“A funny thing happened on the way to Tobruk” a v3 Bolt Action Battle Report

by Matt Varnish 

A new edition of Bolt Action by Warlord Games is upon us, we were blessed with an advanced copy, and rather than spill the beans for all the competitive players like everyone else, we figured why not actually play a regular old fun game with fellow No Dice No Glory alum, Scott Roach.   We decided upon a desert game, so that he could dust off his Aussies and his Afrika Korps.   We tried to incorporate as many new things from the new edition, and as luck would have it we came across a fair amount of questions and sneaky changes.

 

First big change, the way army lists are built is different.   No longer can you take a lone ’88 or Pzr III, now these support units need to be in their own platoons.  My own Blitzkrieg army only has 1 HQ painted up so I’ll need to paint up more, since a Heavy Weapons platoon and Artillery platoon need their own Lieutenant or Hauptmann.  Speaking of lists, here is what we ran:

MIA – PACT Airborne Forces

MIA – PACT Airborne Forces

When Battlefront published RED DAWN and the Airborne Assault Missions Pack 18 months ago, I found one casual comment disturbing.  Page 46 says “WARSAW PACT armies (Czechoslovakian, East German, and Polish) lacked dedicated airborne infantry (as opposed to airborne raiding troops) …”

6th Polish Airborne Division Patch

This is a distinction without a difference, and a dismissal.  I intend to correct the record and give some ideas how these MIA units can be incorporated into the game in casual play.

I’m going to follow the sequence in WARSAW PACT in this discussion but start with a unit found in all PACT armies.

First Look at Germans in Bolt Action 3rd Edition

By Kreighton Long

Within the next few weeks the 3rd Edition rulebook of Warlord Games’ WWII platoon skirmish game will hit store shelves and mailboxes around the world.  We here at No Dice No Glory were given the opportunity to peruse the upcoming rulebook and I personally scrolled straight to the Armies of Germany section to see what notable changes Warlord Games has in store for the Wehrmacht.

 

More thoughts about Dynamic Points for Team Yankee

Battlefront has decided to bring dynamic points to Team Yankee. It’s an exciting prospect to adjust the points of various units which will certainly adjust how people build lists. The first set of changes have landed in https:forces.team-yankee.com allowing everyone to more easier build test lists.

Thus far the modifications include making anti-aircraft units more expensive and tanks less expensive. Battlefront has been clear, their initial changes are a start not a final word, as the game is a living game. They next time they’ll revisit is approximately in the November 2024 timeframe.

Getting back to basics, what is the goal?

Team Yankee is a point costed system where you can show up at the table to play against someone where your units and all their capabilities will have some areas where you are strong, others where you might be weak due to the choices you’ve made putting together a list. Dynamic points allow the designers to revisit those point costs after the fact tuning to in hopes to adjust the balance.

Math is hard, be it via forces or pencil and paper.

Long time players know and see that there are certain combos and list elements that over or under perform.  Adjusting points can help the things that under perform, enticing players to make use of them, get them off that dusty shelf, and those units that over perform, make them a little more expensive so while you might still take the unit, you’ll have to make sacrifices elsewhere.

What’s changed?

The dynamic points changes that have landed make main battle tanks (MBTs) cheaper. This should entice players to field a few more than what they have done in the past. Leo2’s, T-80s, M1A1s etc. will probably be on the table more often. Well, maybe.

Anti-aircraft is more expensive. You’ll feel the pain to mitigate those higher point games where you just know people will be bringing air assets. Anti-aircraft units often had another purpose though and that is to go over low armor APCs and such. The West German Gepards, British Chieftain Marksmen, Russian Tunguska, and so on all work well in that capacity. While more expensive I doubt raising the points a bit with change these often auto-include units.

Current challenges in the game

Let’s spend a few moments and think about problem areas in the game that dynamic points didn’t touch. What detracts from the game or causes frustration with players. This is my list.

  • Missiles are everywhere. From APCs, man packed, helicopters, tank fired and more it’s a wide range of AT with one focus, knocking out other vehicles. Anti tank assets are everywhere.
  • APCs are more prevalent and as the game stands they are allowed to function far and away from the unit to which they are attached. This causes them to be used in ways uncharacteristic of APCs, whose purpose is to support and carry the unit they are assigned.
  • Strike Aircraft/Anti-aircraft struggles, on the one hand harriers are the terror of the table with their 3+ arrival and very effective munitions load out with high AT. The remaining strike aircraft somewhat suffer with a 4+ arrival and some nations aircraft are easier to hit with worse saves.

Points won’t fix these kinds of challenges. Should we consider what could help the game? These are thoughts offered up for consideration with the goal of improving the game.

Missiles

Team Yankee, depending on your list can be one large missile fest. For some units that makes perfect sense, take the Soviet Storms, they should have plenty of missiles on hand as that is why they exist.  The Soviet BMP-1 also carries missiles, but it’s not a tank hunter, it’s an APC. Its standard load out is only 4 AT-3 Sagger missiles. Yet in Team Yankee, BMP swarm lists are a “thing” because salvo after salvo of BMP missiles can handle many a tank or APC.

BMPs are not alone in limited missile load outs. Consider man-packed Milan missiles. There would only be so many carried and if infantry is out on the march, without their APCs nearby, the infantry teams could only carry so many.

I think the solution isn’t in a points adjustment, but rather the adjustment of game mechanics. Some might be quick to suggest ammo load outs. Certainly other rule systems like PSC’s Battlegroup NorthAG/CentAG do just this, but it’s also a pain to track ammo for a game you want to get done in a few hours.

How about an ammo check instead?  After missile shooting by a Tank attachment or missile team with a heavy weapon designation, that a 3+ be rolled or the unit is “out of ammo” when it comes to missiles.

APCs

A substantial difference between Team Yankee and Flames of War is support units are able to act independently of the team they support. Consider the French 120mm man packed mortar unit, which comes wither either 3 or 6 VAB transports. These armored transports can go running around the table doing anything they like. I personally like to use them to try and hunt down infantry on the move.

Transports have an offensive responsibility, consider the Bradley or BMP-1, BMP-2, Marder 2 which all carry infantry forward.  Roaming out far and wide alone on the table top?  It’s a common tactic with NATO and WARPAC players. It casts them into being used as battlefield chaff (when empty), annoying to deal with it and it leads to spam lists.

What if transport attachments went back to having to stay with in a certain distance of teams they support? Perhaps 6″, 8″ even 12″ could still be representational of their role in modern times. This wouldn’t tie them down, rather if they are carrying even a subset of the infantry they support, that would be more in keeping with how they are used.

So the thought is, unlike Flames of War, don’t require that transport attachments need to be within command distance of the infantry platoon/company commander, rather require that they have to be within 6″-8″ of infantry teams that they support.

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Strike Aircraft

Aircraft present an interesting challenge in Team Yankee. Soviet SU-17 Fitter strike aircraft with their 5+ skill, 3+ to hit and 5+ save, 8 points for 6 planes are generally not worth the points and thus don’t see the table top often.  Where as British Harriers with a 3+ skill, 4+ to hit, and 5+ save that appear on a 3+ instead of the usual 4+ are very often worth the points due to their BL-755 Cluster Bombs that use a Salvo template with a crazy good 8 Anti-Tank and 3+ fire power, 4 planes for 10 points.

There is a wide range of capability yet the point difference is only 2.  Yet if we look at the Finns who have access to 4 Viggens for 16 points, skill 3+, hit on 4+, 5+ save with a one shot salvo with a 5 anti-tank and 3+ fire power, quite a point increase for lesser capabilities.

Comparisons of points across nationalities is perhaps also the wrong way of looking at it, as point values can represent access to hardware, tactical doctrines and more.

In the case of strike aircraft I think there is a case to be made for a point cost for availability. The flames of war v3 system of purchasing 3 dice, 5 dice, or 7 dice, to determine aircraft availability immediately comes to mind. If there was any 5s in the mix, your aircraft were available. If you wanted to have a fighter intercept you’d roll your dice  and look for a 6 in the results and if so, the enemy planes were intercepted and not available after all. However after every roll you made no matter the reason, you’d lose one dice from the pool, but you’d always at a minimum roll at least 1 die for availability or intercept.

What if you pay in points for a number of dice for aircraft intercept and strike aircraft support?  Consider 10 points for 7 dice availability of  6 Soviet SU-17 fitters, 5 dice availability for 6 points, and 3 dice for 4 points. What could be reasonable point values for other nations strike aircraft?

I would assert this was a better system for determining aircraft availability. Paying points for more reliability and capability is a better approach.

Wrap up

Dynamic points for Team Yankee has potential to stir up list building by giving players lower cost tank options. The months ahead as tournaments and casual gaming occur, should see some interesting after action reports. I’m not expecting much, especially due to the “missile fest” challenge I brought up within this article. With all the AT out there, cheaper tanks are still easy targets.

In the Minneapolis / St Paul area where I game, our next tournament is tank themes so while we’re using dynamic points, list building rules won’t be normal. Fall in, Autumn Wars and other events will probably be a better guide presuming they use dynamic points.

Time will tell if Battlefront will consider adjusting other elements of the game to address problems instead of just via points adjustments.

 

 

Building My First Display Board

 

By Kreighton Long

At this past April’s Operation Roundup Tournament I eagerly competed in the Best Painted Force finishing towards the top but not high enough to place.  The category that hurt my score the most was my lack of a display board.  Historically, I’ve avoided building a display board as I would rather invest the time, energy, and resources into painting miniatures and terrain.

Humbled, I decided that I can’t win unless I play the game and this game requires a display board.  Driven by spite I committed myself to investing some of my summer break into building my first display board. As this is my first attempt at a display board the unofficial motto from the start was “good enough”.

Report from ETC 2024, the most prestigious Flames of War team tournament of the year!

By Paolo Paglianti

It’s the most anticipated Flames of War tournament of the year: the top 120 players from around the world (not just the Old World, but also New Zealand and the USA) competing in a weekend of FOW matches, but more importantly, many friends reuniting under one roof for the same passion for wargaming.

I was fortunate enough to participate in my first ETC (European Team Challenge) in 2022 when my friend Søren Petersen invited me as a ‘mercenary’ for the Iceland team. I had a great time and it went very well! The following year, we returned as Team Italy led by the new Captain Livio Tonazzo, and things went very well indeed again. This year, the same team—consisting of Livio Tonazzo, Flaviano Maggioni, Giacomo Velini, Antonio Soncini, and Tiberio Vinante—is heading to Kraków, Poland. This time, the tournament is in the Late War format.

Retrospective of Medieval: Total War

‘There are some defeats more triumphant than victories.” – Michel de Montaigne

By Patrick S. Baker

The second installment of the Total War series started out as Crusader: Total War but was quickly renamed to Medieval: Total War (Medieval) to better describe the actual scope of the game. Development of Medieval started shortly after the successful launch of Shogun: Total War (Shogun). The game was developed by The Creative Assembly (CA) and published by Activision. It was released in August 2002, just two years and one month after the release of Shogun.

Throughout the development of the game, the team at CA sought to build on the foundation laid by Shogun, while also aiming to create a more expansive and historically rich experience. The selection of a medieval setting allowed for a diverse range of factions, units, and technologies. The new setting also provided a vast arena for the developers and the players.

The CA team placed a strong emphasis on historical accuracy and authenticity in Medieval.  To achieve this, they recruited the help of several distinguished Medieval and Military historians. Most notably Dr. David Nicolle and Dr. Richard Holmes. Drs. Nicolle and Holmes expertise in medieval politics and warfare ensured that the game’s units, factions, and events were historically accurate.

A Retrospective of RAF

“Never in the field of human conflict was so much owed by so many to so few.” -Winston Churchill

By Patrick S. Baker

RAF August 1940: The Battle of Britian (1986)

The first edition of RAF August 1940: The Battle of Britain, designed by the award-winning gamer designer John Butterfield, was published by West End Games in 1986.  Butterfield is best known for his solo designs.  His designs are appreciated for their straightforward rules and immersive game play.

His best known games are the D-Day series (D-Day at Omaha Beach and D-Day at Tarawa) . Further, Butterfield is the designer that introduced the use of cards, rather than dice, to control the action in solo games.  RAF is among the first, maybe the first, solo game to be largely card, versus dice, driven.

In the game, the solo player is put in charge of the British Royal Air Force (RAF) during the Battle of Britain.

After the Germans defeated France and drove the British Expeditionary Force off the Continent in the Battle of France in June 1940, the United Kingdom (UK) stood alone against the might of the German Wehrmacht.