Friday, 22 May 2020

Platoon Mega Playtest: Part 11 - Bolt Action:Reality Check


The "pillarbox Panzer" has its target partially masked by smoke
That's all the rule sets I want to test, so as a finale I played Bolt Action again but with various house rules to hopefully give more realistic ranges, better balance between rifles and MGs, and fixes to indirect fire and smoke amongst other things, I've christened as Bolt Action: Reality Check.


Presentation

3 sheets of A4 QRS covering pretty the whole of the BA rule book and incorporating my changes. Hardly needed to check the real rulebook at all.

British advancing in line from top to bottom


Set-Up

Operation Martlet Scenario 6: The Last Ditch at Ruaray, the final Op Martlet scenario, again with open ground to a mix of wood and buildings giving a good defensive position. The Germans lost their IG, and the Brits lot the 4th Section and UC but gained an MFC as the mortars were going to come in handy!

The Panzer IV lies in wait

How It Played


The Brits just went for it initially, No. 1, 2 and 3 sections in line abreast, moving rapidly across the open ground so they managed to get rounds on target in their first turn. It was then a slogging match, each Section paired against a German Gruppen.  The Cromwell came out to give support, and Panzer IV countered, and got its tracks blown off for the privilege - but became a very useful turreted strong point. Despite smoke coming down No.1 Section began to suffer the most and soon routed, followed by No. 3 Section. The Germans were taking some losses, but had the benefit of cover. With only No.2 Section left and that suffering the Platoon was pulled back. Round 1 to the Germans.

Smoke on the crossroads doesn't save the Brits


The Company commander still had to get his objective though, so the Mortars put down a round of fire on the German position, putting 2-3 pins on most units, and killing the sniper hiding in the farm attic. No. 2 Platoon was then sent forward, again rapidly moving across ground in line abreast and into rifle range. The weakened German Gruppen had to spend a turn recovering pins, and given the order of the dice this meant the Brits got 2 rounds of fire in before the Germans could respond. Again the weakness of the German Gruppen was telling as they couldn't inflict the same damage as the brits, despite taking No. 2 Section  Commander out. 3. Gruppen on the German L was first to go, then No. 2 Gruppen fled, and so finally the Zug pulled back, the Panzer IV firing HE at No. 1 Section which had gone to ground behind a hillock to cover the withdrawal. Game over, Campaign over, the Brits had got the the Ruaray cross-roads on the second try.

No. 2 Platoon moves in to clear the now empty crossroads as the Germans exit stage right

Overall

This played really well. The openness of the terrain meant that it was lacking some of the manoeuvre of the first Bolt Action game, but all the results seemed realistic, and 2 Platoons to unseat 1 defensive Platoon seems reasonable. All my changes worked well too, and this has certainly ended up for me as my go-to Platoon set. Next to try it for SF and Modern, and then next year at Company level. I'd give it 9.5 I think.




3 comments:

  1. Is there anywhere where your rules changes can be read?

    ReplyDelete
  2. I'll try and dig out a version which is changes only, rather than reproducing the Bolt Action IP.

    ReplyDelete
  3. Did you ever dig out a copy of your changes? I'd love to see them as well.

    ReplyDelete