Regarding No. 4, Soviet Tank Hunters have Tough Tank Hunters, doubling their attacks in close combat against vehicles. So 4 guys come with 8 Attacks. Personally I use a regular two man AT team with a panzerfaust. Set up in a forward position they do exactly what you described and even if the enemy deploys their vehicles far away they can soak up fire... I named the soldier carrying the panzerfaust in that team Yuri. He became a legend in my play group after he survived four rounds in point blank range of a Tiger II.
Ahh, you are correct, I forgot to account for that. Taking this into account, 4 models get 8 attacks, on a stationary vehicle this will 'probably' average 4 hits, add to that the average D6 roll of 3.5, we get a pen roll of 7.5 Excellent, we can expect to on average glance an armoured car!!! XD It does push the maximum pen up to 14, which is very impressive.
I mainly use a double dogmines and an ATR. Dogmines have an effective range of 24", and got a flat 50% to hit, making them cheap at 26 pts for a 2man team. 4 dogs, each with +5 pen? Taking it every time.
The only way I have ever thought a chaplain might being useful is to have it follow a large tank from behind, staying out of sight while hopefully removing an extra pin from the tank each turn to avoid it needing to rally and keeping its to hit roll chances up. Not sure how well it would work, but it probably won't matter a whole lot with V3 incoming.
I realised I had this recorded but not edited when the announcement came out, I thought I should get it released before V3 or it would just be out of date XD
I actually really like 2e, even with these units that aren't 'good' its still one of the most fun and playable wargame out there. If 3e can improve on things, even better!
I agree on all of these. I dropped my panzer 4 for a wirblewind because it has 8 shots + the mmg and I dropped the mortar for a multiple launcher because I hate 1 shot weapons. Hopefully 3rd edition will address these issues. It would be better if medics attached to a squad instead of running around on there own
I actually really like chaplains: not only do they remove roughly 3-4 pins per game for very cheap (15pts Veteran), it's an easy way to put soft cover on a bazooka team by having him stand a few inches in front of them while they move up, and it's a 15pt order dice that can make a regular/veteran squad more likely to do what you want them to do. Lots of worse ways to spend 15pts. Otherwise though the list is excellent - I always feel bad for those heavy AT guns and the like that have a lot of punching power but are just asking for a cheap medium mortar to ruin their whole career. Love big guns, but have trouble spending that many points on a mortar magnet
Yep, the more situational the unit, the harder you have to work on getting them to do the job, and the less likely the situation they are actually useful in will even be relevant to any given game.
I have found that a "cheap order die" is never worth it. having one or even two more order dice doesn't change the flow of a game significantly. You're usually better off filling a rifle squad with 3 more models, than taking a medic.
@@EDSKaR and in the case of the medic the cheap order die can't claim objectives, so it's pretty limited in its uses. The only time I found a medic worth it was in an overwhelmingly veteran army that ran a regular medic, as he was making his points back (and allowing the army to do what it needed to do) if he only saved 2 guys. But even then, there were legitimate thoughts about what if I took 2 more guys spread out between some of the squads
@@Centaur255 the way I look at it is like this: If the medic saves 2 models, then 10 other models were lost (on statistical average) and if a unit has lost 10 models, having 2 left isn't much use.
Unfortunately your examples do show huge holes in the playability of Bolt Action V2. I love Bolt Action, but LMG / MMG / HMG were never thought out properly. I agreed 1 x shot for a Tank / AT Gun / Artillery is odd - Chain of Command rules do this much better. HE on buildings and the cheap cost of MMG / HMG on vehicles are my particular bugbears. Roll on Version 3. Good examples by you though.
Regarding No. 4, Soviet Tank Hunters have Tough Tank Hunters, doubling their attacks in close combat against vehicles. So 4 guys come with 8 Attacks.
Personally I use a regular two man AT team with a panzerfaust. Set up in a forward position they do exactly what you described and even if the enemy deploys their vehicles far away they can soak up fire... I named the soldier carrying the panzerfaust in that team Yuri. He became a legend in my play group after he survived four rounds in point blank range of a Tiger II.
Ahh, you are correct, I forgot to account for that.
Taking this into account, 4 models get 8 attacks, on a stationary vehicle this will 'probably' average 4 hits, add to that the average D6 roll of 3.5, we get a pen roll of 7.5
Excellent, we can expect to on average glance an armoured car!!!
XD
It does push the maximum pen up to 14, which is very impressive.
I mainly use a double dogmines and an ATR. Dogmines have an effective range of 24", and got a flat 50% to hit, making them cheap at 26 pts for a 2man team. 4 dogs, each with +5 pen? Taking it every time.
The only way I have ever thought a chaplain might being useful is to have it follow a large tank from behind, staying out of sight while hopefully removing an extra pin from the tank each turn to avoid it needing to rally and keeping its to hit roll chances up. Not sure how well it would work, but it probably won't matter a whole lot with V3 incoming.
5:38 isnt that a Valhallan Imperial Guardsman from 40k ?
Yes!
I did a video painting it, called Games Workshop makes 3rd party models for bolt action, I think.
Just in time for V3 rules! j/k this was entertaining.
I realised I had this recorded but not edited when the announcement came out, I thought I should get it released before V3 or it would just be out of date XD
Thank you for this One! Lets hope Version 3 gets better!
I actually really like 2e, even with these units that aren't 'good' its still one of the most fun and playable wargame out there.
If 3e can improve on things, even better!
I agree on all of these. I dropped my panzer 4 for a wirblewind because it has 8 shots + the mmg and I dropped the mortar for a multiple launcher because I hate 1 shot weapons. Hopefully 3rd edition will address these issues. It would be better if medics attached to a squad instead of running around on there own
HMGs, MMGs and LMGs all have 36” of range.
You're correct, I was supposed to say that they all have more range "than rifles" but got mixed up. Probably comparing them to AT rifles.
I actually really like chaplains: not only do they remove roughly 3-4 pins per game for very cheap (15pts Veteran), it's an easy way to put soft cover on a bazooka team by having him stand a few inches in front of them while they move up, and it's a 15pt order dice that can make a regular/veteran squad more likely to do what you want them to do. Lots of worse ways to spend 15pts.
Otherwise though the list is excellent - I always feel bad for those heavy AT guns and the like that have a lot of punching power but are just asking for a cheap medium mortar to ruin their whole career. Love big guns, but have trouble spending that many points on a mortar magnet
So apparently weapon teams need some careful work to make sure they can do what they're supposed to.
Yep, the more situational the unit, the harder you have to work on getting them to do the job, and the less likely the situation they are actually useful in will even be relevant to any given game.
Medics can give you a very cheap order dice which is very good. If you got the points its not a bad buy.
I have found that a "cheap order die" is never worth it. having one or even two more order dice doesn't change the flow of a game significantly. You're usually better off filling a rifle squad with 3 more models, than taking a medic.
@@EDSKaR and in the case of the medic the cheap order die can't claim objectives, so it's pretty limited in its uses.
The only time I found a medic worth it was in an overwhelmingly veteran army that ran a regular medic, as he was making his points back (and allowing the army to do what it needed to do) if he only saved 2 guys. But even then, there were legitimate thoughts about what if I took 2 more guys spread out between some of the squads
@@Centaur255 the way I look at it is like this: If the medic saves 2 models, then 10 other models were lost (on statistical average) and if a unit has lost 10 models, having 2 left isn't much use.
I would say everything got Buffed! Enjoy!
Unfortunately your examples do show huge holes in the playability of Bolt Action V2. I love Bolt Action, but LMG / MMG / HMG were never thought out properly. I agreed 1 x shot for a Tank / AT Gun / Artillery is odd - Chain of Command rules do this much better. HE on buildings and the cheap cost of MMG / HMG on vehicles are my particular bugbears. Roll on Version 3. Good examples by you though.