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Wednesday, July 31, 2013

AAR: 2nd ID vs. Whittmann

2nd I.D. versus Whittmann Flames of War Battle Report
By Luke Melia 

Set up - look at those massive hooves!

2nd ID - Luke
Confident Veteran
2 Infantry platoons- 4 total bazookas
1 HMG platoon with 2 bazookas
1 Cavalry Recon
1 Platoon 57mm guns
1 Veteran M-10 platoon
1 Confident Trained Towed AT guns with 4 bazookas and 4 half tracks
1 Platoon 1055mm towed artillery
1 Platoon (2guns) 155mm towed artillery

Confident Veteran
2 Tiger Platoons (2 each)
3 Panzer Mark IV
Mechanized Panzer Grenadiers
Whittmann in Tiger

We are playing on a pretty open table as our experiment with light terrain.  We are playing encounter.   Jon is feeling pretty nervous about being open to the TD ambush capability.  He starts one unit of Tigers in the edge of the woods.  Because of the open terrain, he was basically stuck having to place one of his in the open with Whittmann in ambush.
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Bolt Action Radio Episode 13

The BAR is back open after Historicon, and Captain TO, Baxter, CH, and Judson are in to talk about it. Between slugs of TO-choking scotch, the guys discuss the Tank Battles tournament first, before getting into the Standard tournament in the second half. As usual, grand plans to cover more topics crumble as closing time catches up with them, but at least Judson and CH avoid an on-air slap fight.

Download here!   
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Tuesday, July 30, 2013

WWPD Overlord: “Start of the Breakout” – Cherbourg cut off, general advance

Here is the news for 29th July. Allied forces have begun a general advance against remaining German positions in Normandy. Reports from the front indicate that German resistance is “crumbling” in the face of heavy ground assaults and incessant air attack.

General Bradley has announced that the Cotentin peninsula and the port of Cherbourg were finally cut off when US forces reached the coast at Creances. Most of the isolated forces are apparently falling back on the defences around Cherbourg itself, leaving behind rear guards. In addition, heavy armoured assaults have been launched around and to the west of St. Lo, with German defenders reported to be rapidly falling back in confusion or overrun in place. Panzer divisions attempting to counterattack have been shattered in confrontations with the US 3rd and 4th Armoured divisions backed by Allied air power.

There have been breakthroughs in the British sector as well, with armoured forces driving into the more open terrain south of Caen. General Montgomery’s headquarters announced the capture of Villers-Bocage, scene of several bitter armoured engagements. The Desert Rats are reported to be moving to isolate German units still holding out near the initial landing beaches. These forces, which include some of Germany’s last reserves in the west, are in danger of being cut off. Units of the Guards’ Armoured division have also been advancing after initially being delayed by determined but scattered German formations.

General Eisenhower has confirmed that there has been a significant advance. Speaking to reporters at his headquarters, he stated that “this appears to be the start of the breakout we have been working towards.” He went on to state that German forces would be forced to either hold in place, and likely be destroyed, or attempt to withdraw in the face of Allied aerial supremacy. “Either way, we’re ready for them.”

By Patrick Gribble

Only 5 Days left of WWPD Operation Overlord and its going to be close! The Germans have held the Allies strong for a few weeks running, but the Allies have put a huge effort in and are starting to make up for lost time. The Allies are knocking on the gates at St-Lo and only a couple of areas away from Cherbourg and total victory!

Will the Axis change history or will the Allies recreate it! Join the fight at

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Monday, July 29, 2013

Plastic Soldier Company Zis-2 57mm AT Guns

Recently Bob Sixninesixwrote a spotlight article for WWPD on the Plastic Soldier Company 15mm Zis-2/3 Gun set. Concurrently with his effort, I was also working on the same set of PSC guns for a friend of mine and was also intending to write a review of them.  When I saw Bob’s article I thought “there goes that idea” but then I thought since he built his set as the Zis-3 76.2mm version of the guns, then it might still be worthwhile to do an article ones I worked on because my friend wanted the Zis-57mm AT Gun versions done. So….

I had recently assembled and painted ten T-70 tanks from PSC that I was very impressed with. So I was excited to try my hand with set of PSC guns and their crew to see how PSC's foot figures and artillery were. Plastic Soldier Company products are easily available from my LGS. They had no problem getting them this boxed set in a timely manner and at a very reasonable price.
My fist "worry" about these 57mm guns was that the barrels would suffer from the gun tube droop shown in the models on the box cover image. Happily this was not the case and I noticed that the guns shown on the box cover must be the 1/72nd scale ones rather than the 15mm scale guns and crew as they crew figure were different with blanket rolls etc added.

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JTFM SU-76 Review

Before Historicon, I ordered some SU-76s from Jeff, proprietor of JTFM's Die Waffenkammer line. I'd ordered from Jeff before, and I was not disappointed with his latest offering.

Good ol' CH (Chris Hecht for the uninitiated) hit me up before the Historicon Tank Battles tournament, looking for a partner. I'd already planned on bringing whatever German stuff I had (Sturmtiger would've been included, LRDG Brad!) until CH asked for the team-up. I agreed, CH being a hard rockin' amigo and all, and within a few minutes it occurred to me that he only had Soviet stuff. I had no Soviets.

JTFM to the rescue!

He and I chatted about a list, and since he had generously left me a few points after buying his IS-2 and OT-34 for the event, and I had an unreasonable fascination with the SU-76, the decision became clear. I would buy one of Jeff's very reasonably priced three packs of tanks.

Within a couple weeks, I received a perfectly packed box from JTFM. Inside, three SU-76 kits lay ready for me to put them together.

As I'm now accustomed to, all three tanks came perfectly packed. These guys know how to ship a kit. After minimal cleaning - we're talking five minutes per tank - they were ready to assemble.

The pieces of the kit were very clean, of course, and easy to assemble. Each tank came with a baggy of stowage and crew, which is always a plus. Truth be told, an open topped vehicle like an SU-76 needs to have some crew come with it. They really make the difference. Forgive me for getting the one and only negative out there this early, but my least favorite part of these kits were the fact that they included only two crew figures. Each set was identical. Normally, when we're talking about bed rolls and gas cans and random stowage, copies are fine. Since I was building three of these tanks to run side-by-side, I had to get as creative as I could to make them appear different when near each other. The majority of you won't be buying more than one.

These crew members were relatively easy to manipulate into different set-ups. I assume there's one "right" way to get these two crew members into the cabin, but I'll be damned if I could figure it out. Luckily, I was looking for variation, so chopping legs where they needed to be chopped was not a sacrifice. Given the fact that I'd picked up a three pack, I was pretty satisfied with what I was able to come up with.

I'd recently started brush coating a few German tanks, and I was not interested in repeating this effort. After reading an article from WWPD's own Jon Baber, I decided I'd try a Krylon spray. This came out extremely light, but given the Soviet Union's propensity to have paint coats of varying quality, I didn't mind too much. I knew there was a wash in the future of these models.

Even with some colors added to these, I was still not satisfied. The models themselves were, as far as I was concerned, everything I could have hoped for; but the colors were still lacking. I went for a good black wash to darken these SU-76s up as much as I could. Some Company B decals would hopefully help as much as possible as well.

As you can see, these tanks never really came out as dark as I had hoped. This is probably the worst picture I could have posted, since CH's tanks may just be darker than they should have been, making the light green stick out even worse that it had before. At first, I was shocked by how they looked. Over time, I've grown to love my too-bright-green SU-76s. The whole process took about eight hours, so for the time invested, I'm very satisfied.

All painting aside, these models are fantastic. I think that the models are the best on the market. Clean up was almost non-existent. Even with "only" two figures provided for each tank, I felt like I was able to make a passable variety with their poses. Anyone thinking about buying a 28mm WWII AFV, I'd suggest Die Waffenkammer. These are the best kits I've put together.

Anyone thinking about painting Soviet tanks, I would not suggest the Woodland Light Green Krylon spray. Wash or not.

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Friday, July 26, 2013

Luke's Historicon Picture Dump

by Luke Melia

There is really not of Flames of War here.  I figured you would get enough of that from all of our other sources.  There is so much to do at an HMGS convention I wanted to give a good overview of just a few of them.

This is the night before with some warm up gaming of Spartacus in the mines.  We were joined by Jeff, Flint and Mike Raper.  Jon pulled off a win at the last second, even though he phoned it in.

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Prof Aruba's First 500

(Prof Aruba read our First 500 articles and couldn't resist but join in. He's taken a new approach - from a guy that only owns the main rule book. Hope you enjoy it, and find it useful if you're just getting into the game. - Judson)

Hello and welcome to my office hours. I can see by your transcript that you’re a new student to the Bolt Action program at WWPD University. Well as I understand from you E-mail you are having some trouble in Bolt Action 101.

I can see from the look on your face you are having some trouble with list construction, and I know it is a rather hefty portion of the final exam. So let’s start from the basics, sure there are lots of fancy supplement books out there, but you only have the main rule book. Well fear not, there are plenty of good lists to be made from just the rule set in the back. In fact, let’s walk through a list I plan on taking to an upcoming 500 point tournament.

So, I have two armies currently. I have my competitive Germans, as were recently seen at the tournament run by Styx at Salty Bay Con (Great event, can’t stress that enough). I’ve waxed poetically about them a lot recently, and while I built them to be my main tournament army, I really did not want to pair them down by 500 points for this tournament. That leaves me with two options. I could either make a new army, something not easily done for me at least (Jud can attest to the deluge of emails he gets about it), or I could play my other army: AMERICA!

The very definition of Fire and Maneuver.

So here is the list I came up with after some thought.

2nd Lt + 1 Man (Regular): 2 Rifles

I think a pretty standard choice for HQs in the 500 point bracket are second lieutenants with one or two guys. Now while people usually agree the best HQs are German 2 or 3 man groups with Assault Rifles, a close second is the American rifleman due to Fire and Maneuver.  So accordingly I took a 2nd Lt with one extra guy, both regular. While I prefer 1st Lieutenants for the tournament scene, at 500 points, it’s hard to justify the extra points for one more point of leadership at this points bracket. I really wanted to take two extra men with him instead of one, but I needed the points elsewhere.

Combat Squads:
NCO+7 Men (Regular): 8 Rifles
NCO+ 6 Men (Regular): 6 Rifles, 1 Automatic Rifle
NCO+ 7 Men (Regular): 8 Rifles

So for the real meat of the list I took three roughly similar squads. While not exactly the same in numbers and equipment, they are all about the same in output (dice rolled, shots down range, wounds, combat effectiveness). I think these three regular squads are certainly going to mow down inexperienced troops, but some lists - like a Russian list with some ten-man regular squads - might give me pause.

“I can’t believe our player just made that move, he’s going to get us killed!”

Heavy Machine Gun Team (Regular)
Heavy Mortar (Inexperienced): Spotter
Medium Howitzer (Regular)

Support options are like insurance. They should usually protect your guys from the opponent’s guys or his spank units. While at 1000 points you’ll have to worry about the gamut of units from forward observers to tanks, at 500 points you really have to worry only about two types of potential spank units; being armored cars and artillery.  While armor cars are not usually talked about as the stuff of legends in Bolt Action, at the 500 point bracket they are going to take on the responsibilities and effects of tanks in the normal game.

That means that (unless its open topped) small arms fire is going to be ineffective against it. At the 500 points level, small arms are going to be your most numerous weapons, and your best offensive tools are going to be your infantry squads. While the armored car is not going to generally trash a squad a turn like the spank weapons of the 1000 points level, it will take on a terrifying form in games like demolition or top secret, where it can operate towards winning you the game without fear of being destroyed.

The other tool of destruction at the 500 point level you have to worry about is artillery, and by the same mechanic, mortars. HE is going to reign in the world of infantry dominated warfare. These dangerous weapons can and sometimes will wipe a squad a turn, either by causalities or pins. I pity the fool who is on the receiving end of a direct fired heavy howitzer at the 500 point level.

So how do you protect yourself from these weapons? By taking these weapons in your list, fight fire with fire so to speak. Now I personally am not wowed by recce options in this game. Too few are not open topped and even fewer of those are actually effective. In fact, at the writing of this article I’ve found only one that is worthwhile completely, and that is the humble Type 92 Tankette in the Japanese book I just got today. So personally, I’ve chosen to stray more towards the artillery camp. As you can see I’ve packed in my favorite combination of tools in Bolt Action, a Medium Howitzer and a Heavy Mortar. I like teaming both these weapons up, frankly, because they have the same stat line and that’s one less thing I have to remember during a game.

To round out the list, I took the obligatory .50 cal, as it would not be an American platoon in Bolt Action without at least one .50 cal.

Everyone’s jumping on the .50 Cal bandwagon. (They wish. - J)

So that’s that. My 17th Airborne platoon circa Operation Varsity is ready for action at the 500 point level. I have to say that while I never envisioned taking these guys to a tournament, I’m glad I will have at least one under my belt with them. Who knows, might even change my perspective on them and make me play them more in tournaments. Now, shall we sign you up for some classes?

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Thursday, July 25, 2013

AAR: 7th Armoured vs. Whittmann

Eric Turner came down for a visit from Boston, and we decided to get in a little game of Flames of War before Historicon.  We rolled up a Fair Fight Mission of Dust Up.

We are continuing our efforts to use a bit less terrain in our games - this board is no exception.

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Wednesday, July 24, 2013

News from the Front Episode 61 - Live from Historicon 2013

Click here to download episode 61!

The dudes talk about the Historicon experience with special guest Judson from

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Armies of France and the Allies

Here it is, folks. Fresh off the printers, and sold into the greedy hands of Historicon goers. The Armies of France and the Allies book for Bolt Action!

I don't know how everyone else feels about this, but I'm a big fan of any company that brings a box or two of a product you can't get anywhere else to a convention. Is it fair? Absolutely not. Is it just another reason to go to conventions? Hell yes! Apologies to everyone that couldn't make it to Historicon, but go to the next major convention near you, play great games with new people, and pick up stuff before anyone else!

So, the book itself - I'm going to pardon myself at this point if any of you expected a critical look at it. It's safe to say that being credited in the book excludes you from any credibility when it comes to a review. Instead, let's call this a preview.

The book does introduce some new artists, and apparently the people responsible have decided to add some computer editing to the models photographed within. Both of these, I believe, are firsts. The previous books all had pictures taken on terrained tabletops with backdrops. This features models in front of edited backdrops, as well as what you're used to. The artists credited include Mike Chappell, Richard Chasemore, Peter Dennis, Howard Gerrard, Richard Hook, Steve Noon, and Mark Stacey.

All painted miniature work inside the book is credited to Neil Burt, Jose Bustamante, Andres Amian Fernandez, Stephan Huber, Gary Martin, and Bruce Murray.

You'll notice many more names that usual. I appreciated the diversity, but it is definitely a departure from the established norm.

The book includes force selectors and lists of units for France, Belgium, The Netherlands, Norway, Poland, Greece, and Partisans. Remember, however, that this is a 108 page book. While larger than some other "Armies of" supplements, the book is shared by seven parties. If you're expecting the Dutch to receive the same attention as the Germans, you will be disappointed.

Interestingly, every army in this book except the Partisans has the "Communications Breakdown" special rule. This rule attempts to help capture the feel of the plight of these forces, often caught unprepared to react to blitzing Germans, by stating that if an order die of these armies is the first drawn in the game, the opponent can decide if the die should be placed back in the cup in order to draw a new die. This can happen once, only as the first die is drawn.

To make up for it, some armies gain a free gun or artillery piece, also representing the doctrine of the era. Some can get a free inexperienced infantry unit, so long as other inexperienced infantry units were purchased first, representing hastily mobilized reserves. Others, if the scenario allows for hidden rules, may have hidden units start the game in ambush, helping represent prepared positions. Some avoid the -1 penalty to arriving on the table from outflank, and - at this point, you probably get the picture. The abilities are diverse. Some are shared between nations, while others, like the Poles and Partisans, have more unique abilities.

Weapons like the VB Launcher, previously relegated to PDFs, are added to this book. Of all the books, perhaps unsurprisingly, this is the most diverse "Armies of" title to date. A Partisan force, for example, can plant hidden bombs at the beginning of the game. These amount to booby traps around the board that can truly devastate an opponent, if fortune favors the Partisans. Captured vehicles are also made more standard in this update, becoming official in the Partisan entry.

This is the first Bolt Action supplement we've seen released that allows access to more than one nation's military forces; and given that these nations fought with independent, national armies for relatively short periods of time, do not expect late war versions of each. These powers' lists were designed to make them as unique as possible. Creating lists, for example, of Polish Paratroopers in exile, might not be as valuable a use of the page as giving players an opportunity to recreate the early war struggles each of these nations participated in.

Come talk about this book, whether you've got it in hand, or have many questions about it, on our forums.

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Tuesday, July 23, 2013

Winter War (EW): Soviets vs Finns

Sean and I had scheduled a Normandy game for Operation Overlord, but at the very last second decided to play a game using Rising Sun which had just arrived. Sean's always been a fan of the Finns, and I was excited to try a ridiculous Strelkovy horde. The last time I used them was against some Polish Cavalry and the effect was quite devastating! We rolled for the mission and came up with "Surrounded". Perfect!
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Monday, July 22, 2013

European Hardware

This post will be a little thin on words, but heavy on pictures.  I recently got a chance to vacation in England and France, so I dragged my wife all over the countryside looking for any rusted out tank I could find.  Below are the results of that journey.

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Bolt Actioneering at Historicon 2013

And we're back, everyone. Well, I am at least. Exhausted, but guilty enough for having not delivered the Friday Historicon update I promised, that I'm going to bring you Friday and Saturday shots together in one article.

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Thursday, July 18, 2013

Gone Fishin'

The WWPD Crew is at Historicon!  We'll be back next week with the usual shenanigans.  In the mean time, follow all the Historicon action on Twitter @WWPDPodcast.

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Wednesday, July 17, 2013

My Visit to the AAF Tank Museum in Danville VA

Over the 4th of July Holiday, my family and I traveled down to the AAF Tank Museum in Danville VA to have a look!  Below is a photo dump from our trip.

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Your First Bolt Action Tournament

If you've been hanging out on our forum, you've been exposed to - well, many things, thanks to Dano. Specifically, though, you've heard people describe tournaments as amazing, entertaining, life-altering events. 

Not the angry, rules-lawyering, stinky types they appear to be!

And they are! Perhaps not exactly life-altering, but if you think you're opposed to attending a tournament, one might just be attitude-altering, at the very least. This article will delve into why, and will also be a bit of a primer for you new guys out there that decide going to one might not be such a bad idea, after all.

First thing's first, you gotta' get your mind right. No, I don't mean some kind of competitive zeal frenzy - that's not how it goes at these events. This isn't your high school football team. Bolt Action tournaments are a series of games you play against guys that are just like you; guys looking to play a game they enjoy. So you have to be prepared to have a good time. Attitude is everything at a tournament.

However, there are mythical legends of bad players echoing through the different forums you've already reviewed. (If not, why haven't you gone to a tourney yet?) I suppose they exist, like the elusive Yeti Dan swore he witnessed peering into his bedroom window one night. Much like the stinky, drunken, homeless man that Yeti turned out to be, jerks at tournies are easily shooed off and dismissed by the quality Tournament Organizer running your event. So don't worry about those extremely rare bad eggs. I guarantee you they won't ruin every other game for you.

Don't panic, Dano. It's just a statue.
Now, you've picked your event, and you've got the right attitude (good times ahead) so you're ready to roll dice! Not so fast, you crazy Australian in a yellow bear suit, wearing cowboy boots! Check with the Tournament Organizer of whatever event you want to participate in first. He might require you to submit a list, or register with him in some other way, before you can join. So make sure you contact the TO before you buy the airfare to get you to Fall-In.

Shamelessly stolen from LRDG, but if you click the link, Old Man Morin' won't sue me. (Incidentally, this picture was not taken outside Dano's apartment.)
I'm almost positive I don't need to mention this, but for the sake of being thorough, you will need to make a list before you get there. Follow the TO-provided instructions, and you can't go wrong. Events come in all shapes and sizes - covering anything you're into - and all it takes is a little time or luck to find the one that's right for you. Tournaments are not all unrestricted affairs, for those of you with an opinion on what should and should not be allowed in entertaining games of Bolt Action. Look around a bit, and I bet you'll find one that's right for you; and guess what, the gamers that will be playing there will all have similar opinions, since they checked beforehand as well.

With that out of the way, it's time for a run down of what you might need. If you hadn't already guessed, I'm doing this article, in part, as a way to ensure that I limit what I forget to bring to Historicon. Note that I only say "limit", as I've come to realize over time I'll never pack everything I need.

Time to pack.

First and foremost, we need to check and double check that we've brought the right miniatures. If you're a gamer with a problem (and which of us isn't) then you've got a lot of different options to go into your transport bag of choice. I've yet to make this mistake at a tournament, but I have brought British to a game I was supposed to bring Germans to before. Check your gear!

You're also going to want to make sure that your bag is stocked with dice, order dice, pin markers, at least one tape measure, anything you can use to note what turn you're on, a copy of the rules, and something (sanitary!) to write with. It's a serious shopping list, and if you're playing out of any of the Armies of... books, you'll need to bring that as well. It's just good practice to bring books you're referencing with your force. Even if you think you've got your force memorized, your opponent might not; and while it's not your responsibility to educate your opponents on all the units in Bolt Action before the game, it's good sportsmanship to have your book in hand, in case he or she would like to see the rules for your IS-2, Hecht.

We see you, CH! Hiding behind your IS-2!
One thing you might not think to bring if you've never played outside of a home is some sort of sturdy tray to carry your force around on. Some carrying trays are decent alternatives, but really, nothing beats just a big ol' flat tray. Since table space is limited at these events, you won't be able to spread your stuff out around the room, like you do in the game room, so think about a tray. The rest of your gear's getting tossed under a table somewhere.

As time goes on, I'm sure more things will occur to me, and probably after reading this, you can think of a thing or two I've missed. Contribute to the packing list, or tournament testimonials, on our forum. I can't wait to see what everyone has to add, as I get ready to head south for Historicon. Now that I've mentioned it, Friday's article will come out late (Saturday for our brothers and sisters on the other side of the world) and will probably be a photo dump from the convention. Just a bit of a teaser/warning for those of you that won't be with us.

Now, where did I leave that Dice-Bot...

Big thanks to the Reidy Clan for all their Bolt Action innovation!

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Tuesday, July 16, 2013

WWPD Operation Overlord: 2 Weeks In!

Wow! What a stunning first two weeks we have had! The Allies have secured a beach head and are now keen on breaking out to secure Caen and work their way to their other primary objectives.

We have been blown away by the huge number of Battle Reports we have received. In our first two weeks of the campaign, we have reached nearly 200+ Battle Reports by 187 users. To put this into context our previous Global Campaign, Operation Sealion, received 200 Batreps the entire campaign.

This isn't me about bragging, this is about thanking the community for being awesome! This is to celebrate you guys! Keep being awesome!

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Monday, July 15, 2013

Six-Day War - Fighting Withdrawal

One of my regular gaming buddies, Ron, had been keen to try some FoW gaming for the Six-Day War using the player mod list from Broke Low at!/2013/04/rules-for-fow-six-day-war.html . Ron had also just finished up sizable forces for this conflict and I had just acquired a Geo-Hex Desert Gamescape so this seemed like a perfect opportunity to set up a modern desert FoW game! Ron played the Israelis while I and another friend, Charles, played the physically larger Egyptian force. We rolled up “Fighting Withdrawal” as a mission with Charles and I defending with the Egyptians.

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New to Bolt Action: Judson's First 500

My pal Craig started things off brilliantly with his First 500 article last week, and now it's my turn to step up to the game table and walk-through my own process at forming that important First 500 list for Bolt Action.

A Google image search for "500" will get you an image of five-hundred euros, which will get you enough five-hundred point Bolt Action lists for your entire, twelve-person gaming group.
Craig and I will almost certainly come at this from different angles; so remember, there's no "right" way to make your list.

I've left my British forces in their case since Cold Wars, basically, and I've never played a game with them using the Armies of Great Britain rulebook. A shame, I know. So it's high time to dust them off and get them stuck back in.

While Craig's list may or may not have been made up of units he's already modeled and painted, mine's going to start off with some things I already have finished. Since the core units can be more or less the same, game-to-game, in Bolt Action, you can make a list that feels completely different by purchasing only a model or two extra. That'll be the plan this time around.

Smell that? It's still fresh. New book smell!

So, as I've mentioned before, I like to start with a driver for my lists. Something interests me somehow, and I start with that unit, then build around it. Once upon a time, it was a list with two Luchs and two 8-rads. I grabbed up those four vehicles, then built the rest of my force to accommodate them. I wanted to use light auto cannons, as I had yet to, and I thought it would be interesting to have a recon-style force.

I've got a great starting point for my list this time around. First of all, I've never taken inexperienced troops in large numbers. Only recently I'd finally tried Volksgrenadier, and while they could pack a punch in the shooting round, they were quite fragile. The raw, British recruits represented by inexperienced Tommies don't have any sort of special rule to make them better, so they seem like a logical choice to see how bad it can truly be in Bolt Action. Don't take that to mean I think they'll be terrible and unplayable, I simply mean I will be blindly exploring for a while with them on the table, until I really get a feel for how they're to be used. My gut tells me, a bunch of inexperienced dudes isn't a good core for a list; but my gut once told me I could drink that Mexican tap water without worry, so I have to see for myself what a lot of inexperienced guys plays like.

On top of that, the anti-LMG sentiment Dano and I share has been around since we first cracked the main rule book and saw the costs of assault rifles and LMGs side-by-side. Since I'm already breaking my normal list-making rules by going inexperienced, I might as well throw some LMGs in as well. I'm proud to say, I'm taking these because, darn it, they just look cool. Who knows what hidden gems of knowledge I'll get out of them after forcing myself to use them for a spell.

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