Bolt Action Basics - HQ units and snap to action
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- Опубліковано 30 лип 2020
- Hello everyone and welcome back to On Point HQ and the fifth video in the Bolt Action Basics series. In this video, we are going to be looking at how HQ units work in Bolt Action and also the ‘snap to action’ rule.
All platoons in games of Bolt Action are generally led by a first or second lieutenant but higher officers such as captain and majors can be added to the platoon also. In the video, we are going to look at the role that the HQ unit performs, its abilities and how these are used in games of Bolt Action.
In addition to this, we are going to look at how the ‘snap to action’ rule works with a very brief example. This will outline what the rule is, how it works and how this can be used tactically in games to make your HQ units more effective at their role.
Bolt Action Basics:
Building a Bolt Action army - • Bolt Action Basics - B...
Unit quality and issuing orders - • Bolt Action Basics - U...
Combat - • Bolt Action Basics - C...
Pinning and morale - • Bolt Action Basics - P...
If you are new to Bolt Action or you are thinking about taking the plunge and starting to play the game, I hope that you will find this video series of videos helpful or interesting. They are intended to be a very brief outline of the basic aspects of the game that will help you at the beginning of your Bolt Action journey.
If you have any comments or questions, just pop them below and I will certainly respond to all questions and comments. If you enjoyed the video, please give it a like and consider subscribing to the channel for more gaming goodness!
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Love Struck - E's Jammy Jams
Happy gaming and may your dice roll well! - Ігри
Cheers for this mate! Snap to is one of the most useful mechanics but also one that I keep forgetting! Oops
I am definitely guilty of this too! I always think of great ways I can put it to use...and then just completely forget all about. War is definitely hell 😁
I just discovered these videos. I now understand "Snap To" great job!
That's awesome! Glad you enjoyed the videos 😀👍
Another great addition to your series. Good work!
Thanks Victor! It's been quite insightful putting the series together and I'm really pleased that they've proven useful for new players 😊
Great Video!
Very nice and thank you.
I would love to see a solid explanation of Ambush and how to use it and when to use it.
No worries Thomas, glad you liked it. Yes, ambush is definitely something that could be explained in a basic format. When to use it is a different factor altogether as I'm not exactly one for tactical thinking 😁
@@OnPointHQ
The very reason I suggested it because the mechanic explanation in the rule book seems murky about when it is good to use vs. not and what happens if not used, etc.
Thanks again.
This is certainly something I'll look into Thomas 😀 👍
2:30 cool bases
Cheers! If there's one thing I enjoy about painting Bolt Action miniatures it's putting them on interesting looking bases 🙂👍
Hi Steve, are you going to be doing any more 'BA basics' videos? I find them very useful.
Hey buddy, good to hear from you. I've got a few more planned but I think I sort of ran out of ideas after the first lot! I probably still need to cover movemoment, HE, vehicles and I've been asked to make one to cover the ambush order. Definitely a few ideas in the works. Really glad you find them useful though 😊👍
@@OnPointHQ Yes! I've never used anything bigger than a mortar, so any guides around tanks would be great.
Great videos! If the Officer issues advance order, can he also move & shoot if he is also rallying nearby troops & issuing extra orders? Thanks!
Hey Nick, great question! Yes he can. So if the officer takes an advance order he can do everything that an advance order does - move and shoot. Using the 'Snap To' isn't an order per se but allows the officer to issue extra orders. So he can use snap to to issue an order to himself and other units based on his rank (between two and four if I remember correctly) In addition, nearby units can use his bonus for rallying break tests and taking order tests. So yes, officers can be very busy! Hope that helps buddy and I'm glad you're enjoying the series 😃👍
@@OnPointHQ Thanks for that! Ill be using my officers far more effectively from now on!
Can officers order troops AFTER performing advance/run actions?
Let's say I wanted 2 squads to advance but my officer is 12" away, do I run my officer forward, THEN use 'snap to' and get those squads moving? Or do the squads being 'snap to'd need already be within command range, before the officer takes an action?
Interesting question but I would probably say no. The rules state that the order is given to units within the command range of the officer at the start of of the snap to process and then these are completed in any sequence. So a First Lieutenant could issue two orders to units within 6 inches and complete these orders in any way he sees appropriate. But I guess it's certainly a rule that you could 'house rule' as it would represent an officer quickly relocating to a position and shouting orders at units that need them 😊
sorry, i have a question:
if you use "snap to" to issue a order to a unit with significant pin markers, do they still have to test to obey (IE snap to is just a way to get two or three activations at once?), or does the snap to "override" the pinning?
Hey Peter, thanks for the question. Short answer is they would still need to pass an order test if they have pins. Orders given through 'snap to' are essentially normal orders so, as with any orders, they would need to take a test if the unit had pin markers against it. Hope that helps 🙂
@@OnPointHQ that's very helpful, thanks. I'm brand new to bolt action, just about to invest in my first models, and your series is quite helpful for understanding the basics
No worries, happy to help and welcome to the world of Bolt Action. Really glad that you have found the series helpful :)
Is the Snap to action a blind draw or can you look in the bag to draw those extra dice? Im new and it just says draw extra dice from the bag.
Good question. No, you look into the bag and take out the dice. For example, you draw a dice and allocate it to your officer. Before deciding what order he's going to take, you choose to snap to and issue orders to two units within range. You would then take two dice from the bag and choose which order these two units will have. You can then activate these in any order you wish. Hope that helps 🙂👍
Brilliant answer thank you so much for the quick reply, you have a subscriber!
That's awesome, thank you! Really glad it helped clear it up, the snap to rule can be a little tricky to get your head around at times! Any other questions, feel free to give me a shout :D
can an hq unit snap to a unit that has already had its orders that turn? Basically giving them a 2nd activation that round?
Unfortunately no. Once a unit has been given an order and activated that turn, it cannot be given any additional orders. Hope that helps 😃👍
@@OnPointHQ it does, I'm learning the game with my son, and I didn't want to mess up by letting one of us have a double activation on a unit in one turn. Otherwise I would probably put a Lt. By a machine gun and spam machine gun fire. So that helps a lot.
What Happens If two same Factions play against each others, and they have both the Same ORDER DICE (Colors).
Thanks Dario, glad you liked the video. With regards to the faction dice, it doesn't really matter what colour dice you to take as long as they are different from your opponents 😃👍
@@OnPointHQ Yeah, we have a ton of German Faction Players all with Grey Dice. I got myself the German Grenadier Starter last Friday...I get myself some different color style Order Dice?
Isnt snap to 2lt.only get one dice
Leff-tenant ... Leff-tenant ....lol
Laugh-tenant
It's funny, when I was editing the video I realised that I said that all the way through 😁
@@OnPointHQ very informative video though. If the two units lose men can the officer combine the two ?
@@NSYresearch
There are no rules for unit consolidation that I am aware of. Part of the challenge is that you have different unit types, so regulars can't suddenly become veteran. Then there are unit weapon and size limitations to consider.
House rule for me is that you can use a Ralley to pull a small unit into a squad provided they pass a morale test (all pins and penalties / bonuses applied), don't violate a weapon limit, don't violate a unit type, don't violate a unit size limit. If morale test fails, they leave the battlefield. iI they pass they fold into the requesting unit , bringing any remaining pins, and an order die is removed as appropriate.
If any limits are accidentally violated, the unit leaves the battle field as if it failed a morale test.
Hey Tim. As Thomas has said, there is currently no rule mechanic in Bolt Action to allow units to combine. In Chain of Command you can split sections but Thomas' suggestion for house ruling it would certainly work 😊