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Reglas Bolt-Action para IIGM

Iniciado por tioculebras, 07 jul 2012, 23:32

0 Miembros y 1 Visitante están viendo este tema.

Asturvettón

CitarNo sería muy difícil y yo me apunto sin dudarlo!
Bueno, ..... Creo que será mejor que nos vayamos tranquilizando. (Mr Wolf Dixit) ;D

Digo yo que primero habrá que ver el reglamento (Sobre 200 páginas)... si convence (Me da que sí) y se puede  pues se traduce.... y luego ir pensando otras cosas...

En cuanto a dificil o no (Si te refieres a la GCE)... serían tropecientas-mil listas... y estudiar mucho al respecto.
¿Tienes fuentes fidedignas -que poder consultar- para ver como estaba organizado un pelotón/escuadra de la época?
Yo no, desde luego. :-X
...y eso sin entrar en el apartado reglas-especiales, que las va a haber tanto en el manual como en los suplementos.
Casi llevaría menos tiempo formar entre varios una cuadrilla de "pesaos", apuntarnos al foro de Warlord y comerles la oreja hasta que sacaran un suple de GCE. Además, así no discutiríamos entre nosotros :D

Bueno, ya solo falta un mes y 22 días para pillar el manual. A esperar mientras tanto. :bb

Hoplon

Cita de: Asturvettón en 29 jul 2012, 10:59

Bueno, ya solo falta un mes y 22 días para pillar el manual. A esperar mientras tanto. :bb

Qué ansia...

Íbamos a empezar unos amigos una minicampaña a nivel de compañía ambientada en la GCE en el frente norte. Todavía no hemos empezado porque entre pitos y flautas estámos organizando el sistema de juego, pero la campaña sí que ha empezado y gracias al tendero maligno, que es el que nos la dirige, pues todo tiene un sabor muy de la época. Hasta nos pasó el manual de los oficiales sobre las tácticas a seguir en el campo de batalla y demás!

Pero si que es cierto que nos iba a llevar mucho el tema de reglas especiales y "caracterizar" a cada tipo de compañía.

Asturvettón

CitarÍbamos a empezar unos amigos una minicampaña a nivel de compañía ambientada en la GCE en el frente norte. Todavía no hemos empezado porque entre pitos y flautas estámos organizando el sistema de juego, pero la campaña sí que ha empezado y gracias al tendero maligno, que es el que nos la dirige, pues todo tiene un sabor muy de la época. Hasta nos pasó el manual de los oficiales sobre las tácticas a seguir en el campo de batalla y demás!

¿De juego o de campaña? ¿No es aquella del Euskogudarostea con el Primera Batalla/DH? Recuerdo que teníais cada nombre y apellidos de cada fulano (Creo recordar).
pensaba que ya estaría acabadita y todo.

Hoplon

Bigarren Konpainia se llamaba el tema.
http://2konpainia.wordpress.com/

No atinábamos con el tema del reglamento, al final íbamos a hacerlo con Nuts. El caso es que se nos complicó la vida a todos y no pudimos darle continuidad al asunto. A ver si lo retomamos un día de estos...

Asturvettón

Vaya curro. Qué envidia....

mendoza

No lo conocia y esta muy chulo.  :rev

blacksmith

Una buena review de bolt action. Parece que es una mezcla de Warmaster y WH40K:


Bolt Action Book Review

I picked up a copy of Warlord Games' new Bolt Action WWII rules at Historicon last weekend. I have read through the book several times now, and although I have not played the game yet I am going to give a quick overview of what is in the book, the basic mechanics, and my take on the game.

First, the book was written by Alessio Cavatore and Rick Priestly. With that in mind, I think it is fair to say that the game is a mixture of Warhammer 40k mechanics along with some Warmaster-like mechanics, with some new mechanics added to the mix. The result is a system that is at once quite familiar yet different from its antecedents. A game figure scale is not stated anywhere that I could find, but it is obvious from the pictures that the rules are primarily intended for 28mm miniatures. I believe the rules would work fine for other scales although multi-based infantry figures would require casualty caps or the like.


The book's layout and presentation is superb. It is full color, hard bound, and weighs in at 216 pages. There are color plates and excellent photographs of well painted miniatures and great terrain throughout the book. The book's contents consist of the game rules, scenarios, and reasonably detailed late war army lists for the US, UK, Germany, and the Soviet Union. In general the rules are very well-written and easy to follow and understand. I had very few questions while reading and saw few, if any, typos.


So, how does it play? The game is played with a randomized alternating activation system. Both players place a single "order dice" in a cup for every unit in their army. Each player's dice should be a different color, for example Player A has Green Dice and Player B has Grey dice, etc. Order dice are drawn one at a time from the cup and the player whose dice it is gets to activate a unit. This continues until all order dice have been drawn, and then a new turn begins. ON a side note Warlord games will be selling special order dice, of course, though normal dice can be used without problem.


When a unit is activated, the player then has a choice of six orders to issue. The orders are: Fire, Advance, Run, Ambush, Rally, or Down. Fire means shoot without moving. Advance allows for a move and fire (at a penalty), Run is a double move. Ambush is basically overwatch, allowing a unit to interrupt enemy movement to fire at the moving unit. Oddly, an ambushing unit cannot shoot first at a unit which fires on it. A Rally order is to remove Pin markers (discussed below) and Down is an order to take cover.


Movement is pretty simple: 6" for an advance and 12" for run for infantry. Vehicles are typically 9"/18". Weapon ranges are also very familiar: rifles are 24", machine guns 36", for example.


Combat resolution is very simple. For infantry, roll a die (d6) for every firing model. (Note there are assault weapons, etc, that get more that one die per model, usually at a reduced range.) A 3 or better causes a hit. Modifiers include a -1 for moving and shooting, for soft cover, for the target unit being "down" etc. Modifiers are cumulative. Take the number of hits and then roll for damage. The casualty roll is based on the target's troop rating of inexperienced, regular or veteran. In experienced troops are damaged on a 3 or better, regular on a 4 or better, and veterans on a 5 or better, somewhat like the Flames of War shooting system. There are no armor saves, only the roll to hit and the damage roll. The player on the receiving end of the shots chooses his casualties. One wrinkle is the "exceptional damage" rule, which holds that you re-roll any natural "6s" and if you get a further "6" you can pick the enemy squad's casualty. If a unit takes more than 50% of its current number as casualties, a morale check is made. A morale check is made on 2d6 against the unit's morale value. Inexperienced morale is 7 or less; regular, 8 or less; veteran 9 or less. A failed morale check will remove the unit from the table.


Against vehicles you make a die roll, adding a weapon's Penetration value, against the target's Armor value. For example, if shooting at a T-34 with a PzIV, you would roll a d6, adding +6 for a Heavy Anti-Tank Gun, against the T-34s' medium tank Armour value of 9+. If you rolled a total of 9 or more, you cause damage and roll on the damage table. A roll of exactly the needed number (9 in this case) would be "superficial damage" and you would roll with a -3 modifier on the table. The table is simple; a 4+ will knock out the vehicle, with lesser results causing havoc of one kind or another. Also, if an AT gun exceeds the score needed by 3 or more, then this is called "massive damage" and two rolls are made on the table.


Close combat is handled very simply, as well. If a unit is within Run distance (usually 12") it can assault. The enemy unit gets defensive fire if they have not previously activated that turn, unless the charge is started from within 6". The enemy unit fire at full effect. Surviving attackers are piled in along with all enemies, meaning that usually all the models in both units will fight. There are no hit rolls, only damage rolls. Attackers strike first. Remaining defenders attack back. The side that causes the most casualties wins, and the loser is destroyed.


Regarding morale, as stated above in shooting and close combat the penalty for failing a morale check or losing a close combat is the destruction of the unit. However, units which take hits but do not need to test for morale take "pin markers" for every casualty instead. Vehicles also get pin markers from being hit by heavy weapons. Pin markers count as a negative modifier against activations. For example, if you draw an order dice and choose to activate a unit with two pin markers, you must make an "order test" at -2 to activate. If you fail, the unit does not activate and instead goes "down". If an order test is passed, the unit acts and also removes a pin marker. If the order test roll is a natural 12 on two dice, a "FUBAR" roll is made with 1-2 being "Friendly Fire" and 3-6 "Panic". Both are very unpleasant.


There are obviously many other rules in the book, covering issues like HQ units, Artillery, Airstrikes, terrain effects, etc. I will not go into all of them here. Suffice it to say they are generally handled in a very simple and fast manner akin to the procedures for shooting, etc. described above. There are also rules for transport vehicles, fighting in buildings, and other special situations.


The book includes 6 basic scenarios to play competitive games of Bolt Action. These are rather standard fare. They include some special rules for hidden units, reserves, etc.

Finally, the book includes rules for force selection and army lists. Typical games of Bolt Action appear to be played with points-based armies using a 1,000 point army as the default. A force must comprise one or more reinforced platoons. Each reinforced platoon must take a minimum of one officer and two infantry squads. Each reinforced platoon can also have a number of support elements, such as 0-1 tank, 0-1 sniper team, 0-1 armored car, etc. You can take multiple reinforced platoons. As 10-man infantry squads costs about 100 points, it appears by my rough calculations that a 1000 point army would likely have 3-4 squads with a vehicle or two in support along with a few other support elements such as MGs, mortars, etc. There are four lists for the late war for Germans, US, UK, and Soviets. There are a good number of infantry and vehicle entries for each army, though Special Rules for particular vehicles and infantry exist, they are at a minimum. Each nationality does get two special rules covering their force. For example, the Germans get "Initiative Training" allowing a new NCO to be appointed on a roll of 4+ if an NCO is squad's killed. They also get "Hitler's Buzzsaw" which gives German MG units an additional shot.

The book ends with two appendices, one providing a brief timeline overview of WWII and some end notes, the other a series of useful game charts summarizing the basic rule. There is no index, alas, although the table of contents at the beginning is fairly comprehensive.


In conclusion, the book is very well written, has superb production values, and is very clear. As I stated above, I have not played the game, but there are very few questions in my mind as to how it plays. Shooting seems very similar to Rogue Trader 40k minus the Ballistic Skill chart and the armor saving rolls. Vehicle shooting is very similar to 3-5th edition 40k but there is only one rather unforgiving chart. Close combat is very deadly but an effective charge looks very difficult to pull off outside of 6" or absent extreme numerical superiority. Perhaps that's as it should be. All of the special rules for artillery, air, etc. are present and tend to be resolved very easily. The main goal of the game appears to be to create a highly streamlined WWII 28mm combats system. It is far less detailed than "Disposable Heroes" for example, but will obviously play much faster. Although it comes with points values and competitive scenarios, there is no reason to my mind that the rules would not work very well for Skirmish Campaigns or other scenario-based gaming options.

I think players looking for an easy, very fast WWII skirmish game will like this rules set. Players looking for a lot of detail, unit differentiation, and charts will likely find it too simplistic for their tastes. More detail may be added by the publication of the dedicated army books for each army starting in the fall, although those who hate the idea of "codexes" for a WWII game will likely not be amused.

For my part, I think the game is going to be a lot of fun. The rules are very easy to learn and remember, provide enough detail to keep me interested, and are playable as designed without neither too many infantry models nor hordes of expensive 28mm vehicles required. I am looking forward to playing very soon. Provisional Grade: B+

-BK

Hoplon

Ayyyyy que se me hace el culo txakoli!!! :p

Asturvettón

Duro competidor va a ser para el O.S., creo... y no sé si también para FOW. Habrá que esperar.
Yo ya tengo listos a mis commandos, jejejejeeeeee

Coronel_Oneill


DrWhat

Hmmmm tiene pinta genial sobre todo por los comentarios que he recibido de él pero... Por lo que leí, significa el decirle adiós a las campañas de Francia del 40, a la operación Typhoon o a ataques suicidas como a Saint Nazaire?? Un saludo.

blacksmith

Se me ocurre que si tanto se parece al 40K se podría hacer una adaptación de Bolt Action para jugar al 40K como debería de jugarse realmente  :o
Naturalmente se llamaría Bolter Action  :P

blacksmith

Cita de: blacksmith en 01 ago 2012, 11:53
Se me ocurre que si tanto se parece al 40K se podría hacer una adaptación de Bolt Action para jugar al 40K como debería de jugarse realmente  :o
Naturalmente se llamaría Bolter Action  :P
Después de todo quizás no haga falta hacer adaptación alguna. Mirad lo que pone Rick Priestly en su página:
"I am currently working on a number of projects that will hopefully see fruition towards the back end of 2012, including some new and exciting developments in the Science-Fiction and Fantasy genres, as well as more historical supplements for Warlord Games."

Supongo que quiere decir que hará un Hail Caesar para Fantasy y un Bolt Action para Ci-Fi  :)

erikelrojo


No suena nada mal... podria ser EL REGLAMENTO de escaramuzas que estabamos esperando?

Asturvettón

DR What said:
CitarHmmmm tiene pinta genial sobre todo por los comentarios que he recibido de él pero... Por lo que leí, significa el decirle adiós a las campañas de Francia del 40, a la operación Typhoon o a ataques suicidas como a Saint Nazaire?? Un saludo.
Nooooo. Cuantas más posibilidades mejor ;)

erikelrojo
CitarNo suena nada mal... podria ser EL REGLAMENTO de escaramuzas que estabamos esperando?
¿Te refieres al Bolt, al Bolter o a cual?  :D

Yo lo probaré fijo... y creo que será ideal para tundas rapidillas. Como juego puede que sea muy divertido... iniciamente promete.
Por mi parte, lo que yo de verdad espero no llegará hasta el 13/14. :( (FoF WWII)