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 Post subject: Bolt Action- House Rule compilation
PostPosted: Tue May 05, 2015 4:55 pm 
Donor
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Real Name: Jack Penn
Following a chat at The Warwickshire Gamers club lat night, we figured it makes sense to have a compiled list of all house rules so that we can discuss if we like them.

We all know BA has some rules quirks which need fixing!

It will be handy to have one list of rules changes that we use for our games.


Confirmed House Rules

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Bolt Action: Brits in Burma, German Fallschirmjager & Royal Marines commandos
Frostgrave: The Great Fantastico and his adventuring companye
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 Post subject: Re: Bolt Action- House Rule compilation
PostPosted: Tue May 05, 2015 5:03 pm 
Donor
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The Boltaction.net rules changes are commonly used at most tourneys and a lot of clubs.

I also think these are all sensible changes/ additions.

Fixed Weapons

Fixed weapons, when given an Advance order, may pivot on the spot up to ninety degrees
before firing at a -1 penalty, in the same manner as non-fixed weapons suffering the
movement penalty. Note that indirectly firing a fixed weapon still requires a Fire order.

LMGs
All Light Machine Guns purchased for infantry squads cost 5 points rather than 20 points.

Vehicle Flamethrowers
All Vehicle Flamethrowers are treated as Flamethrowers (the infantry version) with one
exception: A vehicle is not removed from play when it runs out of flamethrower fuel. It
always suffers the penalty on its own damage rolls for having fuel tanks, whether it has fuel
remaining or not.
A vehicle with two flamethrowers rolls once and only once, per turn that it fires, to see if it
has run out of fuel. If it rolls a one or a two, both flamethrowers count as empty. Only one
morale test on its target is caused if both flamethrowers are used on the same target.

Transports

Open-topped vehicles with a 7+ damage value or greater receive pin markers in the same
manner as tanks. That is to say, the controller of a Regular Open-topped vehicle with a 7+
DV struck by small arms fire rolls a six-sided die. On a 1-3 result, the vehicle receives the pin
as normal. On a 4-6 result, the vehicle ignores the pin. A Veteran Open-topped vehicle with
a 7+ DV would ignore the pin without needing a successful die roll. An Inexperienced version
must receive the pin without any die roll. Note that regardless of the vehicle’s damage value,
only small arms fire is ignored in this way. All heavy weapons fire inflicts pins as normal.
Infantry aboard Open-topped Transports with a 7+ damage value or greater receive pins in
the same manner while they remain aboard the transport. Regular infantry has a chance to
ignore the pin; Veteran always ignores the pin; and Inexperienced always receives the pin in
the same manner as tanks. Of course, this means that the pins are only ignored or potentially
ignored when the firing weapon has no chance to damage the vehicle. Note that regardless
of the Transport’s damage value, only small arms fire is ignored in this way. All heavy
weapons fire inflicts pins as normal.


Armored transports (those with a 7+ damage value or greater) may fire up to one weapon
during an Advance or Fire order when they are empty, using the vehicle’s to-hit rating.
When
transporting, all weapons may be fired as normal. Note that soft-skinned, 6+ damage value,
transports are excluded from this exception




http://network.wwpd.net/BAD/BADNSeason1_Pack.pdf

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Bolt Action: Brits in Burma, German Fallschirmjager & Royal Marines commandos
Frostgrave: The Great Fantastico and his adventuring companye
Warhammer Fantasy: Vampire Counts
Black Powder: AWI Redcoats
Guildball: Fishermen
Saga: Vikings


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 Post subject: Re: Bolt Action- House Rule compilation
PostPosted: Tue May 05, 2015 8:35 pm 
Motor Mouth
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Looks good thank you

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 Post subject: Re: Bolt Action- House Rule compilation
PostPosted: Tue May 05, 2015 10:19 pm 
Noise Maker
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Seem reasonable.

2 issues for me:

Pintle mounted mgs - should mean the tank should be pinnable by small arms fire - the gunner/commander is exposed and will need to take cover. The window over which this applies is the only sticking point.

I don't necessarily agree that soft vehicles can't have the same rule as armoured transports re: firing weapons through their own crew rather than stupid medic crewing etc. However you could differentiate by not allowing this when a soft vehicle is pinned.

Flamethrowers still broken and thus far too common.


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 Post subject: Re: Bolt Action- House Rule compilation
PostPosted: Wed May 06, 2015 9:15 am 
Donor
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Joined: Tue Mar 04, 2008 8:51 pm
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Location: Daventry
Real Name: Jack Penn
That seems reasonable,

Pintle mmg rules makes sense too, especially considering for those the boss has his tires hanging out of the tank.

Soft vehicles firing own guns is fine- makes sense to say they can't when pinned too as they would probably just run away at that point.

I can't really see an easy fix for flamethrower spam, except us all just am agreeing to be sensible with it!

A friendly cap of 1 flame thrower per side seems reasonable- except where history specifically had loads such as Stalingrad

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Bolt Action: Brits in Burma, German Fallschirmjager & Royal Marines commandos
Frostgrave: The Great Fantastico and his adventuring companye
Warhammer Fantasy: Vampire Counts
Black Powder: AWI Redcoats
Guildball: Fishermen
Saga: Vikings


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 Post subject: Re: Bolt Action- House Rule compilation
PostPosted: Tue Aug 11, 2015 2:02 pm 
Donor
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Joined: Tue Mar 04, 2008 8:51 pm
Posts: 4964
Location: Daventry
Real Name: Jack Penn
A few more from Version 2 have been added

Anti-Tank and Machine Gun Teams

Anti-tank guns and machine guns primary purpose was defensive. Crews would set them up in
anticipation of an enemy attack. These guns were often well concealed, allowing them to fire on an
unsuspecting enemy unit before they were detected.


If an anti-tank gun, anti-aircraft gun, heavy machine gun, or medium machine guns team starts the
game on the board, it can start the game in ambush. This does not apply to anti-tank gun, anti-aircraft
gun, heavy machine gun, or medium machine guns mounted on vehicles. They can also start the game
hidden using the rules for Hidden Set-Up rules found on page 117 of the main rule book.


Infantry MMGs:

The primary role of infantry MMGs was to lay down a wall of fire to prevent the enemy from moving or

attacking.

All Infantry MMGs increase their ROF to 6; German MMGs are 7 with Hitler’s Buzz Saw.

_________________
Bolt Action: Brits in Burma, German Fallschirmjager & Royal Marines commandos
Frostgrave: The Great Fantastico and his adventuring companye
Warhammer Fantasy: Vampire Counts
Black Powder: AWI Redcoats
Guildball: Fishermen
Saga: Vikings


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