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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? will allow you to face off against several
This PDF introduces a new and exciting way different players as your task force grows
to play Bolt Action with your friends and and changes.
club-mates. As a fresh 2nd Lieutenant, you
will grow your simple under strength infantry TEAM EVENT
platoon to a reinforced platoon by adding You could also limit army selections in a
units. Between each game your task force team event to play a more historical feeling
will grow in size, your unit’s moral will be campaign. For example: In a six player team
changed by attrition and experience, and campaign you may have three German
your commander will rise in the ranks. players and three American players, each
player representing a different platoon
CAMPAIGN in the same company. Each game round
Campaigns are played out over several players match up with an opponent from
rounds of games. It is up to you and your an opposing force. You could further dive
opponent or group to determine how many into history and limit armies to specific
games you will play in the campaign. We theatres or operations (ie. North Africa,
recommend your campaign is played out Italy, Normandy, Battle of the Bulge, Kursk,
over the course of 5 or 6 games. If your Stalingrad, Burma, Iwo Jima).
campaign is played with a single opponent
or friend, all games will be played against HISTORICAL CAMPAIGNS
that individual. Players who want to play a historical themed
campaign could use the theatre selectors
GROUP OF CLUB EVENTS found in the Bolt Action army books as
If your campaign is done within a group a guide and place limits on the type of
or club, you can change opponents each units available to be taken in a task force.
game. For these group or club campaigns Example: Players who want to play a North
you will want to allow players to bring armies Africa themed campaign would only allow
of their choosing and allow players to play players to select units from the appropriate
a different opponent each game round. This North Africa Theatre selectors.
TASK FORCE CREATION

INITIAL TASK FORCE


Each player starts with a Regular 2nd Roll a D6 for each starting unit. On a 5
Lieutenant and two squads of their choosing. or 6, the unit may take a regular soft skin
The squads must have the same moral transport.
and come from the same unit entry (ie. two Your starting task force will also include two
squads of regular grenadiers). Players are random units from the unit generator table.
allowed to spend 110pts on each infantry You will add two additional units between
squad. The Lieutenant represents the player each game round. The number of units
and starts the game as regular, with two you add to your task force can be adjusted
men in his command team, and equipped depending on the number of games you
as per the unit entry. The player also gets an are playing in your campaign. In a standard
additional unit based on their nationality. campaign of six games your final task force
will contain about 15 units.
ADDITIONAL UNITS
Nation Unit Task forces do not get any free units listed in
USSR Inexperienced Squad
a Nation’s Armies of book.
USA Regular Bazooka Team
Germany Regular MMG
British Regular Bren Carrier/Pattern Carrier
Japanese Regular Sniper
Finns Regular Sniper
French Regular Light Howitzer
Italian Regular Brixia Mortar
Romania Regular MMG
Hungary Regular MMG
Partisan Regular Sniper
Other Nations Inexperienced Squad

Above: Lt.
Schmidt’s
Grenadiers
Left: Lt.
Pavel’s
Guards
infantry
platoon
UNIT GENERATOR
To represent your commanders reinforcing you will be adding to your task force. Do this
your platoon you will randomly generate for each additional unit you’re adding to your
new units for your task force. Roll two D6 army.
and cross reference them on this chart. Once you have determined the type of unit
Compare the first dice to the horizontal axis you will be adding to the force consult the
and the second dice to the vertical axis. appropriate unit table to determine what type
This determines the type of additional unit of unit your force has been reinforced with.
UNIT GENERATOR
1 2 3 4 5 6
1 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
If you have been reinforced by an infantry Piats, Anti-Tank Rifles, Anti-tank Dogs, etc.
unit, roll two D6 and cross reference them If you rolled MMG/HMG the player Chooses
on this chart. Compare the first dice to the between and MMG and HMG as appropriate
horizontal axis and the second dice to the to their nation’s army list.
vertical axis. This is the new unit you will be
adding to your task force. Transport: Roll a D6 for each Infantry unit
in your force, on a 5 or 6 they can take
If you rolled for a Command Vehicle, roll on an appropriate soft skin transport. All
the Vehicle chart and upgrade the vehicle transports are regular.
to have the command +1 ability.
Players may spend up to 110 points on each
An Infantry Anti-Tank unit includes infantry infantry squad and must select a squad with
teams like Bazookas, Panzerschrecks, the appropriate moral rating.
INFANTRY
1 2 3 4 5 6
1 Captain 1st LT FAO (Artillery) Infantry Anti-Tank Inexperienced Infantry Regular Infantry
2 Command Vehicle Medic/Political Officer Infantry Anti-Tank Inexperienced Infantry Regular Infantry Regular Infantry
3 FAO (Air) Infantry Anti-Tank Inexperienced Infantry Regular Infantry Veteran Infantry MMG/HMG
4 Infantry Anti-Tank Inexperience Infantry Regular Infantry Veteran Infantry MMG Medium Mortar
5 Regular Infantry Regular Infantry Veteran Infantry MMG Medium Mortar Sniper
6 Regular Infantry Veteran Infantry MMG/HMG Medium Mortar Heavy Mortar Flame Thrower
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, SP Artillery (Self-Propelled Artillery)
roll two D6 and cross reference them on Self-propelled artillery guns are motorized
this chart. Compare the first dice to the howitzers and artillery pieces designed to
horizontal axis and the second dice to give infantry and armor, artillery support
the vertical axis. Players much select any that can keep up with the attack. For the
vehicle that matches the rolled description purposes of this PDF, self-propelled artillery
and take any applicable upgrades. Use the includes any vehicle that mounts a howitzer
vehicle definitions section of this PDF to as its primary weapon. Some examples
determine if a vehicle is appropriate for the being, M7 Priest, M8 Scott, StuH 42 and
category rolled. the SU-122. Notable exceptions would

VEHICLE
1 2 3 4 5 6
SP Artillery SP Artillery SP Artillery
1 Armored Car Light Tank Medium Tank
Heavy Howitzer Medium Howitzer Light Howitzer/ Mortar
SP Artillery SP Artillery
2 Armored Car Light Tank Medium Tank SP AT
Medium Howitzer Light Howitzer/ Mortar
SP Artillery
3 Armored Car Light Tank Medium Tank SP AT Heavy Tank
Light Howitzer/Mortar

4 Armored Car Light Tank Medium Tank SP AT Heavy Tank SP AA

Super Heavy
5 Light Tank Medium Tank SP AT Heavy Tank SP AA
Tank
Super Heavy Flame Tank/
6 Medium Tank SP AT Heavy Tank SP AA
Tank Vehicle
include the M3 Lee or Grant, which would be armament, they often were bristling with
classified as a medium tank. Also note that machine guns and faster than their heavier
for the purpose of this campaign vehicles cousins. A light tank is any fully tracked
with multi-launchers, like the Katyusha, are vehicle with up to 8+ light armor and usually
considered self-propelled artillery. an anti-tank gun. Light tanks include M5
Stuarts, Panzer IIs and T-60s.
SPAT (Self-Propelled Anti-Tank)
Self-propelled anti-tank guns were vehicles Medium Tank
that mounted powerful anti-tank guns. With Medium tanks made up the core of most
armor barely thick enough to protect the nations main battle tanks. This core of
crew from small arms, these armored fight armored fighting vehicles was found on
vehicles would often lay in wait to ambush nearly every battlefield leading the attack
advancing enemy tanks before falling back to from the front. A medium tank is any fully
new positions. A self-propelled anti-tank gun tracked vehicle with up to 9+ medium armor
refers to any soft skin or armored open toped and usually an anti-tank gun. Medium tanks
vehicle whose primary weapon is an anti-tank include the iconic Panzer IV, M4 Sherman, and
gun, which does not have the recce ability, T-34. Note: The StuG III, StuG IV, Jadgepanzer
or any fully armored vehicle that has a fixed IV, and Hetzer that mount anti-tank guns may
anti-tank gun. Examples include the Marder count as medium tanks.
III, SU-100, or M10 Wolverine.
Heavy Tank
SPAA (Self Propelled Anti-Aircraft) Heavy tanks where some of the biggest,
A self-propelled anti-aircraft gun was lightly heaviest tanks to be fielded during the war.
armored vehicle that mounted anti-aircraft The armor was nearly impenetrable and they
guns. Often attached to armored units to often mounted powerful anti-tank guns that
provide some defense from roaming aircraft, could knock out enemy tanks of all sizes. A
their powerful guns could be brought to bear heavy tank is any fully tracked vehicle with
on ground targets as well as air targets. A self- 10+ heavy armor and an anti-tank gun. The
propelled anti-aircraft gun refers to any vehicle Russian KV-1, German Tiger, and US Pershing
that mounts an anti-aircraft gun as its primary are all heavy tanks. Note: For the purpose
weapon. Examples include the US M16 with of this campaign the German Panther is
its impressive 4 .50cals, the Russian quad considered a Heavy Tank.
Maxim mounted on a truck, or the German
Sdkfz 7/2.
Super Heavy Tank
Super Heavy tanks pushed the technological
Armored Car limits of the war. These massive machines
Armored cars where lightly armed and where rarely knocked out by enemy fire and
armored wheeled or half tracked vehicles, struck fear into anyone opposing them. A
used to perform reconnaissance missions super heavy tank is any fully tracked vehicle
for their primary force. Often armed with with the super heavy armor and an anti-tank
only machineguns or autocannons, these gun. Super heavy tanks include the King Tiger
vehicles could still play a decisive role in an and some Churchill tanks.
engagement. An armored car refers to any
wheeled or halftrack scout vehicle usually with
the Recce ability. Examples include the SdKfz Flame Tank/ Vehicle
222, White Scout Cars and BA-10 armored Vehicles that mounted flamethrowers are
cars. some of the most terrifying and brutal vehicles
used during the war and where often used
to burn enemies out of fortifications. A flame
Light Tank tank or vehicle is any vehicle that has a flame
Light tanks were lightly armored fully-tracked thrower. The US Satan, German Flammpanzer
vehicles. While mounting lighter armor and II, and Russian OT-34 are all flame tanks.
MORAL GENERATOR
HQ, Infantry Support, Artillery and Vehicles Example 1: When Craig was reinforcing his
start with a random morale value. Roll a task force, he added a ZIS-3 anti-tank gun and
D6 on the morale generation table which a T-34. He now needs to check to see what
reflects the available moral values of the unit their moral is. He rolls a d6 for each additional
entry. For example, if your unit can only be unit. All morale ratings are available in their
inexperienced or regular, roll on Table 2. If the unit entries. Craig rolls a 5 for the Zis-3 which
unit is available as inexperienced, regular or means it is veteran. He then rolls a 2 for the
veteran, roll on Table 1. T-34 which means it is regular.
Example 2: Colby has
TABLE 1
added a Tiger to his
1 Inexperienced task force. Tigers can
2-4 Regular only be purchased as
5-6 Veteran regular or veteran so
Colby uses the Moral
TABLE 2
Generator Table 3.
1-2 Inexperienced
Colby rolls a 6, the
3-6 Regular
Tiger is Veteran.
TABLE 3

1-4 Regular
5-6 Veteran

SUBSTITUTIONS:
Players use their own collections of miniatures Example 1: Craig added a medic to his task
to field their task force. This will require force. He is looking over at Colby who now
players to have a large and diverse collection has four infantry squads to Craig’s 2. Feeling
of models. There will likely come a time when outnumbered Craig decides he needs more
you are unable to field the unit you rolled up infantry and substitutes out the medic for a
because to don’t own the necessary models. squad of Inexperienced Soviets.
If this occurs you are allowed to substitute the Example 2: Colby has rolled his dice and gets
unit selection with an inexperienced infantry to add a heavy autocannon. Neither Colby
squad or armored transport. nor Craig have a German heavy autocannon
Additionally you can choose to substitute in in their collection. Since Colby cannot add
an inexperienced infantry squad or armored the autocannon to his task force, he opts to
transport for a unit you roll up. substitute the autocannon for an SdKfz 251
halftrack.
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.
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 DAMAGED VEHICLES


After each game you and your opponent will
need to check your units experience, conduct BETWEEN GAMES
vehicle maintenance, and check on promotion If a vehicle is knocked out or receives two
during the after action phase. or more superficial damage results during
a game roll to see if the vehicle is damaged
beyond repair. This damage does not carry
EXPERIENCE BETWEEN GAMES over from game to game.
At the end of each game roll a D6 for each
DESTROYED VEHICLES
unit in your force to see if their moral and
1 Destroyed
experience improves or if it is diluted by
2-6 Repaired
replacements.
MORALE If the vehicle was knocked out subtract
1 Decrease Moral one from your die roll. Any vehicles that are
2-4 No Change destroyed are removed from your force.
5-6 Moral Increases Example: During the game Craig’s T-34
was destroyed by Colby’s PaK 40. After the
Add one to the result if you won the game or if game, Craig rolls a D6 to see if the T-34 is
the unit held an objective. repaired. Craig rolls a 2 and subtracts one
Subtract one if the unit was destroyed or if from the total since the T-34 was knocked
their NCO was killed. If a vehicle or artillery out. The result is a 1. The T-34 is destroyed
piece is destroyed during the game roll a D6 and removed from Craig’s task force.
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.
FIELD PROMOTION
Between each game roll a D6 to check
Example 1: Colby has won his first game. He to see if your task force commander is
now needs to check to see what happens to promoted.
his unit. Colby decides to roll for his regular
FIELD PROMOTION
Grenadier Squad. He rolls a D6 and gets a 1.
1-4 No change
He adds one to the roll since he won. That
bumps his roll up to a 2. The Grenadier squad 5-6 Promoted One Rank
just narrowly avoids losing moral.
Add one to the result if you won the game or
Example 2: Craig now rolls for one of his if your commander held an objective at the
squads. Craig selects a veteran medium end of the game.
machine gun team which was destroyed
during the game. Craig rolls a 2, which If your commander is promoted he
becomes a 1 since the unit was destroyed. permanently increases his rank. If a
Craig’s veteran medium machine gun is now commander becomes a Major he cannot
regular medium machine gun. increase his rank any further.
Example 3: Craig now rolls for his regular Example: Colby won the game. He rolls
Guard Infantry squad. He lost the game a D6 for his commander and adds one
but the unit wasn’t destroyed and its NCO because of the victory. Colby rolls a 5, which
survived. Craig rolls a 5. The Guard Infantry becomes 6. Colby’s 2nd Lieutenant has field
are now veterans. promoted and is now 1st Lieutenant.
REINFORCEMENT PHASE
Between each game roll to add additional Example of buying infantry squads
units to your force using the unit generation between games 1: Last game Colby had a
rules you used to create your initial force. squad of eight regular Grenadiers. The squad
included a LMG and three SMGs for a total of
If you are playing a longer campaign you may
109 points. Before the next game, Colby must
want to only add one unit between games, if
repurchase the squad again. When he does
you’re playing a shorter campaign you may
this he can equip the squad with different
want to add more units between games.
weapons and upgrades from his unit entry.
Between each game you will repurchase your
Craig added a tank to his task force, but
110 point infantry squads. Make sure you take
Colby did not. This concerns Colby so when
into account any change in moral. If the unit’s
he spends points on the Grenadiers infantry
current moral rating is not available in their
he purchases seven men, one LMG, three
unit entry select an appropriate alternative
submachine guns, and two panzefausts for
unit that can be fielded at the current moral
109 points. Colby swapped out one ten point
level (example maybe your Ostruppen are
soldier for two five point panzerfausts.
drafted into the SS). Otherwise purchase the
unit from the same unit entry. Repurchasing Example of buying infantry squads
your infantry squads between games will between games 2: Last game Craig had a 10
give you the opportunity to re-equip your man squad of inexperience riflemen with two
existing infantry squads with new weapons LMGs for 110 points. Between games the
or upgrades. For example, you know your squad became regular. Before the next game
opponent has a heavy tank so you give your Craig purchases 7 regular infantry men and
infantry anti-tank grenades or panzerfausts two LMGs for 110 points.
between games.

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. Before each game, Colby will spend no
Colby again checks to see if his new squad more than 110 points equipping each
gets a truck. He rolls a 2 and it does not. He infantry squad.
then checks the Tigers moral and rolls a five, In between each game Colby will add two
the Tiger is a veteran. new units to task force.
TASK FORCE
UNIT ROSTER
Unit Notes Moral Size Superficial NCO Killed/ Captured
Damage Destroyed Objective/
TASK FORCE
UNIT ROSTER
Unit Notes Moral Size Superficial NCO Killed/ Captured
Damage Destroyed Objective/

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