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Bolt Action - RULES CLARIFICATIONS & REMINDERS
#1
Shooters and Non-Shooters: A unit (squad) can only direct its fire at one target*. Once a firing unit declares its target, the individual models in the unit then check to see if they are in range or not, this then determines on a model-by-model basis the shooters and non-shooters (there may be other models that are classed as non-shooters because they are fulfilling the role of loaders, etc.).

*Exception is one-shot anti-tank weapons (see page 50). They can use 'Dividing Fire' (see page 35) to shoot at a vehicle even when the rest of the unit is shooting at a different target.

Shooting Modifiers: Shooting modifiers are applied on an individual shooter/model basis (see page 36 - Long Range that refers to 'some shooters' and point blank refers to shooters within 6").

For example, we might have a 10 model unit of German infantry with an 'Advance' order moving in single file along a riverbank towards a target unit. 2 models with rifles complete their move at 5" and 6" away from the target and gain a +1 Point Blank modifier (PB), the NCO with SMG comes next 7" away, he is over half range for his 12" SMG and gets a -1 long range (LR) penalty. At 8" and 9" away is the LMG and loader under 1/2 range so no mods, then the next 3 riflemen are at 10, 11, 12" under 1/2 of their 24" range so no mods, but the last 2 men with Assault Rifles are 13 and 14" away = LR and -1 mod. In addition, because they moved and fired the entire unit (except those models with Assault weapons) suffers a -1 to hit movement (MV) modifier - so the SMG and 2 x assault rifles are not affected.
We end up (starting nearest to target) with closest 2 rifles on +1 (PB) -1 (MV) = 0, NCO on -1 (LR) (-1 MV negated) = -1, LMG on -1 (MV), 3 rifles on -1 (MV), and 2 x assault rifles on -1 (LR) (-1 MV negated). The SMG and assault rifle each fire 2 shots and the LMG 4 shots, so in total we have 13 shots at -1 mod, plus 2 shots at 0 mod.


Exceptional Damage: There are two parts to shooting; (i) roll to hit - for example, we determine we have 3 shooters hitting on 5+, we roll 4, 5, 6 = 2 hits. The target unit receives 1 pin; (ii) The firer now rolls 2 dice (for the 2 hits) to wound. For example, if the target is veteran infantry then he wounds on 5+, if at this stage when rolling to wound a 6 is rolled this may may become 'Exceptional Damage'. Let us say in our example the firer now rolls a 5 and a 6 to damage, this means 2 wounds (5+) are inflicted and the owner of the target unit chooses which 2 models to remove. However, every 6 rolled can be re-rolled and if a further 6 is rolled it becomes an 'Exceptional Damage' shot and the owner of the firing unit chooses which enemy model is removed - he might remove the NCO or machine gunner, etc.[/b]

Nigh Impossible Shots >6 to hit: If (as an example) a rifleman shooter is at -1 for LR, -1 for MV, -2 for target under heavy cover, then a total -4 mod on his normal 3+ to hit roll means he needs a 7+ to hit. In this case he must roll a 6, re-roll it and get another 6 to achieve a 'nice shot' hit. (see page 37). Pin markers on the firing unit act as negative to hit mods, so this 'nice shot' requirement can soon come into force.
History is written by the victors - Sir Winston Churchill
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