Stuart Harrison

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  • You’re thinking of massive damage, which is a successful ‘roll to damage’ that beats the damage value by 3 or more – the two rolls are on the damage results chart, not the roll to damage. Failing the roll to damage means no massive damage, no 2 rolls on the damage results chart.

  • Lack of horses is intentional – from the introductory ‘fluff’ for the 8th SS entry, “Having lost most of their horses in the battles on the Hungarian plain, they fought on foot in the rubble with great courage – any surviving horses providing much needed nutrition for the besieged defenders of Budapest.”

  • The only one I could find was 8th SS Cavalry Division Squad, Fortress Budapest p106, can have assault rifles all round and up to 4 panzerfausts but have no access to horses.22nd SS Cavalry Division Squad is on the same page, also no horses, no assault rifles and only 2 panzerfausts.

  • @Greg, you may have tripped yourself up with terminology. There is no roll to penetrate, it is a roll to damage.

    Penetration (pen) is usually a weapon stat that modifies that roll to damage. In the case of close quarters that pen value us generated by scoring hits (the second sentence in your quote – he rolled 11 hits giving a pen of 11). A…[Read more]

  • @Greg – you are correct for the damage results chart, the discussion is about the roll to damage, the step before you get to the damage results chart.

  • Stuart Harrison replied to the topic One-shot flamethrowers in the forum Bolt Action 1 year ago

    From the FAQ:

    “The Einstossflammenwerfer entry on page 35 states that these are
    one-shot weapons. So we have two questions about the interaction of
    the one-shot weapon and the flamethrower rule:
    1) Can you confirm if single-shot flamethrower models are removed
    once they have shot?
    2) If the answer to the above is ‘yes’, and I choose not to sho…[Read more]

  • Yes. A natural one failing is a part of the roll to damage rules regardless of the penetration value of the weapon.

  • He’s creating a distinction that doesn’t exist in the rules.

    Also “Close quarters does not specifically say whether or not to use that rule.” is the wrong burden of proof.

    Rolling to damage in close quarters is the same as rolling to damage vs shooting (p79, Close Quarters, Fight First Round of Close Quarters, Attackers Roll to Damage, third…[Read more]

  • No. He’s still a unit in the game and can be used for other tasks, such as sitting on an objective, attacking other units (shooting or assault), boarding a transport to man a weapon etc.

  • There are a number of ways you can play it, and whether they’re considered ‘fair’ will depend on you and the person across the table, so best discussed with them at the time.

    A few options are:

    Re-do the whole shot by NOW declaring the type of shot and roll to hit again.

    Randomise the type of shot, as suggested by Arty Gun.

    Allow the…[Read more]

  • “Instead of having to roll 4+ should I roll 2+?” Correct. Pen applies vs all targets in the same way – it increases the number scored on the dice rolled to wound. In this case a ‘2’ on the dice will become a ‘4’ due to the weapon’s +2 pen.

    Points to note
    – no matter how high the pen value, a natural ‘1’ on the die is a fail.
    – while the pen…[Read more]

  • The game effect isn’t that they’re all medics, it’s that the unit is always treated as being in range of a medic.

    Being within 6″ of a medic model allows a unit to roll once for each casualty taken (not exceptional damage, heavy weapons or close quarters), ignoring that wound on a ‘6’. It doesn’t matter how many medic models are within that 6″,…[Read more]

  • The same terrain can be played differently game to game, this is why you have to discuss terrain before the game with regard to effect on LOS and effect on movement.

    “This area of trees is a thick forest, it’s dense terrain (LOS) and rough ground (movement)”
    “This area of trees is an orchard. It’s soft cover, rough ground for vehicles and…[Read more]

  • Pen modifiers (top, side, rear, long range) only apply when heavy weapons hit armoured vehicles – no effect vs soft skins.

    Open topped only affects armoured vehicles, so no change on the damage results chart from that.

    You are correct that superficial damage doesn’t apply for soft skins so if you match the damage value with your roll to damage…[Read more]

  • Sniper team is also a small unit, so you’re on 7+ to hit – requires a 6 followed by a 6.

    Other than that, looks correct.

  • You proceed as normal.

    Roll to hit.

    If a hit is scored your roll to damage with an additional +1 pen for top armour (total pen +3, 2 for the 2″ HE, 1 for top armour). Open topped has no effect on this roll.

    If you equal or beat the 7+ damage value of the carrier, roll on the damage results chart – this is where you get the +1 for being open…[Read more]

  • Link to the Errata/FAQ on Warlord’s webstore:

  • Again, see the errata – that timing of deciding to go down has been brought in line with the actual HE rules, which state you must decide before rolling to hit:

    “Page 124-125, HE weapons against buildings.e second and
    third paragraph will be changed to read as follows:
    This means that when rolling to hit you ignore any to-hit penalties for c…[Read more]

  • The ‘to hit’ part of the example is incorrect.

    The only ‘to hit’ modifier you ignore is cover, all other modifiers such as small team, down etc still apply as per the errata.

    This part is also incorrect – “Now the number of hits: the sniper cannot get DOWN because it was deployed there in the first turn of the game. Roll a dice D6 (2″) to s…[Read more]

  • @ Alan,

    “… a move at advance or run rate, which may be forward or reverse,…’ Doesn’t change how fast a vehicle can go when moving forward or reverse. It simply has both options open to it.

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