Superb as ever. Turbo charged my BA knowledge and gameplay over the last year or so. Great work. Tiny typo spot (being an English teacher, figured you’d want it spotted) “simultaneously”!😊
clarification: closest to closest VISIBLE models, it is possible that the closest models in the unit do not have line of sight "pick the fights you know you'll win". lol bullying 101
And Soviet assault engineers die on 6's if they have SN-42 body armor this is why almost no one wants to push their luck with my 8+ man on up squads of them . Then a +1 for tank riders if they also have SN-42 so 5's for regular and 6 for veterans, also they are armed exclusively with SMG's unless you take a LMG for a slot in a squad so they also are tough fighters. This is why I say the Soviets with SN-42 is probably the hidden jewel for close in fighting as almost everyone focuses on the Gurkhas
The only problem with tank riders is if the tank is fired at by anything, the riders MUST dismount. If your opponent knows what their doing, they will fire their morta 1st chance they get.
Hmm. When assaulting a defended position, the advantage is always with the defenders (unless faced with overwhelming numbers). Therefore I feel the defender should always roll before the attacker.
@boltactiontutorialsbybomor3846 before launching a charge/assault, the player needs to be aware of the risk. By making the defenders roll first, you create that risk. This forces the player to coordinate his attacks against the defenders - not just run at them for a bonus. In real life, running at a defended position across open ground would be suicide.
Very good summary. One thing I was wondering though is that I assume say a two man unit killing 3 (thanks to "Tough Fighter") against a 10 man squad who kill only 2 still loses the combat as there is, literally, no one left?
Thanks for the insights and hints. A few things to note: 1. You measure distance between units before the target reacts. If the assault is succesful, then the target can react if they haven't taken an action yet, but if it isn't successful there is no reaction fire; 2. Intervening vehicles don't count as obstacles by the definition in the rule book, so going around a vehicle doesn’t count as crossing an obstacle so it doesn't make the combat simultaneous; 3. The player who owns the models removes them, and it does matter as you may have a mix of tough fighters in your unit and want to keep them to fight in the assault if you haven't yet fought, or it is a draw and you have to fight another round.
Ohhh interresting! TabletopTommies and I have a disagreement on rules!😃my reading of the Errata(page 1 of Errata/FAQ about rulebook page 79) states "if the target unit is more than 6" away, and the assaulting unit could move up to 12" and reach its target by going around rough ground or an obstacle, the assault is allowed (though the defensive positions bonus still applies as the defenders have time to see the enemy running around the rough ground or obstacle)." and thus: since you cannot go through vehicles they are considered obstacles.
@@boltactiontutorialsbybomor3846 however, if you look on p.45 and p.46 it defines impassable terrain and obstacles separately, as obstacles are things you must advance over, whereas you can't do so over an impassable terrain piece (such as a vehicle), so they aren't the same thing. P. 75 says when measuring around impassable pieces of terrain it just makes the distance measured between the unit assaulting and the target longer, not that it means it crosses an obstacle. And p. 79, under "Assaulting through terrain", says you must measure around impassable terrain and, only if this closest possible route crosses an obstacle or rough ground (impassable terrain isn't a possible route), does it count as a defensive position and simultaneous.
Thanks for you video. Question- If you assault a unit with an escape move and that unit moves out or sight or out of range, where does the Assaulting unit ends its turn.
What ever their max range is be it 18 or 12 inches that is where they stop at. I don't think they go down but they do end up having a run order on the dice.
@@boltactiontutorialsbybomor3846 looking forward to it. when I build my lists i always end up taking the engineers with body armour as i find the 6 to kill is just too good to pass up.
thank you for the review of written rules and the examples that explain clearly how to perform the assault.
Superb as ever. Turbo charged my BA knowledge and gameplay over the last year or so. Great work. Tiny typo spot (being an English teacher, figured you’d want it spotted) “simultaneously”!😊
Ha, Nice spot
4.03 Thank you again for this Video!
23:50 Thank you for Peeking and Sneaking.
Excellent Tutorial!
clarification: closest to closest VISIBLE models, it is possible that the closest models in the unit do not have line of sight
"pick the fights you know you'll win". lol bullying 101
Yes and YES!!!
Polish lancers are the cheesiest of them all but at the same time they are the only thing that makes 1939 Poles viable :D
Thank you! Fanatic Veterans!
And Soviet assault engineers die on 6's if they have SN-42 body armor this is why almost no one wants to push their luck with my 8+ man on up squads of them . Then a +1 for tank riders if they also have SN-42 so 5's for regular and 6 for veterans, also they are armed exclusively with SMG's unless you take a LMG for a slot in a squad so they also are tough fighters. This is why I say the Soviets with SN-42 is probably the hidden jewel for close in fighting as almost everyone focuses on the Gurkhas
The only problem with tank riders is if the tank is fired at by anything, the riders MUST dismount. If your opponent knows what their doing, they will fire their morta 1st chance they get.
for me the 6 inch move sadly pushes them from the list of great assalut units
Hmm. When assaulting a defended position, the advantage is always with the defenders (unless faced with overwhelming numbers). Therefore I feel the defender should always roll before the attacker.
realistic, but perhaps bad for the game-play
@boltactiontutorialsbybomor3846 before launching a charge/assault, the player needs to be aware of the risk. By making the defenders roll first, you create that risk. This forces the player to coordinate his attacks against the defenders - not just run at them for a bonus. In real life, running at a defended position across open ground would be suicide.
yup. still doing it that way would massively alter the game away from assaults, creating a more mono-dimensional game(if more realistic)
@@Perchpole
3:33 Thank you!
What do you Teach in School Bo?
22:00 Thank you!
Snaking and Peaking all day long!
Very good summary. One thing I was wondering though is that I assume say a two man unit killing 3 (thanks to "Tough Fighter") against a 10 man squad who kill only 2 still loses the combat as there is, literally, no one left?
Whipeouts win
Thanks for the insights and hints. A few things to note:
1. You measure distance between units before the target reacts. If the assault is succesful, then the target can react if they haven't taken an action yet, but if it isn't successful there is no reaction fire;
2. Intervening vehicles don't count as obstacles by the definition in the rule book, so going around a vehicle doesn’t count as crossing an obstacle so it doesn't make the combat simultaneous;
3. The player who owns the models removes them, and it does matter as you may have a mix of tough fighters in your unit and want to keep them to fight in the assault if you haven't yet fought, or it is a draw and you have to fight another round.
Ohhh interresting! TabletopTommies and I have a disagreement on rules!😃my reading of the Errata(page 1 of Errata/FAQ about rulebook page 79) states "if the target unit is more than 6" away, and the assaulting unit could move up to 12" and reach its target by going around rough ground or an obstacle, the assault is allowed (though
the defensive positions bonus still applies as the defenders have time to see the enemy running around the rough ground or obstacle)." and thus: since you cannot go through vehicles they are considered obstacles.
point 3 I freely grant was an error of speech, I should have clarified that ít is the owner who chooses who dies🙃
@@boltactiontutorialsbybomor3846 however, if you look on p.45 and p.46 it defines impassable terrain and obstacles separately, as obstacles are things you must advance over, whereas you can't do so over an impassable terrain piece (such as a vehicle), so they aren't the same thing.
P. 75 says when measuring around impassable pieces of terrain it just makes the distance measured between the unit assaulting and the target longer, not that it means it crosses an obstacle.
And p. 79, under "Assaulting through terrain", says you must measure around impassable terrain and, only if this closest possible route crosses an obstacle or rough ground (impassable terrain isn't a possible route), does it count as a defensive position and simultaneous.
@@TabletopTommies yup. It is the Errata that makes me disagree not the rulebook
@@boltactiontutorialsbybomor3846fair enough, the definition in game terms of an obstacle, as opposed to impassable terrain, is key
Thanks for you video. Question- If you assault a unit with an escape move and that unit moves out or sight or out of range, where does the Assaulting unit ends its turn.
What ever their max range is be it 18 or 12 inches that is where they stop at. I don't think they go down but they do end up having a run order on the dice.
what do you think of soviet storm group (always attack first is close combat if they declaer assult)
That will be revealed in a video comming soon
@@boltactiontutorialsbybomor3846 looking forward to it. when I build my lists i always end up taking the engineers with body armour as i find the 6 to kill is just too good to pass up.
@@wifi_soldier5076 expensive but soooo good