A CAMPAIGN SYSTEM FOR BOLT ACTION

Credits Author: Craig Baxter Play Testers: Craig Baxter, Colby Smith Graphic Design: Bryan Cook

INTRODUCTION WHAT IS THIS PDF? This PDF introduces a new and exciting way to play Bolt Action with your friends and club-mates. As a fresh 2nd Lieutenant, you will grow your simple under strength infantry platoon to a reinforced platoon by adding units. Between each game your task force will grow in size, your unit’s moral will be changed by attrition and experience, and your commander will rise in the ranks.

CAMPAIGN Campaigns are played out over several rounds of games. It is up to you and your opponent or group to determine how many games you will play in the campaign. We recommend your campaign is played out over the course of 5 or 6 games. If your campaign is played with a single opponent or friend, all games will be played against that individual.

GROUP OF CLUB EVENTS If your campaign is done within a group or club, you can change opponents each game. For these group or club campaigns you will want to allow players to bring armies of their choosing and allow players to play a different opponent each game round. This

will allow you to face off against several different players as your task force grows and changes.

TEAM EVENT You could also limit army selections in a team event to play a more historical feeling campaign. For example: In a six player team campaign you may have three German players and three American players, each player representing a different platoon in the same company. Each game round players match up with an opponent from an opposing force. You could further dive into history and limit armies to specific theatres or operations (ie. North Africa, Italy, Normandy, Battle of the Bulge, Kursk, Stalingrad, Burma, Iwo Jima).

HISTORICAL CAMPAIGNS Players who want to play a historical themed campaign could use the theatre selectors found in the Bolt Action army books as a guide and place limits on the type of units available to be taken in a task force. Example: Players who want to play a North Africa themed campaign would only allow players to select units from the appropriate North Africa Theatre selectors.

TASK FORCE CREATION INITIAL TASK FORCE Each player starts with a Regular 2nd Lieutenant and two squads of their choosing. The squads must have the same moral and come from the same unit entry (ie. two squads of regular grenadiers). Players are allowed to spend 110pts on each infantry squad. The Lieutenant represents the player and starts the game as regular, with two men in his command team, and equipped as per the unit entry. The player also gets an additional unit based on their nationality. ADDITIONAL UNITS Nation

USSR USA Germany British

Unit

Inexperienced Squad Regular MMG Regular Sniper Regular Sniper Regular Light Howitzer Regular Brixia Mortar

Romania

Regular MMG

Hungary

Regular MMG

Partisan Other Nations

Task forces do not get any free units listed in a Nation’s Armies of book.

Regular Bren Carrier/Pattern Carrier

Finns Italian

Your starting task force will also include two random units from the unit generator table. You will add two additional units between each game round. The number of units you add to your task force can be adjusted depending on the number of games you are playing in your campaign. In a standard campaign of six games your final task force will contain about 15 units.

Regular Bazooka Team

Japanese French

Roll a D6 for each starting unit. On a 5 or 6, the unit may take a regular soft skin transport.

Regular Sniper Inexperienced Squad

Above: Lt. Schmidt’s Grenadiers Left: Lt. Pavel’s Guards infantry platoon

UNIT GENERATOR

you will be adding to your task force. Do this for each additional unit you’re adding to your army.

To represent your commanders reinforcing your platoon you will randomly generate new units for your task force. Roll two D6 and cross reference them on this chart. Compare the first dice to the horizontal axis and the second dice to the vertical axis. This determines the type of additional unit

Once you have determined the type of unit you will be adding to the force consult the appropriate unit table to determine what type of unit your force has been reinforced with.

UNIT GENERATOR

1

1

2

3

4

5

6

Artillery

Artillery

Artillery

Artillery

Infantry

Infantry

2

Artillery

Artillery

Artillery

Infantry

Infantry

Infantry

3

Artillery

Artillery

Infantry

Infantry

Infantry

Vehicle

4

Artillery

Infantry

Infantry

Infantry

Vehicle

Vehicle

5

Infantry

Infantry

Infantry

Vehicle

Vehicle

Vehicle

6

Infantry

Infantry

Vehicle

Vehicle

Vehicle

Vehicle

INFANTRY Piats, Anti-Tank Rifles, Anti-tank Dogs, etc.

If you have been reinforced by an infantry unit, roll two D6 and cross reference them on this chart. Compare the first dice to the horizontal axis and the second dice to the vertical axis. This is the new unit you will be adding to your task force.

If you rolled MMG/HMG the player Chooses between and MMG and HMG as appropriate to their nation’s army list. Transport: Roll a D6 for each Infantry unit in your force, on a 5 or 6 they can take an appropriate soft skin transport. All transports are regular.

If you rolled for a Command Vehicle, roll on the Vehicle chart and upgrade the vehicle to have the command +1 ability.

Players may spend up to 110 points on each infantry squad and must select a squad with the appropriate moral rating.

An Infantry Anti-Tank unit includes infantry teams like Bazookas, Panzerschrecks, INFANTRY

1

2

3

1

Captain

1st LT

FAO (Artillery)

2

Command Vehicle

Medic/Political Officer

3

FAO (Air)

4

Infantry Anti-Tank

Inexperience Infantry

Regular Infantry

5

Regular Infantry

Regular Infantry

Veteran Infantry

6

Regular Infantry

Veteran Infantry

MMG/HMG

5

6

Infantry Anti-Tank Inexperienced Infantry

4

Regular Infantry

Infantry Anti-Tank Inexperienced Infantry

Infantry Anti-Tank Inexperienced Infantry

Regular Infantry

Regular Infantry

Veteran Infantry

MMG/HMG

Veteran Infantry

MMG

Medium Mortar

MMG

Medium Mortar

Sniper

Medium Mortar

Heavy Mortar

Flame Thrower

Regular Infantry

ARTILLERY If you have been reinforced with artillery, roll two D6 and cross reference them on this chart. Compare the first dice to the horizontal axis and the second dice to the vertical axis. Your roll will indicate what type of artillery piece has been assigned to your taskforce. Once you have rolled, select an appropriate unit entry to add to your task force. You may take any applicable upgrades. Transport: Roll a D6 for each artillery unit in your force, on a 5 or 6 they can take an appropriate soft skin transport. All transports are regular. ARTILLERY

1

2

3

4

5

6

1

Heavy Artillery

Medium Artillery

Light Artillery

Light AT

Light AC

Medium AT

2

Medium Artillery

Light Artillery

Light AT

Light AC

Medium AT

Heavy AC

3

Light Artillery

Light AT

Light AC

Medium AT

Heavy AC

Heavy AT

4

Light AT

Light AC

Medium AT

Heavy AC

Heavy AT

Multi Launcher

5

Light AC

Medium AT

Heavy AC

Heavy AT

Multi Launcher

Super Heavy AT

6

Medium AT

Heavy AC

Heavy AT

Multi Launcher

Super Heavy AT

Super Heavy AT

VEHICLE

VEHICLE DEFINITIONS

If you have been reinforced with a vehicle, roll two D6 and cross reference them on this chart. Compare the first dice to the horizontal axis and the second dice to the vertical axis. Players much select any vehicle that matches the rolled description and take any applicable upgrades. Use the vehicle definitions section of this PDF to determine if a vehicle is appropriate for the category rolled.

SP Artillery (Self-Propelled Artillery) Self-propelled artillery guns are motorized howitzers and artillery pieces designed to give infantry and armor, artillery support that can keep up with the attack. For the purposes of this PDF, self-propelled artillery includes any vehicle that mounts a howitzer as its primary weapon. Some examples being, M7 Priest, M8 Scott, StuH 42 and the SU-122. Notable exceptions would

VEHICLE

1

2

3

4

5

6

1

SP Artillery Heavy Howitzer

SP Artillery Medium Howitzer

SP Artillery Light Howitzer/ Mortar

Armored Car

Light Tank

Medium Tank

2

SP Artillery Medium Howitzer

SP Artillery Light Howitzer/ Mortar

Armored Car

Light Tank

Medium Tank

SP AT

3

SP Artillery Light Howitzer/Mortar

Armored Car

Light Tank

Medium Tank

SP AT

Heavy Tank

4

Armored Car

Light Tank

Medium Tank

SP AT

Heavy Tank

SP AA

5

Light Tank

Medium Tank

SP AT

Heavy Tank

SP AA

Super Heavy Tank

6

Medium Tank

SP AT

Heavy Tank

SP AA

Super Heavy Tank

Flame Tank/ Vehicle

include the M3 Lee or Grant, which would be classified as a medium tank. Also note that for the purpose of this campaign vehicles with multi-launchers, like the Katyusha, are considered self-propelled artillery. SPAT (Self-Propelled Anti-Tank) Self-propelled anti-tank guns were vehicles that mounted powerful anti-tank guns. With armor barely thick enough to protect the crew from small arms, these armored fight vehicles would often lay in wait to ambush advancing enemy tanks before falling back to new positions. A self-propelled anti-tank gun refers to any soft skin or armored open toped vehicle whose primary weapon is an anti-tank gun, which does not have the recce ability, or any fully armored vehicle that has a fixed anti-tank gun. Examples include the Marder III, SU-100, or M10 Wolverine. SPAA (Self Propelled Anti-Aircraft) A self-propelled anti-aircraft gun was lightly armored vehicle that mounted anti-aircraft guns. Often attached to armored units to provide some defense from roaming aircraft, their powerful guns could be brought to bear on ground targets as well as air targets. A selfpropelled anti-aircraft gun refers to any vehicle that mounts an anti-aircraft gun as its primary weapon. Examples include the US M16 with its impressive 4 .50cals, the Russian quad Maxim mounted on a truck, or the German Sdkfz 7/2. Armored Car Armored cars where lightly armed and armored wheeled or half tracked vehicles, used to perform reconnaissance missions for their primary force. Often armed with only machineguns or autocannons, these vehicles could still play a decisive role in an engagement. An armored car refers to any wheeled or halftrack scout vehicle usually with the Recce ability. Examples include the SdKfz 222, White Scout Cars and BA-10 armored cars. Light Tank Light tanks were lightly armored fully-tracked vehicles. While mounting lighter armor and

armament, they often were bristling with machine guns and faster than their heavier cousins. A light tank is any fully tracked vehicle with up to 8+ light armor and usually an anti-tank gun. Light tanks include M5 Stuarts, Panzer IIs and T-60s. Medium Tank Medium tanks made up the core of most nations main battle tanks. This core of armored fighting vehicles was found on nearly every battlefield leading the attack from the front. A medium tank is any fully tracked vehicle with up to 9+ medium armor and usually an anti-tank gun. Medium tanks include the iconic Panzer IV, M4 Sherman, and T-34. Note: The StuG III, StuG IV, Jadgepanzer IV, and Hetzer that mount anti-tank guns may count as medium tanks. Heavy Tank Heavy tanks where some of the biggest, heaviest tanks to be fielded during the war. The armor was nearly impenetrable and they often mounted powerful anti-tank guns that could knock out enemy tanks of all sizes. A heavy tank is any fully tracked vehicle with 10+ heavy armor and an anti-tank gun. The Russian KV-1, German Tiger, and US Pershing are all heavy tanks. Note: For the purpose of this campaign the German Panther is considered a Heavy Tank. Super Heavy Tank Super Heavy tanks pushed the technological limits of the war. These massive machines where rarely knocked out by enemy fire and struck fear into anyone opposing them. A super heavy tank is any fully tracked vehicle with the super heavy armor and an anti-tank gun. Super heavy tanks include the King Tiger and some Churchill tanks. Flame Tank/ Vehicle Vehicles that mounted flamethrowers are some of the most terrifying and brutal vehicles used during the war and where often used to burn enemies out of fortifications. A flame tank or vehicle is any vehicle that has a flame thrower. The US Satan, German Flammpanzer II, and Russian OT-34 are all flame tanks.

MORAL GENERATOR HQ, Infantry Support, Artillery and Vehicles start with a random morale value. Roll a D6 on the morale generation table which reflects the available moral values of the unit entry. For example, if your unit can only be inexperienced or regular, roll on Table 2. If the unit is available as inexperienced, regular or veteran, roll on Table 1. TABLE 1

1

Inexperienced

2-4

Regular

5-6

Veteran

TABLE 2

1-2

Inexperienced

3-6

Regular

Example 1: When Craig was reinforcing his task force, he added a ZIS-3 anti-tank gun and a T-34. He now needs to check to see what their moral is. He rolls a d6 for each additional unit. All morale ratings are available in their unit entries. Craig rolls a 5 for the Zis-3 which means it is veteran. He then rolls a 2 for the T-34 which means it is regular. Example 2: Colby has added a Tiger to his task force. Tigers can only be purchased as regular or veteran so Colby uses the Moral Generator Table 3. Colby rolls a 6, the Tiger is Veteran.

TABLE 3

1-4

Regular

5-6

Veteran

SUBSTITUTIONS: Players use their own collections of miniatures to field their task force. This will require players to have a large and diverse collection of models. There will likely come a time when you are unable to field the unit you rolled up because to don’t own the necessary models. If this occurs you are allowed to substitute the unit selection with an inexperienced infantry squad or armored transport. Additionally you can choose to substitute in an inexperienced infantry squad or armored transport for a unit you roll up. Note: A task force can have no more than six infantry squads. If your force has the maximum number of infantry squads in it and you roll up another squad you may either opt for an armored transport or reroll on the infantry table.

Example 1: Craig added a medic to his task force. He is looking over at Colby who now has four infantry squads to Craig’s 2. Feeling outnumbered Craig decides he needs more infantry and substitutes out the medic for a squad of Inexperienced Soviets. Example 2: Colby has rolled his dice and gets to add a heavy autocannon. Neither Colby nor Craig have a German heavy autocannon in their collection. Since Colby cannot add the autocannon to his task force, he opts to substitute the autocannon for an SdKfz 251 halftrack.

GAME PHASE After generating a task force, meet up with your opponent and play a game of Bolt Action. This could be a mission from the rule book, a community mission, or a homegrown mission created by you and your opponent.

AFTER ACTION PHASE After each game you and your opponent will need to check your units experience, conduct vehicle maintenance, and check on promotion during the after action phase.

EXPERIENCE BETWEEN GAMES At the end of each game roll a D6 for each unit in your force to see if their moral and experience improves or if it is diluted by replacements. MORALE

1

Decrease Moral

2-4

No Change

5-6

Moral Increases

Add one to the result if you won the game or if the unit held an objective. Subtract one if the unit was destroyed or if their NCO was killed. If a vehicle or artillery piece is destroyed during the game roll a D6 on a 1-3 their commander was killed and the unit is considered it to have lost its NCO. On a 4-6 he survives. Example 1: Colby has won his first game. He now needs to check to see what happens to his unit. Colby decides to roll for his regular Grenadier Squad. He rolls a D6 and gets a 1. He adds one to the roll since he won. That bumps his roll up to a 2. The Grenadier squad just narrowly avoids losing moral. Example 2: Craig now rolls for one of his squads. Craig selects a veteran medium machine gun team which was destroyed during the game. Craig rolls a 2, which becomes a 1 since the unit was destroyed. Craig’s veteran medium machine gun is now regular medium machine gun. Example 3: Craig now rolls for his regular Guard Infantry squad. He lost the game but the unit wasn’t destroyed and its NCO survived. Craig rolls a 5. The Guard Infantry are now veterans.

DAMAGED VEHICLES BETWEEN GAMES If a vehicle is knocked out or receives two or more superficial damage results during a game roll to see if the vehicle is damaged beyond repair. This damage does not carry over from game to game. DESTROYED VEHICLES

1 2-6

Destroyed Repaired

If the vehicle was knocked out subtract one from your die roll. Any vehicles that are destroyed are removed from your force. Example: During the game Craig’s T-34 was destroyed by Colby’s PaK 40. After the game, Craig rolls a D6 to see if the T-34 is repaired. Craig rolls a 2 and subtracts one from the total since the T-34 was knocked out. The result is a 1. The T-34 is destroyed and removed from Craig’s task force.

FIELD PROMOTION Between each game roll a D6 to check to see if your task force commander is promoted. FIELD PROMOTION

1-4

No change

5-6

Promoted One Rank

Add one to the result if you won the game or if your commander held an objective at the end of the game. If your commander is promoted he permanently increases his rank. If a commander becomes a Major he cannot increase his rank any further. Example: Colby won the game. He rolls a D6 for his commander and adds one because of the victory. Colby rolls a 5, which becomes 6. Colby’s 2nd Lieutenant has field promoted and is now 1st Lieutenant.

REINFORCEMENT PHASE Between each game roll to add additional units to your force using the unit generation rules you used to create your initial force. If you are playing a longer campaign you may want to only add one unit between games, if you’re playing a shorter campaign you may want to add more units between games. Between each game you will repurchase your 110 point infantry squads. Make sure you take into account any change in moral. If the unit’s current moral rating is not available in their unit entry select an appropriate alternative unit that can be fielded at the current moral level (example maybe your Ostruppen are drafted into the SS). Otherwise purchase the unit from the same unit entry. Repurchasing your infantry squads between games will give you the opportunity to re-equip your existing infantry squads with new weapons or upgrades. For example, you know your opponent has a heavy tank so you give your infantry anti-tank grenades or panzerfausts between games.

Example of buying infantry squads between games 1: Last game Colby had a squad of eight regular Grenadiers. The squad included a LMG and three SMGs for a total of 109 points. Before the next game, Colby must repurchase the squad again. When he does this he can equip the squad with different weapons and upgrades from his unit entry. Craig added a tank to his task force, but Colby did not. This concerns Colby so when he spends points on the Grenadiers infantry he purchases seven men, one LMG, three submachine guns, and two panzefausts for 109 points. Colby swapped out one ten point soldier for two five point panzerfausts. Example of buying infantry squads between games 2: Last game Craig had a 10 man squad of inexperience riflemen with two LMGs for 110 points. Between games the squad became regular. Before the next game Craig purchases 7 regular infantry men and two LMGs for 110 points.

Task force Creation Example: Colby decides to play a German task force. He starts off with a Regular 2nd Lieutenant, two squads, and a free MMG. For his squads he chooses to run two squads of veteran Grenadiers. Colby rolls a D6 for each unit to see if he gets any soft skin transports. He rolls a 5 and a 6 and adds two trucks to his task force. Colby then roles twice on the unit generator chart. His first roll is a 3 and a 4. He cross references the numbers and notes that he gets to add an infantry squad. He gets a 5 and a 4 on his second roll and gets a vehicle. Colby then rolls on the infantry table and gets a 2 and a 5 so he adds a regular infantry squad to his force. He chooses a squad of regular Grenadiers. Colby then rolls on the vehicle table and gets a 3 and a 6, which indicates he can add a heavy tank. Colby adds a Tiger Tank to his task force. Colby again checks to see if his new squad gets a truck. He rolls a 2 and it does not. He then checks the Tigers moral and rolls a five, the Tiger is a veteran.

Before each game, Colby will spend no more than 110 points equipping each infantry squad. In between each game Colby will add two new units to task force.

TASK FORCE UNIT ROSTER

Unit

Notes

Moral

Size

Superficial Damage

NCO Killed/ Destroyed

Captured Objective/

TASK FORCE UNIT ROSTER

Unit

Notes

Moral

Size

Superficial Damage

NCO Killed/ Destroyed

Captured Objective/

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