Bolt Action Campaign Packet

Both of this year’s casual campaigns will feature two groups/pools of participants, one for each rule-sets listed below, where the outcome is affected directly by the participants’ actions.  Bolt Action v2  Konflikt ’47 + Supplements: Resurgence & Defiance

Bolt Action V2 – Campaign Packet

 Any legal army in the Bolt Action V2 ruleset is allowed.  Based off of a modified version of WWPD’s Road to Victory third party campaign supplement which grows your army via randomly unit tables and allows for changes in morale of units between battles. o There will be UNFAIR match ups that you have to work through based on what you and/or your opponent’s army composition entails and of course your mission. o This is part of the appeal to this particular campaign ... unexpected challenge!  Proxy models will be allowed upon review & approval by the organizer. o The spirit/intent is to use the model(s) you have on hand (ex: Panzer IV is not a Tiger II)! General Campaign Details:

 Will take place over the first three full days of the event. o 2 games (1v1) followed by a Grand Battle for the 3rd and final game.  Unit Generation, Mission Table, Roster Sheet, Quick Reference and FAQs are provided in this packet! Rules Exceptions / Clarifications:

 Terrain: o Fields: . Do not provide Cover and are considered Open Ground. o Forests: . Provide Light Cover; are Dense Terrain (Rough Ground & block Line of Site across them). . Trees are aesthetic only and may be moved to facilitate play. o Walls: . Are considered an Obstacle.  Hedge / Fence provides Soft Cover  Rock provides Hard Cover o Factory Ruins: . Provide Hard Cover and are considered Rough Ground. o Roads: . Rules are in use!  Units: o Artillery pieces are granted a single 6” free move onto the board if tows are not available.

Narrative Primer:

Premise:

You’ve been assigned a top-secret mission that is extremely critical to your nation’s war efforts.

Mission Briefing:

Strange energy transmissions have been discovered deep behind enemy lines and your job is to find out what it is and capture/destroy it if at all possible. Your nation’s scientists are convinced it is a super weapon that has the potential to destroy the world. The enemy cannot be afforded such a luxury.

Mission Actual:

Soon after securing entry behind enemy lines, a massive energy pulse washes over you and your troops and the world spins around you. Upon recovering you press onward, cresting the nearby ridge to behold an unbelievable site before you, pre-WW1 troops firing at and running away from a very large hulking mechanical monstrosity displaced from time.

As you and your squad bypass the conflict and continue towards your objective, you are joined up with other elements from your nation, displaced from their own periods of history willing to help.

New Mission Directive:

Capture or destroy the source of the enemy energy transmission / pulse with whatever resources you can muster along the way to your destination. The fate of the world itself rests upon you. Task Force Creation/Upgrade – Quick Summary Guide!

Generate the below: (110pt Cap per Infantry Squad/Team)

 Regular 2nd Lieutenant  2 Infantry Squads (Must be Same Entry & Morale)  1 Additional Unit as per Nation entry.  Generate 2 Random Units as per the Tables Below o Roll 2D6 on the tables below.  Roll a D6 for each Infantry / Artillery unit: o 5+: Get a Regular Soft Skin (6+) Transport  After each game, roll 2D6 for 2 new units per these charts!

Substitutions: You may substitute for rolled units you don’t have/want:  Take an inexperienced infantry squad.  Armored Carrier (7+) Transport – Roll for Morale.

Infantry:

 110pt Cap per Infantry Squad/Team o Transport: Roll a D6 – 5+: Receive Regular Soft Skin (6+ Transport)  Command Vehicle: Roll on Vehicle chart & upgrade vehicle to have the command +1 ability.  Infantry Anti-: Infantry Team w/ (, , , Anti-Tank Rifles, Anti-Tank Dogs, etc.)

Artillery:

 Non-Motorized Artillery Team o Transport: Roll a D6 – 5+: Receive Regular Soft Skin (6+ Transport)

Vehicle:  Vehicles cannot be upgraded to ‘Command’ or ‘Flame’ unless otherwise stated.

Vehicle Definitions:  SP Artillery (Self-Propelled Artillery) o Any vehicle with a Howitzer/Multi-Launcher as main weapon. . Ex: M7 Priest, M8 Scott, StuH 42, SU-122 & Katusha. o Exceptions: M3 Lee/Grant which are classified as Medium .  SPAT (Self-Propelled Anti-Tank) o Any Soft Skinned (6+) or Armored (7+) Open-Topped vehicle with Anti-Tank Gun as main weapon. . Ex: Marder III, SU-100 & M10 Wolverine o Exceptions: Vehicles with Recce cannot be chosen.  SPAA (Self Propelled Anti-Aircraft) o Any vehicle with an Anti-Aircraft gun as main weapon. . Ex: M16, GAZ Quad Maxim & Sdkfz 7/2  Armored Car o Any wheeled or halftrack scout vehicle usually with the Recce ability. . Ex: SdKfz 222, White Scout Cars & BA-10.  o Any fully tracked vehicle with 8+ Light Armor and usually an Anti-Tank Gun. . Ex: M5 Stuarts, Panzer IIs & T-60s.  Medium Tank o Any fully tracked vehicle with up to 9+ Medium Armor and usually an Anti-Tank gun. . Ex: Panzer IV, , T-34 & Char 2C w/o armor upgrade. o Note: The StuG III / IV, Jadgepanzer IV & that mount Anti-Tank guns may count as Medium Tanks.  Heavy Tank o Any fully tracked vehicle with up to 10+ Heavy Armor and an anti-tank gun. . Ex: KV-1, Tiger, Pershing and Char 2C w/ armor upgrade. o Note: Panther is considered a Heavy Tank.  Super Heavy Tank o Any fully tracked vehicle with the Super Heavy Armor and an Anti-Tank gun. . Ex: King Tiger & Churchill.  Flame Tank/ Vehicle o Any tank/vehicle that has a flame thrower as the main weapon. . Ex: Satan, Flammpanzer & OT-34.

End of Game Phase:  Unit Morale o Roll a D6 for each unit in your force. o Morale Modifiers: . +1 if you won the game or the unit held an objective. . -1 if the unit was destroyed / their NCO was killed. . Vehicle / Artillery:  If destroyed, roll a D6. o 1-3 their commander was killed = NCO killed (-1 modifier) o 4-5 their commander survives = NCO lives (no modifier)

 Damaged Vehicles o Roll a D6 for each vehicle that was knocked out or receives two or more superficial damage results.

 Commander Field Promotion o Roll a D6 to see if your task force commander is promoted. o Promotion Modifiers: . +1 if you won the game or your commander held an objective. Road to Victory Mission List & Generator!

This random mission generator is to be utilized in determining which of the missions / scenarios will be played between participants! All mission materials beyond the rulebook can be found in this packet!

Missions To Be Revealed @ Valhalla in

the Fall 2019

Bolt Action WW2 v2.0 If an order test result is two ones (snake eyes), the order is automatically By Jay’s Wargaming Madness successful and the unit loses 1D6+1 pin markers. https://jayswargamingmadness.blogspot.com

UNIT TYPE ADVANCE RUN 1. ORDER PHASE Infantry 6” 12” a) Draw an order die from the dice bag and hand it to the appropriate player. Tracked Vehicle 9” (1 x 90° Pivot) 18” (0) b) The player chooses one of their units and gives it an order. Place the order die next to the unit to show that it has received an Half-Tracked Vehicle 9” (2 x 90° Pivot) 18” (1 x 90° Pivot) order. Once a unit has been given an order it cannot be given another order that turn. Wheeled Vehicles 12” (2 x 90° Pivot) 24” (1 x 90° Pivot) c) If necessary, the player takes an order test to determine if the unit follows the order. REVERSE MOVES d) The player executes the unit’s resulting action. Vehicles can reverse straight back up to ½ their move. e) Back to a). Once all eligible units have received an order, the Recce vehicles can reverse backwards up to their Advance rate and orders phase ends – move to the turn end phase. maneuver as if moving forward. Recce with bi-direction steering can 2. TURN END PHASE reverse at their Run rate and maneuver as if moving forward. Return all order dice to the bag, except for those units wishing to retain an Ambush or Down order.

TERRAIN WHEELED TRACKED INFANTRY ARTILLERY A “full strength” infantry squad (maximum size) may reroll failed order CATEGORY VEHICLES VEHICLES tests if no casualties have been taken. Order tests are not required for Down orders. Open Ground OK OK OK OK Units retaining a Down order at the end of the turn lose D3 pin markers. Rough Ground No Run No* No No Run

ORDER SUMMARY OF ACTION Obstacle No Run No No OK*

1 Fire Fire at full effect without moving. Building OK No* No No (!)

2 Advance Move and then fire. Road OK OK x2 x2 Move at double speed without firing; also used for 3 Run OK – The unit can move through the terrain without hindrance. assaulting. OK* - The unit can cross this kind of terrain without hindrance unless it 4 Ambush No move or fire but wait for opportunity fire. has been designated as an anti-tank obstacle, or impassable bocage, or the equivalent, in which case it is impassable to all types of vehicles. 5 Rally No move or fire but lose D6+1 pin markers. No Run – The unit cannot cross or move within this terrain if undertaking a Run action, but can cross or move over with an Advance action. 6 Down No move or fire but gain an extra -2 to be hit. No – The unit cannot enter or move within this kind of terrain at all. No* - The unit cannot enter or move within this kind of terrain, expect that it can be deployed within the terrain at the start of the game. In this case it cannot move once deployed. This represents situations where guns RANK MORALE BONUS EXTRA ORDERS RANGE are “dug in” to positions prior to the battle (see the Artillery section). 2nd Lieutenant +1 1 6” No (!) – The unit cannot enter or move within this kind of terrain, expect that heavy and super-heavy tanks may move through and demolish some 1st Lieutenant +2 2 6” buildings in some situations. See the rules for buildings on page 120. X2 – The unit’s move rate is Captain +3 3 12” doubled if it moves entirely along a road or track. This Major +4 4 12” enables vehicles to move TROOP QUALITY MORALE rapidly along roads where Note: A command vehicle adds a +1 morale bonus to itself and any the opportunity permits. Inexperienced 8 friendly vehicles within 12” (cannot use Snap to Action extra dice). Regular 9

Veteran 10 If an order test result is two sixes (box cars) roll a D6 and consult the table below.

D6 ROLL EFFECT

Friendly Fire The unit does not move and opens fire against a friendly unit. Place a Fire order by the unit. The opposing player controls the firing unit 1 or 2 as if it was one of their own, except that the chosen “friendly” target (or targets) must have an enemy unit within 12”. If no such target is available the unit does not fire and goes Down instead.

Panic 3, 4, 5 or 6 The unit executes a Run order and must move as fast as possible away from the closest visible enemy unit. If no enemy are visible, or if the unit can no longer move for some reason, it goes Down instead. 1. Declare target 2. Target reacts (e.g. can go Down) SMALL ARMS RANGE (“) SHOTS PEN SPECIAL 3. Measure range and open fire Rifle 24 1 - - 4. Roll to hit 5. Roll to damage Pistol 6 1 - Assault 6. Target takes casualties 7. Target checks morale Submachine Gun (SMG) 12 2 - Assault Automatic Rifle 30 2 - -

Basic to hit roll needed is 3, 4, 5 or 6. Assault Rifle 18 2 - Assault

HIT MODIFIERS Light Machine Gun (LMG) 36 4 - Team

Shooting at point blank range +1 Medium Machine Gun (MMG) 36 5 - Team, Fixed Per pin marker on the firer -1 HEAVY WEAPONS RANGE SHOTS PEN SPECIAL Long range -1 Heavy Machine Gun (HMG) 36 3 +1 Team, Fixed Inexperienced -1 Light Automatic Cannon 48 2 +2 Team, Fixed, HE (1”) Fire on the move -1 Heavy Automatic Cannon 72 2 +3 Team, Fixed, HE (1”) Team weapon reduce to 1 crew -1 Anti-Tank Rifle 36 1 +2 Team Target is Down infantry/artillery -2 PIAT 12 1 +5 Team, Shaped Charge Target is a small unit -1 24 1 +5 Team, Shaped Charge Target is in soft cover -1 24 1 +6 Team, Shaped Charge Target is in hard cover -2 Panzerfaust 12 1 +6 One Shot, Shaped Charge

Light AT Gun 48 1 +4 Team, Fixed, HE (1”)

TROOPS & SOFT SKINNED TARGETS Medium AT Gun 60 1 +5 Team, Fixed, HE (1”)

Inexperienced Infantry/Artillery 3+ Heavy AT Gun 72 1 +6 Team, Fixed, HE (2”)

Regular Infantry/Artillery 4+ Super-Heavy AT Gun 84 1 +7 Team, Fixed, HE (3”)

Veteran Infantry/Artillery 5+ (Infantry) 6 D6 +3 Team, Flamethrower

All Soft-Skinned Vehicles 6+ Flamethrower (Vehicle) 12 D6+1 +3 Flamethrower

ARMOURED TARGETS Light Mortar 12-24 1 HE Team, Indirect Fire, HE (1”)

Armoured Car/Carrier 7+ Medium Mortar 12-60 1 HE Team, Fixed, Indirect Fire, HE (2”)

Light Tank 8+ Heavy Mortar 12-72 1 HE Team, Fixed, Indirect Fire, HE (3”)

Medium Tank 9+ Light Howitzer 48 (or 24-60) 1 HE Team, Fixed, Howitzer, HE (2”)

Heavy Tank 10+ Medium Howitzer 60 (or 30-72) 1 HE Team, Fixed, Howitzer, HE (3”)

Super-Heavy Tank 11+ Heavy Howitzer 72 (or 36-84) 1 HE Team, Fixed, Howitzer, HE (4”)

SUPERFICIAL DAMAGE: Roll D6 -3 MASSIVE DAMAGE: Roll two results TARGET IS VEHICLE WITH PENETRATION MODIFIERS FULL DAMAGE: Roll D6 OPEN-TOPPED HIT BY INDIRECT FIRE: Add +1 FLAMETHROWER: Add +1 Vehicle’s side or top armour +1 DIE ROLL EFFECT Vehicle’s rear armour +2 Crew Stunned: +1 pin marker. Place a Down order on the vehicle or charge current order to 1 or less Long range (Except FT & Shape Charge) -1 Down. Vehicle can’t take any further action that turn. Roll for turret jam (if applicable).

Immobilized: +1 pin marker. Vehicle cannot move for the rest of the game. If the vehicle has 2 already taken an action this turn flip the order die to Down. If a further immobilized result is DIAMETER PEN PIN HITS* suffered the vehicle is Knocked Out. Roll for turret jam (if applicable).

1” +1 D2 D3 On Fire: +1 pin marker then make a Morale check for the vehicle. If the test is failed, vehicle is 3 Knocked Out, otherwise place a Down order die on the vehicle or charge its order die to Down. 2” +2 D3 D6 Vehicle is halted and cannot take further action that turn. Roll for turret jam (if applicable).

3” +3 D3 2D6 4, 5 or 6 Knocked Out: The vehicle is destroyed and becomes a wreck (impassable terrain).

4” +4 D6 3D6 * Versus targets in buildings, otherwise determined by template. 1. Declare target 2. Measure move distance TYPE OF ATTACK RANGE AND LOS COVER TO HIT MODIFIER EXTRA PROTECTION SPECIAL 3. Target reacts Small arms To an opening -2 Yes - 4. Move assaulting models 5. Fight 1st round of close quarters Heavy weapons To a wall -2 Yes - a) Attackers roll to damage b) Defenders take casualties HE weapons To a wall - No 10+ hits = collapse! c) Defenders roll to damage d) Attacker take casualties To an opening - No 4+ = On Fire! e) Loser is destroyed Close Quarters To an opening - No Defensive Position 6. Resolve draws – further rounds of close quarters 7. Winner regroups Units in have several exceptions to the WEAPON (FIRING SMOKE) DIAMETER Roll a D6 for each rules above, see page 127. Light Mortar 3” smoke cloud at the start of turn: ASSAULT: This weapon suffers no penalty ‘to hit’ when moving and shooting. Medium Mortar/Light Howitzer 4” • 1 = dispersed In addition, infantry models armed with an assault weapon count as Tough Heavy Mortar/Medium Howitzer 5” Fighters. • 2 = moves FIXED: When ordered to Fire, fixed weapons can only target an enemy unit • 3+ = doesn’t move Heavy Howitzer 6” that lies at least partially within their front arc (i.e. within an angle of 45° to Roll to hit per indirect each side of their barrel). Targets outside of this arc cannot be shot at with fire. If missed, opponent places smoke anywhere within 12” of target point. a Fire order. When ordered to Advance, fixed weapons do not move from their position, HOWITZER: This weapon can either shoot directly at a target drawing line of but can instead be rotated on the spot to face any direction, and can then fire ‘over open sights’ in the normal way, or it can shoot indirect fire. When fire suffering the normal -1 to hit for ‘fire on the move’. firing direct there is no minimum range. When firing indirect, a howitzer has a minimum range as indicated in the weapons chart. When ordered to Run, fixed weapons move the normal 12”. INDIRECT FIRE: Indirect fire weapons cannot be fired at targets within their FLAMETHROWER: Flamethrowers never suffer the to hit penalties for cover minimum range (see weapons chart), measured from the center of the and if the target is Down. If you score a hit with a flamethrower the number weapon itself. If the target is found to be within the minimum range the shot of hits is multiplied into D6 (or D6+1 for vehicle-mounted flamethrowers). misses automatically and is ignored. The crew must be able to see their Roll to damage in the usual manner. target, unless a spotter is used. However, the crew can direct their fire Flamethrowers always hit the top armour of vehicles and don’t suffer the -1 against a target even if friends are in the way, as shots pass high overhead. Pen penalty when firing at long range. The Gun Shield rule (page 95) does When firing HE shells indirectly, a 6 is required to hit, regardless of any not apply when shooting artillery targets with a flamethrower. The extra modifier. In the following turn, if the shooter fires at the same target, and if protection rule (page 124) does not apply when shooting at targets inside the shooter has not moved from their position, and if the target unit has not buildings with a flamethrower. moved from their position (target must have moved at least 2” from the Any unit hit by a flamethrower takes D3+1 pin markers and must check its previously targeted area), a hit is scored on a 5+. If the shooter continues to morale once shooting is complete (regardless of if casualties are taken or fire under the same aforementioned conditions, the to hit score is improved not). A unit failing the morale test is immediately destroyed (vehicles are by 1 each turn. If a hit is scored in any turn, all further shots hit on 2+. knocked out). When fired against vehicles, hits from indirect fire always strike the top After shooting an infantry flamethrower, roll a D6 – on a 1 the unit is armour, gaining the +1 Pen modifier. If an open-topped vehicle is hit by removed. After shooting a vehicle flamethrower, roll a D6 – on a 1 the indirect fire, gain +1 to the damage result in addition to the +1 Pen modifier. weapon cannot be used for the rest of the game. Weapons cannot be fired indirectly by a unit that is in Ambush. When rolling damage effects against a vehicle carrying a flamethrower, add Howitzers and mortars can fire smoke shells to lay smoke (see page 97). +1 to the damage result roll. If a unit contains a mix of normal and indirect fire weapons, the indirect fire HIGH EXPLOSIVE (HE): Weapons with both Pen and HE attributes must decide weapons can target enemy units separately from the normal weapons. before firing which type of shot is being made. When firing HE, pick a target unit a roll to hit normally (using direct or indirect fire as applicable). If the MULTIPLE LAUNCHER: Weapon counts as a heavy mortar, but its chance of unit is hit, use the specified template size to determine how many models hitting can never improve better than 6. When firing, units within 6” of are hit in the target unit. Template can be placed anywhere on top of or primary target are also considered targets. If a friendly unit is determined to between the target unit models. The template cannot touch any friendly be within 6”, the shot is wasted (cannot fire). Units within the minimum models. Count fully covered and partially covered models as hits. If models range are automatically missed. When towed, multiple launchers count as from other enemy units get covered, they are also hit, so long as you first light howitzers. attempt to hit as many models in the target unit first and do not clip any ONE-SHOT: The weapons can only be fired once during the game (replace the friendly models in the process. model after firing). Models within a unit carrying one-shot weapons can split A unit can choose to go Down in response to the shooting, in which case roll fire against different targets from the other models. to hit and determine number of hits normally, but then ½ the number of SHAPED CHARGE: Weapon does not suffer a -1 to penetration at long range. hits. HE hits potentially cause multiple Pins on the target as specified by the TEAM WEAPON: The weapon requires 2 or more men to shoot at full effect. HE shots table. Apply Pen values to the damage rolls as determined by the Three team types: squad team, support team and artillery team weapons. HE shots table. Models removed as casualties can come from anywhere in Crew members are busy and do not shot their personal weapons. A the unit, not just from those covered by the template. minimum of 2 crew is always needed to fire at full effect. If only one man When a unit capable of firing both AT and HE rounds goes into Ambush, remains, the weapon can still fire but suffers a -1 to hit penalty. mark the unit with what kind of round is loaded. If this is not done, the Support team weapons: When the model carrying/firing the support team round type loaded is automatically considered AT. weapon is killed the entire team is removed from the game. Multiple HE hits: If a unit fires multiple HE shot simultaneously, roll to hit Squad-based team weapons: Must identify the loader model for the with all shots normally, then for each hit place a template. The templates weapon and keep the model within 1” of the model with the weapon. When must be placed touching each other but not overlapping. Models covered the team weapon is fired, the loader cannot fire their weapon. If the weapon by multiple templates still only generate a single hit. The target unit suffers model is killed, the loader reverts to a regular squad member. If the loader is only a single effect of Dx pin markers (counts as a single, combined shot). killed, the team weapon can still fire but suffers a -1 to hit penalty. BICYCLES: Bicycle mounted infantry follow the normal rules for infantry, AMPHIBIOUS: An amphibious vehicle can use an Advance order to directly except when moving entirely on a road, in which case they double their Run forward over impassable deep water at ½ speed (vehicle cannot turn, rate to 24” (cannot be used to assault). In addition, the first time they reverse, and ignores rules that would oblige it to reverse or go Down). receive any order other than Run, or if they receive a Pin marker, they A vehicle that is immobilized while in the water is sunk/destroyed along dismount and discard their bicycles for the rest of the game. with any occupants. Vehicles can shot while in water, unless otherwise CAVALRY: Generally treated like infantry units. Cavalry can dismount and stated in supplemental rulebooks (e.g. equipped with floatation screens fight on foot as infantry, at which point all special cavalry rules no longer cannot fire hull-mounted weapons). apply. Cavalry units move 9” at an Advance and 18” at a Run with the same COMMAND VEHICLE: The command vehicle adds a morale bonus of +1 to itself movement rules and restrictions for infantry, except they cannot enter or and to any other friendly armoured vehicle within 12” (cannot use Snap to assault buildings, or board transports, while mounted. Action extra dice). Cavalry units cannot react to enemy attacked by going Down. However, OPEN-TOPPED: Open-topped armoured vehicles are pinned by hits from small they can react by making an immediate escape move in the same way as a arms fire in the same way as soft-skinned vehicles and infantry. recce vehicle (at normal speed, not double speed). If assaulted by infantry, open-topped armoured vehicles are destroyed A cavalry unit can dismount as part of any Advance move. Troops cannot automatically if the vehicle is damaged. remount once they’ve dismounted. The only weapons that can be fired If hit by indirect fire, add +1 to the damage result roll. All hits upon the top when mounted is a pistol or carbine (which is treated as a pistol while armour of a vehicle gain the +1 Pen modifier regardless of if open-topped or mounted). Carbines are treated as rifles when dismounted. All other not. weapons can only be fired when dismounted. Armoured vehicles that fire a pintle-mounted weapon count as open- While mounted, cavalry units gain the Tough Fighters rule. Cavalry units topped until the end of the turn. role 2D6 for consolidation moves after winning assaults (vs. the normal D6). RECCE: When reversing, either voluntarily or because of a failed order test FANATICS: Fanatic units do not take morale tests for losing ½ their number (with enemy in its front arc), a recce vehicle can reverse at its full Advance from shooting, and function normally so long as they have at least two men. rate rather than at ½ rate, and can maneuver as if driving forward (e.g. If reduced to a single model, the unit takes a morale test normally. including normal turning rules). Fanatic units with at least two models are not routed when pins are equal to Vehicles with dual direction steering can reverse at their Run rate. If they their morale value. When a fanatic unit is defeated in close quarters, it is fail an order test, these vehicles will always reserve at a Run rate. not destroyed. Instead, continue to fight rounds of close quarters until the unit is wiped out or defeated and reduced to a single model. Recce vehicles spot hidden enemy units when moved or deployed within 12” (instead of the normal 6”). GREEN: Green units are inexperienced and given a morale rating of 8. The first time the unit suffers a casualty, roll a D6. On a result of 1 the unit takes Escape reaction: A recce vehicle that has not acted this turn can react to D6 Pin markers and goes Down (if already taken its action, change the order enemy shooting with an escape move that is the same as described for an die to Down). A result of 2, 3 or 4 has no effect. On a result of 5 or 6 the infantry or artillery unit going Down, except that before going Down the unit’s morale increases to Regular (morale value 9) for the rest of the game. vehicle makes an escape reaction. An escape move is done at the Advance rate or Run, which may be forward MOTORBIKES: Generally treated like infantry units. Bikers can dismount and fight on foot as infantry, at which point they do not benefit from any rules or reverse, as long as it results in the escaping vehicle ending of a LOS of the outlined here. A motorbike unit moves 12” at an Advance and 24” at a Run attacking enemy, or in cover from the attack, or at least further away from with the same movement rules and restrictions for wheeled vehicles, expect the attacker than when the attack is declared. This movement cannot be that bikes are allowed to make any number of turns as they move. While used to assault enemy units. When the move is complete, mark the unit mounted, units cannot enter buildings or board transport vehicles. with a Down order. Motorbike units cannot react to enemy attacked by going Down. However, After moving, the enemies shot is resolved normally. If the escaping unit they can react by making an immediate escape move in the same way as a has moved out of LOS the shot automatically misses. If firing at the recce recce vehicle (at normal speed, not double speed). vehicles using HE, first determine if the vehicle would be hit before deciding to escape or not. A motorbike unit can dismount as part of any Advance move. Troops cannot remount once they’ve dismounted. Motorbike riders can carry infantry When an enemy unit declares an assault against a recce vehicle that has small arms but cannot shoot while moving. All weapons can only be fired taken no action yet that turn, the vehicle may make an escape move as when stationary (i.e. Fire action). previously described. If the recce vehicles decides not to escape, it can react normally to the assault (e.g. defensive fire). After an escape move, the Motorbike units cannot assault and if assaulted they can make an assaulting unit will move towards the recce vehicle. If contacted, the assault immediate escape move as for other recce vehicles. If attacked in close is successful and resolved normally, otherwise the unit just moves as close quarters motorbikes fight as infantry. Motorbike units role 2D6 for to the recce vehicle as possible (respecting the 1” separation rule). consolidation moves after winning assaults (vs. the normal D6). Recce vehicles cannot execute an escape move if they are towing anything. SHIRKERS: Unit must always take an orders test (even when not pinned) Additionally, escape moves cannot be used in response to an artillery when given an order and counts each Pin marker as -2 (instead of -1). barrage or air strike. SNIPER: When shooting on a Fire or Ambush order, can choose to fire using SLOW: A slow vehicle has a basic move rate of 6” when Advancing and 12” at the scope. If so, range is increased to 36” but there is a 12” minimum range a Run. (targets closer will be automatically missed). Shooting ignores negative to hit modifiers, except for pins on the unit and if the team is missing the SLOW LOAD: The vehicle cannot be given an order until at least one other assistant (reduced to a single model). Shooting ignores gun shields and unit from the same side has been given an order (successful or not). extra protection for buildings. If all remaining units from one side have the slow load rule, when the first A successful hit counts as exceptional damage (pick any model in the target order dice is drawn for that side, return it to the bag. The next die drawn for unit as a casualty). When not firing with the scope, all team members can that side of the bag can then be used to order units. fire their weapons normally (and use them normally is assaults). TURRET REAR-MOUNTED MACHINE GUN: When firing, first select a resolve the main gun shot (turning the turret as necessary). Only after can the turret STUBBORN: Unit ignores negative modifiers for Pins when taking a morale test (does not apply to an orders test which is different). rear-mounted machine gun fire into the opposing arc (from where the main gun is pointing). TANK HUNTERS: If a tank hunter unit wins an assault and scores damage against an armoured vehicle, roll damage for a normal AT penetration versus a superficial damage result. TOUGH FIGHTERS: When a model inflicts a casualty in close quarters against enemy infantry/artillery, immediately make a second damage roll. 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 , 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 a Nation’s Armies of book. USSR Inexperienced Squad 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 replacements. 2-6 Repaired

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 FIELD PROMOTION a 4-6 he survives. 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 Grenadier Squad. He rolls a D6 and gets a 1. FIELD PROMOTION He adds one to the roll since he won. That 1-4 No change 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.