Master Chief

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  • Stalingrad book Page 133:

    DEMOLITION CHARGES
    New option for Pioneer and Assault Engineer Units.
    New Options – One man may be equipped with Demolition Charges in addition to his other weapons at a cost of +5 pts

    Special Rules
    – Demolition Charges: Once per game, an engineer unit may use a Down order to place a demolition
    charge token at any…[Read more]

  • Good question on stacking of the Deception ability of the SAS Deception team in the Overlord book (page 141). The same question can be asked on the Sabotage ability of the German Brandenburgers in the Ostfront book (page 46).

    I suspect these are oversights on the writers’ part, and the intention is not to stack. Then again we can also imagine…[Read more]

  • Master Chief replied to the topic USMC Dog Team in the forum Bolt Action 3 years, 11 months ago

    Yes I think  the Warlord Celtic Warhounds can be added to the Warlord USMC sprue to create the USMC war dog team.

  • Master Chief replied to the topic USMC Dog Team in the forum Bolt Action 3 years, 11 months ago

    Looks like the Dust figures are a bit too tall, according to this pictorial comparison.

  • Master Chief replied to the topic USMC Dog Team in the forum Bolt Action 3 years, 11 months ago

    On a side note will these DUST models (see attached photo) fit the Bolt Action scale?

  • Master Chief replied to the topic USMC Dog Team in the forum Bolt Action 3 years, 11 months ago

    Empires in Flames page q04:

    USMC Dog team

    Cost: 18pts (Veteran)
    Team: 1 handler
    Weapons: Each handler has a rifle or submachine gun (as depicted
    on the model) and a dog
    Options:
    • Add up to 3 additional handlers at +18pts each 
    Special Rules:
    • Tough fighters
    • Spotting: Hidden enemy units are revealed if a dog team moves to
    (or is deploy…[Read more]

  • Master Chief replied to the topic Indirect fire in the forum Bolt Action 3 years, 11 months ago

    Yes definitely reset. The target unit’s “new” position becomes its “current” position to be used for determining subsequent indirect hits. If it then moves to another “new” position, which “coincidentally” just happened to be a position it has occupied 2 turns ago, it should be reset because the unit has indeed moved, even though turn sequence…[Read more]

  • Yes I would think so as usual when the scenario does not specify whi gets which side.

  • I believe each player has one of the long sides as their side as usual, just that half the German player’s forces must set up in the center objective. The first wave for the US player will enter from his side on Turn 1.

  • I confirm that the Bangalore regulation says “… or other obstacles …”
    and also in “Normandy Fortifications” chapter, “Anti-Tank ditches” paragraph: “…combat engineer can clear adiacent strip by receiving an DOWN order,…”

    6+ hits for barbed wire, minefield and others obstacles (then also anti-tank)

    Thanks, I guess this is what we have to go with…[Read more]

  • Good point. It still works as long as the engineer unit is 1 inch away from the target unit. It could place the explosives at its current position and advance 4 inches away. The target unit will still be covered by the HE 4in template. I have amended my assumption below.

    (b) Attacking enemy units: I assume the engineer unit that is at least 1…[Read more]

  • The hits required to destroy fortifications known so far:

    (1) Barbed wire 6 hits (latest FAQ)

    (2) Minefields 6 hits (Blowing it Up rules)

    (3) Buildings 10 hits (2nd Edition rules)

    (4) Bunkers 12 hits (2nd Edition rules)

     

    I mat have missed it but what about other fortifications such as tank traps like Dragon’s teeth etc?

  • Yes good point, but some units like the US Beach Assault unit can choose not to pay 10 points to be equipped with bangalore torpedoes, in which case the unit “wastes” 1 turn to be Down to clear the barbed wire. If it had paid 10 points to get the bangalore torpedoes, it could Advance from within to more than 2 inches from the barbed wire and roll…[Read more]

  • Now bangalore torpodoes have a 72% chance (6 or more hits on 2D6) of clearing obstacles, compared to 50% (rolling 4+ with a +2 to get a six). That’s a flat 72% compared to the variable old manual clearing rule for minefields, which can go up to 84% (rolling 2+ for +1 veteran +1 engineers and +2 bangalore torpedoes).

  • Thanks, finally we have it resolved 👍 This does make manual clearing with +2 using bangalore torpedoes a redundant.

    Unless the bangalore torpedoes “special rule” only apply to Overlord engineer teams with bangalore torpedoes and not others, which is also weird.

    — sigh — You are right the rules are messy.

  • These 2 points also came up on explosives (and bangalore torpedoes):

    (a) Single or multiple use: I assume explosives have multiple use, like anti-tank grenades.

    (b) Attacking enemy units: I assume the engineer could “advance” 4 inches away from an enemy unit and detonate the explosive. The enemy unit will be attacked by HE 4″.

  • Good point. My own view is that if the building is not destroyed (less than 6 hits from 3D6), any unit within are not affected, presumably the building cover protected them.

    If 6 or more hits were achieved, the building is destroyed and all units within are killed accordingly based on the 2nd edition rules for destroyed buildings (page 125).

  • Thanks, I agree. The minefield rules across the books (Battleground, Duel and Western Desert) are consistent. The “confusion” arises on how these rules are to be applied to clearing barbed wire, specifically using bangalore torpedoes.

    The “special rules” for bangalore torpedoes that appear in the stats for many engineer units in the Overlord book…[Read more]

  • This is similar to my question on clearing barbed wire using bangalore torpedoes.

    Explosives: Armed with rings of explosives, these engineers can blow up all manner of fortification. Used in the same way HE is used to blow up buildings, bunkers, bridges minefields, or tank traps. Explosives have an HE rating of 4″ using 3d6 to blow up these…[Read more]

  • Thanks, but Easy Army only tries to put in the rules, it is not the rulebook. Where did Easy Army get the 2D6 from? The “Blowing it Up” section should be used only for weapons, because it mentions to use the HE value of the “weapon”, and I do not think bangalore torpedoes have a HE value. This leads me to think it should point to “Manual clearing”…[Read more]

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