Armies of USA Bolt Action Review
by Dennis ‘Matt Varnish’ Campbell
The second ‘Armies of….‘ book is now out, Armies of the Unites States and let’s see if it lets you Be All You Can Be:
Now first of all, do I have a US force for Bolt Action? No. Am I planning one? Also no… Am I tempted to use this book to represent the 2eme Div. Blindee Free French liberating Paris? Mais Oui! …Possibly yes!
Either way, I am heading to Canadian Nationals for Bolt Action at the end of May so its good to see what I’ll be up against!
The book is slightly smaller than the Armies of Germany (AoG) book, which led me to believe that perhaps they were missing some vehicle options, but they have just about every vehicle under the sun, including at least 6 amphib/actual boats!
As befits an Osprey book, the first two dozen or so pages sets the stage of the US in WW2. Most American players already know all this, but its good to set the stage for younger players and those newer players not as steeped in the history as some of us grognards.
National Special Rules:
Fire and Manoeuvre: For every 3 men armed with a rifle/carbine, you get +1 extra shot. Simple way to show abundant ammo in the squads
Air Superiority: Forward Air Observer can call down another strike once the first Strike has been resolved. Again, simple way to demonstrate Air Superiority
Modern Communications: Units coming in from Reserve (and therefore, Outflank too) do not suffer the -1 penalty on the order test.
‘Modern Communications’ even Professor Proton knew his way around a field radio.
Unit Rules (these are under National Rules but only affect certain units so I’ve categorized them as such)
By Air Land and Sea: much like the Armies of Germany, you can add flavour to certain units by paying points / taking certain options. These are:
Airborne: MUST be Veterans and MUST take the Stubborn upgrade for +1 points
Marines: MAY be Veteran, if so, MUST pay +1 point for Stubborn as above
Rangers: MUST be Veterans, and MUST pay +1 point per man for: Rangers Lead the Way: Ranger units can make a RUN move after both sides are finished setting up, but before the first Turn of the game. They cannot Assault nor can be targeted by enemies in Ambush
Quartermaster’s Stores: Again, like the AoG book, there are other ‘options’ and gear available:
Gyro-stabilizers: Veteran vehicles that have this sub-rule do not suffer the -1 penalty to-hit when moving. Does not apply to Co-Ax machine guns
Shotguns: Range 18 1 shot weapon with the Assault rule. Cheaper than an SMG but not as good
Demolition Charge: like the Germans, really expensive for something really situational
Hedgerow Cutters: Again, very situational but lets you REMOVE hedges and Bocage as you pl0w through them.
HQ, very much like the AoG book, now you must PAY for the HQ weapon options, but you are able to downgrade to a Colt 1911 pistol for -1, perfect for those Sopel’s of the world. Plethora of options, can Air Land or Sea, and like the Germans, can take Intelligence Officer for 50 points for a CHANCE to pull a die out of the bag.
The usual officers including the aforementioned Air Observer populate the HQ section
Infantry Squads and Teams: There are QUITE a lot of different teams, some small 4 man teams, some must be 6 or more models, notably Rifles, Mortars and MG squads can be Armoured, which follows the same rules as the german PanzerGrenadiers: +1 pt per man,reroll failed order to mount/remount and take only d3 hits not d6 when dismounting from a destroyed vehicle.
The Armoured infantry also unlock extra Bazooka’s in that platoon.There are various Para / Glider troops, pathfinder troops, I&R guys who can spot hidden?? maybe this is an upcoming ability for the Japanese Army?
MPs can redirect traffic like the Feldgendarmerei, giving a +1 to come in from reserves and can reroll Rally orders within 6 inches, Rangers, Marines (shotguns), Marine Raiders, Merrills Marauders (Vets who have Stubborn, Tough Fighters, Field Craft and reroll failed Reserve rolls….
Phillipine Scout Cavalry. Wow, the US can field Cavalry, and if the two compulsory Rifle squads in your platoon are Cav, then your HQ can also be mounted.
Rear Detachment Squads, for when you are taking REMFers, they are 30 points for 5 Inex guys, always count as having lost their NCO and have no special rules. “In the Rear, with the Gear” -Rafterman, Full Metal Jacket
There remains the usual array of MMG, HMG, Bazookas, etc Added are USMC Dog Teams that spot hidden… and Heavy Weapons Rifle Teams.. these replace the mandatory Mortar or MG teams in a heavy weapons platoon, so are cheap 3 man teams allowing you to take .. more bazookas? I have no idea why this unit exists apart from ultra cheap unit to generate a dice.
Artillery: Light Medium and Heavy mortars are available, similarly priced to before, with the Light Mortar being able to be taken REG or VET 2 man teams, OR 3 man team Inex Reg or Vet, no spotters. No Inexperienced 2-man team, but can fire smoke unlike the german ones.
Light medium and Heavy Howitzers are available, as are a recoilless rifle, but its EXACTLY a light howitzer with no gunshield. A 4-man MRLS is also available
Vehicles. Oh my, there are lots, the so-called Dakka Stuart is back, sporting 10 MG shots, but there are 5 variants of the Stuart including Recce options and Flamethrower options, Chaffee is Fast and can take Recce, Hellcat is Fast and can take Recce.
There is every version of the Sherman from Calliope MRLS to DD Sherman to Zippo to Jumbo. Same with the M3 Lee. All the major variants of the M3 halftracks are also in. The quad HMG is in, and even the towed version still suffers the vehicle -halving of shots.
I would have preferred to see a mechanism for the full shots, like even something like “May fire full HMG shots until it takes its first Pin, then fires at half shots” but it would have to be more points I suppose.
The usual amount of light vehicles are in the book, and so many of them can sport an HMG, you could make a serious dent in the national stockpile of .50 Cal ammo if you really wanted to.
Summary
This book strikes a good balance of variety and cost. For the most part, if something is good, the points seem to be even or maybe on the high side (except the 10 MMG shot Stuart) The book lets you make just about whatever you want, which is what players want in a new Army book.
I like the inclusion of little small infantry squads which lets a player rock big expensive Jumbo’s or Pershings or Jacksons (B1 variant) and still have an OK number of Order dice in the bag. There are lots of Amphib options to make Pacific Theatre lists, early Stuarts, Shermans and light AT guns mounted on 3/4 tonne trucks if you want to bare-bones it Tunisia-style, and everything in between.
I realize the hardcore competitive guys might not be as happy with some of the points-costs but I think this is the most balanced book yet (including the early PDF lists) and was a fantastic read.
Many thanks to Warlord Games for providing a review copy, and I’m sure I will see the new hotness on the table shortly as we gear up to Canadian Nationals.
Cheers!