Bolt Action Campaign Packet
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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-Tank: Infantry Team w/ (Bazookas, Panzerschrecks, Piats, 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 Tanks. 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. Light Tank 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, M4 Sherman, T-34 & Char 2C w/o armor upgrade. o Note: The StuG III / IV, Jadgepanzer IV & Hetzer 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.