feel warlord games has missed an opportunity for a crew disembark when the vehicle is on fire, I would love to build some tank crew models, also gives the grease gun a proper place in the game.
@@StingVisions Its a cool idea for sure! I thought they might have them in achtung panzer so your experienced crew could escape and survive, or die and you have to start levelling them up from scratch. They have the levelling up mechanic, but no infantry models in game.
02:00 Soft Skinned destroyed on a 6! Thats how me and my playgroup played it for a long time in version 2. I like that. It'S realistic. On a 6 you hit the Driver or some Critical component of the Car/Truck. Like it! 3:47 Utility Cars and Trucks are still Viable. You run em if you can on the Board and hide 'em behind "line of sight blocking" terrain. Next turn you wait until you have the dice Priority and then you Advance.... Advance the MEn from the Car and do what needs to be done! 23:00 Would love to see Assault HAnomags and more. But maybe thats the Recce Platoon? 24:00 SUPER CURIOUS!!!! 25:39 I always wanted to Field the STUG but 230 Reg... A Panzer 4 costed 235p Reg, and got Tigerfear and If needed aditional 6 MMG shots.... And I took a 222 with me. That litter sucker did alooot of Work. And a Truck for my rifleplatoon. Applying presure while MMGs and mortars keept supporting and officers and inexp 5 man teams kept the backlines. 28:44 Seems like the Stug life is now POSSIBLE! Man who painted yours! It looks amazing! I want to paint one like that! (I need more Stugs and Panthers^^ hahahah) Do you know what kind of beige you used on the STug? And did you make the rust for the tracks? 35:00 MAKE TWO TIMESTAMPS: 00:00 Intro and Discussion 35:00 Comments Last game you took a Stug and a Panther. Fair. Love em. I took a Dakka Panzer 3, light At Gun and 12 mmg shots & a Panzer 4 (2mmgs and tigerfear) in V2.5. Thats the Bo Mortensen influence. I took all my Officers for every Platoon Waffen SS, Inexp 30p. That Allowed me to have more Activation and to dominate the Field, altough my friend Jack with his Americans had 18 Dice to my 17. (He plays everything like his Russians...so 17 Dice was kinda low^^) I had more shots... and could bring more OTHER STUFF. But... I dont like to play always WHO BRINGS THE BEST AND BROKEN LIST. I am not a tournament player. I love having a good movie. But My Friend JAck, had given me a beating in the last game... so I thought It would only be FAIR to return the Favour this time^^. The Down Order is still pretty good. I would love to see a Video on Marder, Wespe....Some Flack Vierlingstruck with a Cal22. Mabye some fringe Vehicles or Stuff we don'T see alot. KUGELBLITZ!!!!
@@jpstevens6407 I was going to Check easy Army... For those nieche vehicles. And I think there a few awesome ones. I will get back to you within a the day JP!
@@jpstevens6407 I have checked some of the German Vehicles... it's my main Faction. Man there are so many. But... A Panzer 3, And some Opel Blitz or Horch with a 2cm Flak would be cool, ...some soft skinned vehicles with 48" Autocannons^^ And Maybe a 222. I have so many people in my Local Playgroup and Gamestore that like the Idea of Bolt Action... I might soon make a Video with a Faction Overview and how beginners can choose their army.
@@jpstevens6407 I havent studied all the German Vehicles yet.. But I suggest a Horb or Opel Blitz with 2cm Flak, A Wirbelwind and Kugelblitz for fun, and 222 to have a bit or fun with Armor^^. But MAybe you Print out a bunch of hanomags, and you try the recce and engeneer platoon!
@jpstevens6407 I would suggest an Opel Blitz or Horch with a 2cm flak... A Wirbelwind and Kugelblitz, and 222! Also you might bring a bunch of hanomags with a recceplatoon or engeneers just for fun^^?
It would be a very interesting inclusion, it would give them some defence, in the games we have tested you can throw some serious dice out with Multiple MG teams
Still silly that armored transports might run. LVTs have three machine guns and four crewmen. They arent too worried about enemy infantry to the point they were used as convoy and supply vehicles through the jungle since ambushes from Japanese really couldnt do much to them unless they got right on top of them. Hopefully open topped transports allow units inside to shoot as per official doctrine.
@@redcorsair14 absolutely right, open topped transports should allow you to fight from them...then again shooting 6 bazookas from the back of a partisan captured hanomag....okay so some units should get that rule! Haha jokes aside all great points, thanks for the input!
I think what the engine damage result means is that if the model is normal, it gains slow. If the model has fast it gets bumped down to normal speed. If the model had slow to begin with, like it was the Renault FT (or any French tank to be honest) then it is half slow speed. I don't think it's supposed to work like, if your normal speed, you get slow, if you get another engine damage result you go to half speed and if you get another one then you get immobilised. I think it's just if you get hit with that result twice you get immobilised. So you go from normal speed to slow to immobilised. It just seems needless to make players go through each step when other results are two strikes and you're immobilised.
Hi man sorry for the delayed response. Upon reflection I think you might be right here regarding the slow rule. It makes much more sense to interpret it as, "if the vehicle has the slow special rule" so to speak. Cheers for the input as usual!
finally it will make sense to take StuG ausf G and not Panzer IV auf G/H because now there is a 5 point difference, you won't buy much for it and you always have a 360° turret
They are releasing new books for this edition; although a lot of stats remain the same, the unit special rules and points will need updating, and the campaign book units will be invalidated I believe. However a lot of that is being brought into the main rulebook. Tldr, functionally you can use your old books until your new one comes out, combined with easy army for points!
Soft skinned tank hunters like some of the big italian guns on trucks seem incredibly fragile which makes sense but i hope they're pointed competitively for something that'll die to some random rifle fire
I'm so glad to see the back of the katyusha I'm not going to lie! The soft skinned rules are probably a little harsh, I feel for the more unique collections such as SAS and LRDG.
The way pins are worked out before the save, fewer shots from MMG is fine, the big guns are a lot easier to hit, and IF they carry over the price decreases across the board most vehicles will still be viable and possibly a lot more variety in lists
@@jpstevens6407 yeah but like is there a point to taking soft skinned vehicles or light tanks that mainly offer 2 mgs, not really, they are pretty much useless. Instead of a light tank with 2 mgs you can now just get a regular mg for the same 6 shots and rather run soldiers towards the enemy than put them in a truck.
Me and all other three people playing LRDG are going to have to get real creative this edition
I guess we're going to have to get comfortable bringing five 40pt technicals if we want to see one stay on the table more than two rounds, or I guess bring lots of LoS blocking terrain and git gud with recce.
That's a real shame, I did not consider you LRDG chaps. It's a force I've always wanted to do, especially now JP has his italians and Sam has his new DAK! Fingers crossed they have not been overlooked and get one of those special platoon rules that warlord have hinted at! Good luck!
The one thing I’m least interested in, so far, with V3, admittedly is the Superficial Damage Table. Warlord talked about how V3 was Bolt Action “streamlined,” but a second damage table is not what I had in mind.
They’re taking one of the least played rules (Turret Jam), and adding other things you’ll need to track like Engine Damage and Suspension. Those feel more like Achtung Panzer than Bolt Action.
Maybe it will end up being an Optional Rule, which the article today talked about having a whole bunch of (like the vehicle wrecks).
I’m still excited, and I love the points rework. Very excited to see how Morale and Troop Quality work in V3, next week.
Yeah man my thoughts exactly, it's not streamlined, neither is it going to be that common or impactful. I'm going to put this update firmly in the the fun column, cool when it comes up, you might say.
I really appreciate your ‘quick takes’ on the weekly updates. The more I see, the more pumped I am getting. Glad to see SSV’s getting nerfed. It always pained me to see so many soft skins and practically no armored transports in most games. This is shaping up to be a solid edition!
Cheers man, Glad your enjoying them!
We have had an absolute blast playing our test games with the new rules, The game feels so fresh and fun !!!
Yes mate, we are the same; every update, every "2.5" game we play, we get more pumped for V3! Great to hear your thoughts and thanks for the kind feedback!
I feel like the turret should jam in the last facing it fired in (usually towards a target anyways)
It seems so obvious right! Turret jammed, it no longer moves...
With you there, that's basically how it works in other games like Battletech and it doesn't seem tough to track when all of the official kits are made rotatable.
Cheers man! Martin from Tabletopbattle here, sweet video as usual ❤️ Note that if assaulting vehicles do not change too much, hitting a vehicle with a down order is a 4+ So crew shaken also aid further infantry assaults 😉
Oh! A quick idea… Now that soft skin transports are so vulnerable, what if passengers may disembark into ‘down’ status as a reaction?! Try it! ✌️
Hey haven't got much to say about this update, overall happy. I mostly wanted to say thanks for all the effort on the videos that you provide
@@centi1364 Cheers mate very kind of you to say, really appreciate it!
Great stuff. I’ve played American and German paras in second very excited about this.
Which faction will you choose to be your first V3 army ??!!!!!
As a member in the Air Force I really like the US Airborne with some hellcat support. The German Fallschirmjägers with panthers or stugs also have me so I’m definitely torn
It looks like the on fire does 1 pin in addition instead of D3 which is interesting
So cover has no effect on vehicles? V2 cover came into play on the to hit rolls and the damage which stayed no matter what. Now in v3 you have cover saves that only come into play after damage, so if cover saves work here it feels out of place as all damage results are reversed including extra pins gain by damage results or what happens to all the damage if saves are made?
Great show! I’m getting more and more excited each week about V3. Glad to see the point change with vechicles. Always seemed odd that a m15/42 had a light at gun and could have up to5 mmg for 160 pts while the semovente 75/18 armed with only a med at / 2 in HE for 170 pts.
Totally agree I love my Italians, but in V2 the M14/42 is the only choice, now with the changes am already looking at what vehicles I can take,
I just can’t wait to use my heavy German tanks and not feel like a scrub when I do. I think the soft skin vehicles nerf makes them much worse , we will need to see how that rolls out in practice.
thanks for the review of release notes! appreciate the insight and your thoughts on how the new rules impact game play.
@@SPD3DPrinting Cheers! :)
Just getting into Bolt Action in time for v3. Part of me wishes that maybe some kind of compromise was done to solve soft-skinned vehicle frustration, like adding an automatic +1 to the damage table for soft-skins or lowing the exceptional damage threshold to 2 over rather than 3 so those moments of popped tires or a dead driver just happened less often rather than there being nothing between untouched and Hollywood fireball now. Theater of the mind can justify the crew abandoning an unarmed transport the moment something goes wrong I guess, but for something like a gun carriage...I dunno.
Then again, the force I was wanting to put together was LRDG, so I can't claim to not be heavily biased there.
Yea I started making a DAK force that required everything to have transports (starting to feel real over-costed unless the points drop heavily).
I get the reason behind the insta-pop (they could soak AT rifle and small arms fire sometimes for too long), but I hope a tradeoff is troops won't take pins while inside transports (outside forced disembarking from fire/wreaking).
Not to add complexity back in the game, but I hope "running" with a transport will either confer a cover save, or negate the AT special rule. Given you can't disembark the turn you run (and I assume that won't change), AND you can't go down (not sure why you would in 3e), moving quickly for a bit more survival would be a nice defensive action.
I kinda feel indirectly bad for AT rifles; soft-skinned vehicles are about the only thing they have business shooting at, but they haven't really gotten much love that all infantry hasn't, and they're still stuck rolling 4+ twice with one die. The instakill only feels ehh with small arms, really, it's the heavy weapons that were feeling robbed by crew shocks.
So an extra leak of new rules you may have missed. There's a bunch of new alpini units going up for grabs and in the description of some of the weapon teams we can confirm that mortars, howitzers and snipers all ignore cover saves completely
all in all, it sounds good.... the seperation of damage tables makes the game more interesting, the modification to armoured transports does make a lot more sense, making them worth their points rather than just an upgraded truck - they are still AFV's after all! as for cheaper Tigers (my Panzer Lehr are rubbing their hands!)
With the 'Fast' rule, I'm expecting an extra boost of speed, but at a reduction in turns (for example, wheeled on a run, 18" but only in a straight line).
Splitting and having 2 separate tables makes those tanks that little bit more survivable glances can do damage but most of the time your still in the fight,
Let’s hope those new anti tank gun rules can slow your Panzer Lehr Down 😊
@@jpstevens6407 yeah.... we have those pesky little 88's too.......
You wanted buffs for vehicles thd rule for armoured transports is quality not being destroyed automatically when closer to the enemy is awesome.
Great update KING TIGER FTW ! 👻👏
Your tiger addiction did not need this update my friend 😂
👻True but it was the kick I needed to buy a Tiger 2
The soft skin makes sense, historically they were not front line units, they would usually stay away from the front for quick transport to the backlines. Now if they had something like a bonus to come on from reserve or something like that to represent that, they would come in after the front line has gone forward at least a turn and could get units in in the back easier and faster. Though I think they need to change the fact if they pop they don't all do a hollywood fireball, units in the back should not all be hit badly or have some lesser effects to units in soft skins destroyed by small arms. Still, liking the points changes coming to vehicles, makes a lot more units more viable, the stug life as you said. More units might become more cost viable and not just have the few vehicles around x points being the only thing to take.
I wonder if we’ll see more Veteran armored transports to make those morale tests to stay on the table.
Its certainly worth trying out!
Id love to see troops been able to get into advanced transports and getting out advanced transports
I would like the weapin AT/HE been looked at as well perhaps been able to buy other ammo bit like the brith 25pdr. But they have hinted at smoke from mortars perhaps from tanks too?
Bit like buying recce or a mmg for some vehicles in V2 to give a bit more buying options
I wonder how much of relevant information is omitted from the damage tables.
It is possible that something like the old 50% turret jam check is becoming something of a general rule and made on any non-destroying full damage results instead of pointing it out specifically as they did in v2.
I doubt that they wouldn't make any sort of reference on the table though.
What's also curious is the lack of information on the superficial damage table regarding what happens to results 2, 4 and potentially 3 (if all the turrets are already jammed) while the vehicle is already immobilised. Do they progress along the individual subsystem damage states even though it is irrelevant (as an immobilised vehicle can't pivot or move anyway) or does it immediately count as an additional immobilised?
If it is the latter it severly increases the lethality of the superficial damage table... once it is immobilised of course.
Haven't looked at any official infos on the matter myself.
Kinda surprised they turned soft skin into a 6+ insta pop. Would have preferred it just always rolling on the regular damage chart, but maybe its for speed. On the flip side, Kinda wish the damage chart had a 6 die result of "ammo ignition" where the vehicle explodes AND sends shrapnel 3-6in every direction.
Alongside the MMG nerf and AT rules I can't imagine my trucks with MMGs could ever stay 54pts (39pts REG+15pts turret.). Unless the actual transporting part gets much stronger (like pins to the vehicle not also apply to the unit inside, and even then...), I would hope to see around a -30% point nerf to justify now insanely vulnerable they now are.
I feel warlord games has missed an opportunity for a crew disembark when the vehicle is on fire, I would love to build some tank crew models, also gives the grease gun a proper place in the game.
@@StingVisions Its a cool idea for sure! I thought they might have them in achtung panzer so your experienced crew could escape and survive, or die and you have to start levelling them up from scratch. They have the levelling up mechanic, but no infantry models in game.
02:00 Soft Skinned destroyed on a 6! Thats how me and my playgroup played it for a long time in version 2.
I like that. It'S realistic. On a 6 you hit the Driver or some Critical component of the Car/Truck. Like it!
3:47 Utility Cars and Trucks are still Viable. You run em if you can on the Board and hide 'em behind "line of sight blocking" terrain.
Next turn you wait until you have the dice Priority and then you Advance.... Advance the MEn from the Car and do what needs to be done!
23:00 Would love to see Assault HAnomags and more. But maybe thats the Recce Platoon?
24:00 SUPER CURIOUS!!!!
25:39 I always wanted to Field the STUG but 230 Reg... A Panzer 4 costed 235p Reg, and got Tigerfear and If needed aditional 6 MMG shots....
And I took a 222 with me. That litter sucker did alooot of Work. And a Truck for my rifleplatoon. Applying presure while MMGs and mortars keept supporting and officers and inexp 5 man teams kept the backlines.
28:44 Seems like the Stug life is now POSSIBLE! Man who painted yours! It looks amazing! I want to paint one like that! (I need more Stugs and Panthers^^ hahahah)
Do you know what kind of beige you used on the STug? And did you make the rust for the tracks?
35:00
MAKE TWO TIMESTAMPS:
00:00 Intro and Discussion
35:00 Comments
Last game you took a Stug and a Panther. Fair. Love em. I took a Dakka Panzer 3, light At Gun and 12 mmg shots & a Panzer 4 (2mmgs and tigerfear) in V2.5.
Thats the Bo Mortensen influence. I took all my Officers for every Platoon Waffen SS, Inexp 30p. That Allowed me to have more Activation and to dominate the Field,
altough my friend Jack with his Americans had 18 Dice to my 17. (He plays everything like his Russians...so 17 Dice was kinda low^^)
I had more shots... and could bring more OTHER STUFF.
But... I dont like to play always WHO BRINGS THE BEST AND BROKEN LIST.
I am not a tournament player. I love having a good movie. But My Friend JAck, had given me a beating in the last game...
so I thought It would only be FAIR to return the Favour this time^^.
The Down Order is still pretty good.
I would love to see a Video on Marder, Wespe....Some Flack Vierlingstruck with a Cal22.
Mabye some fringe Vehicles or Stuff we don'T see alot.
KUGELBLITZ!!!!
Looks like I’ll have to get some printing done for you, Give me a list of a few you would like if I can find the files I’ll get them done 😊
@@jpstevens6407 I was going to Check easy Army... For those nieche vehicles. And I think there a few awesome ones. I will get back to you within a the day JP!
@@jpstevens6407 I have checked some of the German Vehicles... it's my main Faction. Man there are so many. But... A Panzer 3, And some Opel Blitz or Horch with a 2cm Flak would be cool, ...some soft skinned vehicles with 48" Autocannons^^
And Maybe a 222.
I have so many people in my Local Playgroup and Gamestore that like the Idea of Bolt Action... I might soon make a Video with a Faction Overview and how beginners can choose their army.
@@jpstevens6407 I havent studied all the German Vehicles yet.. But I suggest a Horb or Opel Blitz with 2cm Flak, A Wirbelwind and Kugelblitz for fun, and 222 to have a bit or fun with Armor^^.
But MAybe you Print out a bunch of hanomags, and you try the recce and engeneer platoon!
@jpstevens6407 I would suggest an Opel Blitz or Horch with a 2cm flak... A Wirbelwind and Kugelblitz, and 222!
Also you might bring a bunch of hanomags with a recceplatoon or engeneers just for fun^^?
I wonder if the "fast" rule will be like in Warlords of erehwon, where hits must be re-rolled???
It would be a very interesting inclusion, it would give them some defence, in the games we have tested you can throw some serious dice out with Multiple MG teams
Still silly that armored transports might run. LVTs have three machine guns and four crewmen. They arent too worried about enemy infantry to the point they were used as convoy and supply vehicles through the jungle since ambushes from Japanese really couldnt do much to them unless they got right on top of them. Hopefully open topped transports allow units inside to shoot as per official doctrine.
@@redcorsair14 absolutely right, open topped transports should allow you to fight from them...then again shooting 6 bazookas from the back of a partisan captured hanomag....okay so some units should get that rule! Haha jokes aside all great points, thanks for the input!
RIP flaming immobilised horses 😢
I think what the engine damage result means is that if the model is normal, it gains slow. If the model has fast it gets bumped down to normal speed. If the model had slow to begin with, like it was the Renault FT (or any French tank to be honest) then it is half slow speed.
I don't think it's supposed to work like, if your normal speed, you get slow, if you get another engine damage result you go to half speed and if you get another one then you get immobilised. I think it's just if you get hit with that result twice you get immobilised. So you go from normal speed to slow to immobilised.
It just seems needless to make players go through each step when other results are two strikes and you're immobilised.
Hi man sorry for the delayed response. Upon reflection I think you might be right here regarding the slow rule. It makes much more sense to interpret it as, "if the vehicle has the slow special rule" so to speak. Cheers for the input as usual!
finally it will make sense to take StuG ausf G and not Panzer IV auf G/H because now there is a 5 point difference, you won't buy much for it and you always have a 360° turret
StuG life!
Very informative video, thanks. Are we going to have to buy all new Army Books for version 3.
They are releasing new books for this edition; although a lot of stats remain the same, the unit special rules and points will need updating, and the campaign book units will be invalidated I believe. However a lot of that is being brought into the main rulebook. Tldr, functionally you can use your old books until your new one comes out, combined with easy army for points!
It would be interesting if penning becomes more difficult and glancing becomes easyer even with things like Anti tank rifles.
Unless the weapons have in built rules I believe this is what we will be working with!
finally I will be able to have something good apart from tiger/panther :D
If a Sturmtiger keeps its special rules and gets 20% cheaper I'm taking 3 😂
@@scholaprogenium7276 and the Sturmtiger does not have a turret, so it may be even cheaper
what do you prefer Churchill avre (290) slow + they throw the projectile with their hands or StuG 33b (310) but without a turret@@scholaprogenium7276
@@antonipruszewicz439 oh man you're right!
Soft skinned tank hunters like some of the big italian guns on trucks seem incredibly fragile which makes sense but i hope they're pointed competitively for something that'll die to some random rifle fire
I'm so glad to see the back of the katyusha I'm not going to lie! The soft skinned rules are probably a little harsh, I feel for the more unique collections such as SAS and LRDG.
They are nerfing the hell out of vehicles, it makes no sense to me.
The way pins are worked out before the save, fewer shots from MMG is fine, the big guns are a lot easier to hit, and IF they carry over the price decreases across the board most vehicles will still be viable and possibly a lot more variety in lists
@@jpstevens6407 yeah but like is there a point to taking soft skinned vehicles or light tanks that mainly offer 2 mgs, not really, they are pretty much useless. Instead of a light tank with 2 mgs you can now just get a regular mg for the same 6 shots and rather run soldiers towards the enemy than put them in a truck.
Omg... Timestamps!
Is this guy mordian glory's brother?
@@garradmill5946 Yeah man!
Oh wow. Lucky guess. Well, good on you both!
Never use a soft top. Copy.
Haha