Good video Bo. I have a couple of video ideas for you: - Missions: Outline an overview of the official ones and any changes you would make for tourneys or casual. What missions/objectives/deployments would you add? - With the armies of books coming out, videos on what you would like/expect from the book and any rules changes you would like to add/change for the nations.
Make medium tanks great again! What needs to change for us to see more Shermans, Panzer IVs and T-34s on the table? More MMG shots returning to tanks? A points reduction? The ability to shoot the coaxial MMG at the same time as the main gun? Change to order test failure on a tank? (Goes down in place instead of backing up).
@@boltactiontutorialsbybomor3846 This is what a couple friends and I were thinking about homebrewing to try out. We play Achtung Panzer as well, and love the skills you can get through campaigns, and thought that maybe we should assign points values to a couple, alter them a bit for Bolt Action, and give them a go.
Playing Bolt Action solo or cooperative as a narrative campaign works well as. Each enemy unit gets a card and if you draw a die from the bag for the “computer/AI” opponent you then draw a card. That unit on the card then does an activation that can be determined with by rolling the order die or rolling on a chart with a little bit of logic rules added in. For example if the unit has 3 or more pins then it must rally. If there is an enemy in range then it must fire or is more likely to fire and if it is armed with short ranged weapons then it is more likely to advance or run. This all adds up to make the opponent less predictable but also makes it feel like you’re not playing against yourself and instead facing an AI. If the game is too easy then you can give the AI a handicap by giving it more points or making scenarios that favor the defender. Use your imagination. Bolt Action as a system is easy to break in a competitive sense, but it’s also a great sandbox to play in with your own rules or restrictions added.
Oioi Bo, another interesting vid mate 👌. Bo, may I ask do you ‘homeplay’ semi competitive too? Do you have any ‘home rulings’ you use in your own home games for fun or try out as a 3.5?
yes I play many casual games of BA, though BA is mainly a competitive game for me. Since that is my attitude to BA I do not deviate from the rulebook, though I now often land on the rules-as-intended side of rules debates now. I think the biggest change from competitive games and to casual games for me is the amount of leeway and "take-back" I allow my opponents ;o)
For soft skin vehicles, I think they would be viable if wheeled/fast vehicles who "ran" that turn were at a -1 to hit. Then put them in a recce unit so they can react, and I think more soft skin vehicles would survive a turn 1 flank. Then perhaps make it so a transport destroyed on a glancing hit only duffers D3 hits to troops inside, and together I would probably be interested in taking soft skin vehicles again. Lastly, until my dying breath I will keep begging for WL to improve smoke mechanics. They weren't great in v2, and they are worse in v3 which feels like a real missed opportunity for a game so dependent on cover.
WYSIWYG comes from computer display in the late 80s to 90s.At one time no computer could display anything but lego rendered images and type.Think DOOM or even beter, Wolfenstein.
Hey Bo, newbie from America. I wanted to ask you a tactical question. I have asked in other forums and it seems most people just state the obvious from the rule book. I am looking for something that counters my thoughts potentially. It is in reference to Artillery Tows. I understand what needs or doesn't need a tow, I understand that it gives you the ability to move faster, but what is the tactical advantage beyond more movement for an artillery piece that shouldn't really be moving anyways. When I look at taking a Nebelwerfer or Medium howitzer for my Germans, it just seems like wasted points in most instances because if they move, then that is one turn they don't shoot. What are your thoughts?
@@andrews089 the obvious advantage is the extra Order dice, but apart from that vehicles can make useful blocking and mobile cover. Most of the time they are a liability though
Ej hvor fedt at vinde, er aldrig sket før 😅
Congrats!
Good video Bo. I have a couple of video ideas for you:
- Missions: Outline an overview of the official ones and any changes you would make for tourneys or casual. What missions/objectives/deployments would you add?
- With the armies of books coming out, videos on what you would like/expect from the book and any rules changes you would like to add/change for the nations.
@@vexxbane6172 work is undergoing on a pack.
Make medium tanks great again! What needs to change for us to see more Shermans, Panzer IVs and T-34s on the table? More MMG shots returning to tanks? A points reduction? The ability to shoot the coaxial MMG at the same time as the main gun? Change to order test failure on a tank? (Goes down in place instead of backing up).
my suggestion would be along the lines of "Panzer Ace". Allow the purchase of special abilities for medium and heavy tanks
@@boltactiontutorialsbybomor3846 This is what a couple friends and I were thinking about homebrewing to try out. We play Achtung Panzer as well, and love the skills you can get through campaigns, and thought that maybe we should assign points values to a couple, alter them a bit for Bolt Action, and give them a go.
Playing Bolt Action solo or cooperative as a narrative campaign works well as. Each enemy unit gets a card and if you draw a die from the bag for the “computer/AI” opponent you then draw a card. That unit on the card then does an activation that can be determined with by rolling the order die or rolling on a chart with a little bit of logic rules added in. For example if the unit has 3 or more pins then it must rally. If there is an enemy in range then it must fire or is more likely to fire and if it is armed with short ranged weapons then it is more likely to advance or run. This all adds up to make the opponent less predictable but also makes it feel like you’re not playing against yourself and instead facing an AI. If the game is too easy then you can give the AI a handicap by giving it more points or making scenarios that favor the defender. Use your imagination. Bolt Action as a system is easy to break in a competitive sense, but it’s also a great sandbox to play in with your own rules or restrictions added.
I use the Too Fat Lardies pint size campaigns, basically they’re narrative campaigns. Suits me much more than the competition style games.
thank you for your thoughts Bo Mortensen
Congrats to you winner
Thanks!
Oioi Bo, another interesting vid mate 👌. Bo, may I ask do you ‘homeplay’ semi competitive too? Do you have any ‘home rulings’ you use in your own home games for fun or try out as a 3.5?
yes I play many casual games of BA, though BA is mainly a competitive game for me. Since that is my attitude to BA I do not deviate from the rulebook, though I now often land on the rules-as-intended side of rules debates now. I think the biggest change from competitive games and to casual games for me is the amount of leeway and "take-back" I allow my opponents ;o)
For soft skin vehicles, I think they would be viable if wheeled/fast vehicles who "ran" that turn were at a -1 to hit. Then put them in a recce unit so they can react, and I think more soft skin vehicles would survive a turn 1 flank. Then perhaps make it so a transport destroyed on a glancing hit only duffers D3 hits to troops inside, and together I would probably be interested in taking soft skin vehicles again.
Lastly, until my dying breath I will keep begging for WL to improve smoke mechanics. They weren't great in v2, and they are worse in v3 which feels like a real missed opportunity for a game so dependent on cover.
Warlord app it’s also quick to use, and when you get used to it it’s easier and quickier than easy army 👍
WYSIWYG comes from computer display in the late 80s to 90s.At one time no computer could display anything but lego rendered images and type.Think DOOM or even beter, Wolfenstein.
Just FYI, Italy in not in the main v3 rule book, it is a pdf.
5:29 with vehicle weapons' range. Is it from the breach or from the hull?
@ijsbeermeneer9952 hull, but LOS from the breech
@@boltactiontutorialsbybomor3846thanks! Great video!
Great Video! Maybe some simple Timestamps would make it even Better!
timestamps added
@@boltactiontutorialsbybomor3846 You are the Best!
Hey Bo, newbie from America. I wanted to ask you a tactical question. I have asked in other forums and it seems most people just state the obvious from the rule book. I am looking for something that counters my thoughts potentially.
It is in reference to Artillery Tows. I understand what needs or doesn't need a tow, I understand that it gives you the ability to move faster, but what is the tactical advantage beyond more movement for an artillery piece that shouldn't really be moving anyways.
When I look at taking a Nebelwerfer or Medium howitzer for my Germans, it just seems like wasted points in most instances because if they move, then that is one turn they don't shoot.
What are your thoughts?
@@andrews089 the obvious advantage is the extra Order dice, but apart from that vehicles can make useful blocking and mobile cover. Most of the time they are a liability though
Can Polish and Partisan's light autocannons move and shoot with Advance order?
They are pintle-mounted, and EasyArmy doesn't show them as "Fixed".