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Windy City Wargaming Episode 24: Adepticon 2017 Live Coverage

Hey Wargamers!

In this episode, listen in to join the WCWG team on some pretty awesome talks the guys got to take part in at Adepticon this year! Presented to you commercial free! Talks include, but not limited to, Anvil 8 Games, Trenchworx, Warlord Games, and Games & Gears.

Thank you to all who talked to us over the weekend, we all had a great time! We will see you soon for episode 25!

Brought to you as always by:
Mercenary Miniatures

Dragon Fall

Grognard Games

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Army Showcase – MadDog’s Konflikt ’47 Germans

What’s up, Wargamers?! MadDog here with another army showcase! This time, it’s my Konflikt 47 German platoon!

 

May, 1947

Swamplands near New Orleans, USA.

 

Throughout the Blitzkrieg and through to the battle of Stalingrad, the 7th Panzer Division was known as the “Ghost Division” as they routinely moved forward and passed through enemy lines, disappearing like ghosts. This is why, under Rommel, this unit was specifically chosen as the Reich’s pathfinders.

Their target: New Orleans.

 

Moving forward into the American swamps, the 7th Panzer Division was refitted and equipped with state of the art radio communications in order to transmit further to units waiting in the Gulf of Mexico. In preparation for an invasion of the mainland United States, this Division moved through the swamps just like they moved through the Maginot Line; swiftly and without resistance.

 

 

This was my “write-up” for my army for Adepticon 2017. What an awesome time we all had! I will say, before we go forward, I definitely need more of the K47 specific models and units! Just my heavy Wehrmacht troops weren’t quite enough to do battle against American walkers and Tesla cannons.

So, a bit more on the background of my army.

A German fleet has made it past Allied blockades in the Atlantic and were able to find, for a short window of time, refuge in the Gulf of Mexico. The unit I created is acting as Pathfinders in order to radio back locations of enemy strongholds, if any, and areas in which a port and/or beach head can be secured.

I picked the New Orleans swamps because I’ve wanted to do a jungle themed German camouflage scheme for a long while now. So now, what you’ve all been waiting for; The Swamp Rats.

 

We’ll start off with the vehicles I used. I selected a Panzer IV H as my heavy support and two half tracks. One full sized 251/1 and the half sized 250/3.

The Panzer IV is a Tamiya 1/48 scale model kit and I was quite happy with how the camouflage pattern and weathering turned out. I wanted to make it look grimy, but not yet rusty.

Here is the Sdkfz 250/3. I chose this half track variant to stick with the theme of a pathfinder unit with a high powered radio and aerials that extend above the open top.

My sniper team is another part of this army that I’m very happy with. I’ve only recently started individually basing teams and team weapons, but I’m thoroughly enjoying it. It makes for a more dynamic looking display, and is easier (especially with MMG teams) to keep track of casualties.

Here is my Officer and his assistant, both armed with STG-44’s. Being that Operation Creole took place in 1947, I made sure there were plenty of Assault Rifles in this particular platoon, including in the hands of the command staff.

For the standard infantry, I used the camouflage pattern only on the zeltbahn with tan helmets and green pants. I wanted to go for what made the most sense as far as historical patterns and how they would have progressed as the war went on.

And now, on to the heavy infantry.

With this unit, I decided to use the tiger striping camouflage pattern on the entirety of the armor, but kept consistent with the tan helmets. These models are really cool as they are, so I was very pleased with how they looked after applying the camo.

And last but certainly not least, I had a heavy Panzerschreck team.

And that’s the entire force. The most fun I had was creating the display board.

Who else has their K47 armies ready for action?!

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Featured Review: Konflikt ’47, Wehrmacht Heavy Infantry and LMG Team

What’s up, wargamers! Mad Dog here with my first review of 2017! I decided to start off with a review of one of Warlord Games’ newest systems, Konflikt ’47. The first things I noticed about these models is the serious “cool factor” they carry with them. This is a kit that makes you say “dang, that’s cool” just by looking at the box. That being said, this kit has been one of the easiest pewter kits I’ve had the honor of working with. From the ease of cleaning to their assembly, these models were very very easy to work with. As soon as they came out of the box, they were looking very cool indeed. Here is a pair that’s been built and primed.

 

The first thing that popped out to me was the new plate armor and what look like respirators(?) on the gear bags. It’s a pretty intriguing mix of historical gear and new “cool” gear.

As you can see here on the LMG unit, there aren’t very many pieces altogether. Legs and body are one piece, which is always nice. The arms and rifle are a single piece as well, which amounted to a few less steps in itself.

Here, on the arms, there is very minimal flash and although the rifle tips are bent, it was very easy bending back and into place. I had zero problems with any rifles’ barrels snapping off. This is something I can’t say for all pewter kits I’ve worked with in the past. There are also minimal mold lines. I only had to whip out my trusty file for a few seconds per shoulder pad.

The heads came with gas masks and a couple without. The only mold lines to be handled here are on the top of the helmet, which is par for the course. This is another “cool factor” for this kit. Just one more time I caught myself saying, “dang, this is cool”.

First, I assembled a pair of them and primed them with Vallejo Grey (74.601) Surface Primer through my airbrush. This is my preferred way of priming infantry models. The details all very clearly pop out and the “cool factor” really comes to life at this point.

Also, as a side note, I’ve found that priming models with such a light color really helps to bring out any missed mold lines or imperfections that I’ve missed in the initial cleaning process. Here, I missed a couple mold lines and it’s very easy to see them. This gives me a chance to do a final check before I start laying down paint.

So, all in all, this is a very cool kit. I’m very much looking forward to revealing my super secret, eyes only, confidential plans that I have for these models with all of our subscribers. Until then, Mad Dog gives the Wehrmacht Heavy Infantry and the Heavy LMG Infantry kits BOTH 5 star reviews. Expect a very easy cleaning session and a very high “cool factor” with these models.

Until next time, wargamers! Mad Dog, out!

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Battle Report with MadDog – Germans vs. Finns

Wargamers! MadDog here with my first Battle Report! I’ve got tons of cool pictures of my favorite personal army (Blitzkrieg Germans) that I used at World at War and Duane’s Finnish army. Check it out!

Last night, we played a REALLY cool scenario that Lee Schmitz came up with and he will be coming up with new weekly scenarios for everyone to play. If you’re in the Chicago area and are looking for an awesome group of Bolt Action players, definitely check out the Chicago Bolt Action page. And if you’re already on the page, make sure you get up to Draxtar on Thursday nights for these scenarios!

Here are the armies!

Duane’s Finns, looking fabulous.

 

And here are my Blitzkrieg Germans. I’m very proud of this army.

 

This is my deployment area, and Duane’s was opposite mine which forced him to use the road to approach.

Deployment zones in this scenario were table quarters, which is always dynamic in any game of Bolt Action. Duane rolled high and elected to attack. So I picked the table quarter in which I could utilize roads to funnel in the attackers and had some cover and line of sight blockers. In this scenario, the building only counted as soft cover, but I still used it to my advantage as best as I could.

Very straight forward so far.

I positioned two full half tracks facing the road. All of my units deployed on ambush on turn one. Which was intimidating to approach.

I also positioned my Skdfz222, AKA Siegfried, facing the road on ambush. The Light Autocannon here and on my Panzer II were my only heavy hitters. Having our lists at 800 points left me without my Pak36 ‘door knocker’. So I left my Panzer II and an extra unit of infantry somewhat behind the action, to come in as an improvised reserve unit later in the game. (Which paid off late in the game).

Starting off with Turn One, all of my units were on ambush, so General Zoldak had free reign on his entire unit. Right away, his T-28 moved up to meet the Germans head on. This was my far my biggest obstacle as I had a difficult time answering the front armor on a Light Tank (8+) with only one autocannon. As he finished his move up the road, I did the best I could to slow his advance with an ambush order from ‘Siegfried’. The Autocannon hit, but was unable to penetrate the front armor.

With all of its MMGs and one Light Howitzer, the T-28 promptly passed an orders check and went to work. Laying out pins on the Germans, but thankfully missing the Machine Gun team in the building with an artillery shell. Behind the T-28, the infantry advances forward. I keep my half tracks on ambush and wait for the advancing infantry to come into range.

With a mostly quiet back and forth on Turn One, Turn Two begins with haste. Most of my units are still on ambush and biding their time. Plenty of targets are working their way closer to the teeth of German Machine Guns.

The T-28 gets the first order die and deals out more pins. The amount of machine guns on the T-28 were very difficult to contend with and having open topped half tracks gave him plenty of opportunity to bog my units down.

The Red Dice denote my pins and the T-28 was quite generous in doling them out.

More infantry continued to move forward across the bridge and a squad was finally in range. My first half track ambushed and put a pin on an advancing unit, but caused no wounds. My second half track ambushed Duane’s advancing Officer, causing a pin and killing the assistant. I got my hopes up for the Officer failing his required orders check, but he stood his ground.

More infantry advanced forward and a unit of Riflemen came up from the river bed and put a pin on Siegfried (Skdfz 222).

At this point, my defenders are getting heavily pinned, but standing their ground. Until I attempt to activate Siegfried. My plan was to advance forward and fire on the side armor of the T-28. With 3 pins and out of Command Range, Siegfried failed the check and had to fall back from cover. One of my half tracks follows suit, failing an activation check and falling back. Things are looking rough for the defenders. “Pinning enemies out” is proving to be quite a formidable tactic here. My Panzer II moves forward in the river bed, poised to strike, but still out of range.

The Finns answer by moving a tank hunting squad into the river bed, opposite the bridge. The tension is building and things are about to get bloody.

The Finn sniper and Anti-Tank Rifle team move forward to attempt to get better position and keep up with the rest of their unit and Turn Two comes to a close. Now, things are starting to heat up at this little crossroads.

 

Turn Three begins with the T-28 activating first again, ridding itself of its own pins and distributing more to my Germans and being very generous about it. This time, the howitzer is fired into the building and kills the Machine Gun Team that was still lying in wait, on ambush orders.

My Panzer II moves out of the river bed and is in range of the T-28. It hits and pins, but does no damage. This T-28 is resilient.

Hoping to pincer the T-28, Siegfried activates and moves on the opposite side and fires! But misses its shot and is left in the open.

I’m on a roll with my order die and grab a third in a row. Issuing a “snap to”, I issue orders to my half track to rally (which is successful) and to my infantry to move forward into the building and take the place of the Machine Gun Team.

The Finn anti-tank squad move forward and out of the river bed completely, lining up against the back of a building, telegraphing their next move.

The Finn Anti-tank Rifle team and sniper are still out of range and their shots are blocked by crowded streets. They advance closer to the fight.

Look who stopped by!

Every game has a FUBAR right? If you play me, there’s usually a couple. I tried to rally the infantry unit inside of the half track and…

These pins are truly wearing my defenders down. At this point, I start to think that I may need to fall back further and hopefully be able to get shots onto the infantry to slow their advance. The dice are simply not with me today!

The Finn infantry move forward and place more pins on Siegfried, as he’s now very exposed and doesn’t have cover. I am able to remove a pin from my half track and return fire on an advancing unit, causing a pin and one wound. Not enough to stop the unit, but hopefully the pin will help slow them down.

As Turn Three comes to its end, I issue a rally to the infantry unit inside the half track, which is successful and all pins are removed.

Turn Four begins and the crossroads are heating up! My Panzer II moves forward again to get an optimal shot on the T-28 and destroys it.

 

 

The Panzer’s move forward wasn’t enough to get it out of range of the Anti-Tank unit, which was a calculated risk. The unit rushes forward and assaults the Panzer II in the street!

Their attack proves fruitless, and they’re left in the open. My Germans took this opportunity to answer and assaulted the Finns in the street. Street Fight!

The Germans had ‘tough fighter’ for this scenario and swiftly destroyed the Finn unit. They then consolidated back into the cover of the building.

The Finn infantry is out of the small wooded area and moves to assault Siegfried! I was left with a choice; open fire with a Medium Machine Gun and take as many infantry down as I could to slow their inevitable advance further into my table quarter, or recce further backwards into my own deployment area. I chose to open fire, which proved fruitless while only eliminating a single infantry unit.

The assault was successful and Siegfried was quickly dispatched to a burning hulk of twisted steel. Poor Siegfried!

 

The battle is very close quarters now as another assault is ordered on one of my half tracks. The infantry unit inside dismounts and meets the Finns for more hand-to-hand fighting.

 

The Finns were outnumbered and pitted against Tough Fighters. The Germans consolidated further up the street to continue the fight.

The remaining German unit in the half track dismounts and opens fire on the exposed Finns that took away our beloved Siegfried!

Coming up on the end of the Turn Four, the Finnish sniper and ATR team are still lagging behind and out of range. They move forward to get into the fight late in the game.

The beginning of Turn Five had the potential to completely turn the game. “Titan of Industry” was a special rule written into this scenario, which allowed the attacker (Duane) to bring any destroyed units from the previous turn onto the table as reserves. This had me concerned.

To start Turn Five, I got the first order and promptly opened fire on the exposed Siegfried killers, eliminating the unit and finally bringing swift justice to the awful invader.

The Germans inside the building fire at the unit across the street and end up wounding two Finns.

The Finns’ numbers are dwindling after the close fighting in the streets. The Panzer II opens fire on the same unit and wounds three more and the unit is forced to take the aptly named “check your pants check” when losing 50% of the unit (thanks for that, Chris). But this particular Finn is quite brave and stands his ground against the mighty Panzer.

In an unsuccessful attempt to destroy the unit, the half track moves up and puts more fire onto the brave Finn.

In true Batman Begins style, the half track surrendered sure footing for a killing blow. The Finn ATR team was on the bridge, just waiting for the opportunity to fire on the half track. The shot hit, but did not cause any damage. The lone sniper advanced again and attempted a shot at an exposed infantry unit, but failed.

This brought an end to Turn Five and a wonderful beginning to a truly humble and respectable concession speech by the attackers’ General. In the typical Chicago Bolt Action fashion, both players shook hands, smiled and congratulated each other on a hard fought and VERY fun game.

This was a very fun game with a very dynamic rules set that set it apart from any of the main rule book missions; which is always a welcomed change of pace. Thanks, Duane!

Many thanks to Dan at Draxtar games!

This was my first battle report so please feel free to let me know how you liked it!

Until next time, Wargamers! MadDog, out!

 

 

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Polar Vortex 2017 – Operation Wendigo After Action Report with MadDog

Greetings wargamers! MadDog here with an after action report!

 

Let’s start off with a BIG Windy City thank you to Dan Zedan of Draxtar games and Seamus Hamrin (AKA Weekend General) for running another awesome event. Once again, under the General’s leadership, the tournament went smoothly and without a hitch. Fun was most definitely had by all players!

I have something I’d like to cover before I get into how the day went. It appears that Version 2 of Bolt Action is finally starting to be understood by the community and gamers are getting the hang of all of the changes to the system. This was definitely a change of pace for me as my last tournament was Dragonfall, which was the first tournament with Version 2 rules.

So, moving on to Operation Wendigo. Thanks again to Seamus for running ANOTHER fantastic tournament. Just like World at War last year, Operation Wendigo was a great success. This was my second tournament using the Armies of Germany book, and I selected a somewhat mid-war list.

 

One First Lieutenant with an assistant.

One Artillery Observer.

Two full Rifle squads.

One Medium Machine Gun Team.

Two Half Tracks

And one (dun dun dun) Tiger I.

My entire list was Veteran, which is a very big change for me, as I’m used to running regular and inexperienced Soviets. The only Veterans I’m used to using are my T-34s and my Soviet Assault Engineers.

It definitely made a big difference in my units’ toughness, which is to be expected with 5+ to wound. It also made a big difference, naturally, in leadership tests. Utilizing my 1st LT, I was able to keep most of my order checks at 10, however, I did have a grand total of three FUBAR order checks throughout the day. Twice in just the second game.

And if you’ve ever played against me, you know, that’s just how I roll.

Another thing I’m not used to running is up-armored transports. I will typically use soft skinned trucks for my Soviets, which are very fragile. So, having my units transported in 7+ was yet another change of pace for me. I will say, I am of the opinion that half tracks are still getting somewhat of a bad rap. Even though its tracked and it’s movement isn’t that of a truck, the points value and up-armor makes them worth bringing to the table. As always, just be mindful to utilize cover as best as you can and be careful not to park it in front of an AT gun, and you should do well.

In Version 1, I became fond of using the Soviet IS-2, for its high damage HE capability on infantry and it’s armor value. Now, I will admit I was skeptical about the transition to templates for HE weapons in Version 2, but I have certainly come around. The Tiger I definitely ranked as my MVP for the weekend, which probably doesn’t come as a surprise to anyone. The extra shot with the hull mounted MMG proved more useful than I initially expected, but the Super Heavy AT gun was truly devastating when it hit. Which, of course, is to be expected.

 

Game 1: Sectors – Rules set from the Main Rule Book

This game was very fun. For anyone unaware, the table is divided into quarters and opponents deploy on opposite quarters. This is much more dynamic and fun for me than just setting up on long table edges and marching forward. The objective is to hold as many quarters at the end of the game with extra points for holding the enemy’s deployment quarter. This is a really cool concept and adds a lot to the game.

I played on the aptly named “Burma Board” against a beautifully painted Chindit Army and its General, Andrew Verticchio. My Germans seemed somewhat confused while fighting Brits in a jungle with funny hats.

I started with my fastest units on the board to try and take what real estate I could, then hopefully sit and wait things out. This was a somewhat difficult task for me, as I’m not used to holding tight with Veterans. My play style with my Soviets is very “FORWARD!”. This was my first game using a majority Veteran list, which was nice as I had troops survive past the second round!

Once my Tiger came out to play, I placed him near the left side of the board, so I could use it as cover for another fast unit in a half track to rush into the enemy table quarter and secure more points. Which, in the end, worked very well and the units on this side of the board were unable to deal with the Tiger.

Here is the fast attack unit I moved up the left side of the board. The units on this side of the board were unable to deal with any armor at all, even just the 7+ half track, which was another situation in which I was very glad to have the armored transport, even if it was somewhat slow moving at 9″-18″.

Moving up was a grind, but I had units in the enemy zone and the neutral zone. The game resulted in a German loss as General Verticchio had units in my deployment zone as well; just more than I had in his.

 

Game 2: Surrounded – Rules set from the Main Rule Book

This was another very fun game with a very dynamic concept. I, of course, rolled low and the enemy General, David Leonard, won initiative. So my Germans were surrounded. We played on my Hydra Airfield board which continues to evolve and has things added to it each time it’s brought out.

I risked preparatory bombardment damage to have the Tiger out as part of my initially deployed force. Along with a half track and an MMG Team, I positioned myself nearly dead center of the board, hoping to use a wrecked T-34 as cover and setting up fields of fire. Which mostly worked for the first part of the game.

This rules set allows for reinforcements to be brought in from any table edge, with one minor exception. General Leonard set up his main force mostly on his table edge, while having his artillery piece lie in wait for the proper opportunity.

I should have realized what opportunity he was waiting for and continued to deploy my force from my table edge, as the exception to the deployment rule was simple; only one table edge could be used per activation. So, along comes the artillery piece, and it had my Tiger’s tail pipes in sight.

Tiger fear meant nothing to this brave artillery crew, but something got into the main gunners eye! The shot was a miss!

The Tiger’s retribution was swift and decisive. Enough said.

 

Game 3: Scalps – Custom scenario and Rules set

Now THIS was a cool game concept. Thanks to Seamus for throwing this together. Your objective is to get your lieutenant some scalps because apparently you owe him 50 scalps. The cool twist to this is each individual unit gets a “scalp” when it destroys another unit, BUT, if that unit itself is killed, you don’t get credit for the scalps. 

This was my fastest game of the weekend. We powered straight through and it was a bloody match. My artillery observer got a kill at the beginning of turn 2, and in order to keep that scalp, he moved behind cover to keep the point.

Much of the game was a stalemate as the board was somewhat constrictive. Lots of ambush orders and waiting. Using outflank, the enemy was able to get around behind my Tiger and was the first to kill it. It took a lot of fire and ended up being mostly stuck for a good portion of the game.

 

After all was said and done, I came away with 3rd place over the weekend. And, following the theme of things we all expected to happen, Mr. Duane Zoldak won the illustrious and highly sought after Zoldak Sportsmanship Award. Which at this point, I’m curious about what might happen if there ever comes a day that he doesn’t win his own award. As we all know, he wrote the book on winning the Sportsmanship Award.

And here are the rest of the winners with yours truly taking home third.

All in all, another amazing tournament with a couple new faces and some familiar ones as well. The community we’ve built here in the Chicagoland area has become very close knit and I can’t wait to see everyone again at the next big tournament. If you’re in the Chicago area, check out the Facebook page Chicago Bolt Action.

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Bolt Action Dragonfall Tournament: Attrition

Dragonfall is coming October 16th 2016!

Registration is still open for events!
dragonfall_logo2_800x179
Registration Link

Below is are the details of the event, missions will be announced the day of the event.
Note: These rules may be tweaked slightly for clarity prior to the event.

Operation Dragonfall

Commander, on the morning of October 16th you will marshal your forces against our enemy. We are sending you to the front where you must push the enemy back. However, you will be beyond the reach of our logistic teams and we will be unable to provide any reinforcements or supplies for many days. I had to lie, steal and cheat to get artillery support for your initial assault.

Good Luck.

Tournament Overview

You will play a series of three games over the course of the day in the first Dragonfall Bolt Action Tournament, first Bolt Action Second Edition Tournament, and the first Attrition Format Tournament.

Teams

Prior to the first game you will be randomly assigned to either RedFor or BlueFor. For each game the Victory Points you earn will also be counted towards your team, the scoring for the teams will determine what mission you will play in subsequent games.

Attrition

Each game you will take casualties. Those units destroyed will stay destroyed for the entirety of the tournament. Attrition rules are explained in more detail in the Attrition of War section later in this packet. Players are allowed to retreat units off of the battlefield to save them from annihilation.

Tournament Rules

  • The main platoon must have an officer with an equal or greater veterancy rating than 51% of the troops in the platoon.
  • During each game, a player may not field an army greater than 1,000 points.
  • The Bolt Action 2nd Edition Rules will be used for this event.

Army Lists

Each player will bring two platoons. The combined points for each platoon will not exceed 1,500 points.

Note: To ease list building each platoon has been given a range of points that they may consist of.

Main Platoon

  • This platoon will be your primary platoon and will be used in the first game. Subsequent games you will use your reserve platoon to replace any casualties that you may sustain.
  • Must be a generic reinforced platoon consisting of between 991 to 1,000 points.

Reserve Platoon

  • Must be a generic reinforced platoon consisting up to 509 points, as long as the combined value of the two platoons does not exceed 1,500 points.
  • Cannot contain
    • Any additional Headquarter Units besides the platoon commander (FFO, medics, etc.)
    • Any free units granted by your army’s national rules

Scoring

There are two types of points you will earn or lose throughout the tournament; Strategic Points (SP) and Tactical Points (TP).

Your score for each game will be a combined value of both Strategic Points and Tactical Points. Your team’s points will be the sum of each team member’s Victory Points.

Each Game will be measured by an accumulation of Victory Points to determine the victor of the game. At the end of each game compare the battle points earned by each player.

End of Game Victory Points

If one player has at least two more battle points than their opponent, that player is the winner. If the difference in battle points is not is less than two, then the game is counted as a draw.

Result

Points

Victory

+10 SP

Draw

+5 SP

Result

+3 SP

Additional Points

Enemy Unit Destroyed

+1 SP each

Secondary Objectives

Secondary Objectives are present during each game and will add or detract from the overall Victory Points for each game.

Alpha Strike

Be the first player to eliminate an enemy unit in its entirety.

Flawless Victory

Complete the game without losing an entire unit. If an order die is removed from the bag due to a unit being no longer in play, this objective cannot be met.

Remove The Head and The Body Will Perish

Eliminate the enemy’s platoon commander. This objective cannot be met if the enemy commander is retreated off of the field.

When The Fit Hits the Shan

Fail an order or morale check with the result of a FUBAR.

Live to Fight Another Dar

Retreating a unit off of the field, albeit a valid strategy, will result in a penalty to your tactical points for the game. This objective will only be counted once per game, regardless of the number of units that have been retreated.

Objective

Points

Alpha Strike

+1 TP

Flawless Victory

+1 TP

Remove the Head and the Body will perish

+1 TP

When the Fit hits the Shan

-1 TP

Live to Fight Another Day

-1 TP

Supply Caches

Supply Caches do not count towards scoring results, rather are used to aid you in later games to bring up the Clerks & Cooks from the rear echelon to aid in the fighting.

In game one and game two there will be three tokens placed on the board, evenly placed along the center line between the two long table edge.

Capturing Supply Caches

  • These tokens can be captured by any infantry or artillery unit.
  • These tokens cannot be captured by a unit that had forward deployed.
  • The unit must be in base contact with the token at the end of the turn.

Using Captured Supply Caches

Before the start of the second or third game you may turn in captured Supply Caches for the following aids

Amount

Aid

1 Supply Cache

one 5-man inexperienced rifle team

2 Supply Caches

One 5-man regular rifle team

1 Supply Cache

Reroll one failed order test, the results of the second test must be used. Any roll may only be rerolled once.

3 Supply Caches

Give it another go! One token that can be redeemed after a failed orders test, that order test is automatically passed

The Attrition of War

For this event, each player will bring two Army Lists; one 1,000-point list, acting as the main force of the day, and a secondary reserve list to bolster the losses sustained by the main list.

During the course of a game casualties will be sustained, if an entire unit is eliminated that unit may NOT be brought back for the remainder of the tournament.

Before the second and third game, Players may pull units from their reserve lists to replenish the losses sustained.

  • Units consisting of one or more men at the end of a game will be brought back during the next game at full strength.
  • Flamethrowers that have run out of fuel do not count as being eliminated and will return the next game.
  • ALL units from the main list MUST partake in each battle unless they have been completely wiped out.
  • No reserve unit may be added to the main list if its point value would cause the main list to be over 1,000 points.
  • Units that have broken due to failed moral checks are considered to be eliminated and cannot take the field again for the remainder of the tournament.

Retreating

You may choose to retreat a unit off of the battlefield to bring them back in the next game.

To retreat a unit, you must issue them a run or advance order and if any model moves off of the table edge within your half of the table the whole unit is removed from the table.

  • Units that have retreated are not counted as destroyed and will return for the next game at full strength.
  • Retreating a unit activated the Live to Fight Another Day Secondary objective.
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World At War Round Up

Hello Gamers!

So the next podcast will be coming out next week and figured you all needed something to tide you over til then so, here it is!

Over this past weekend (7/30/16) Our humble Bolt Action group (Northwest Chicago Suburbs Bolt Action, and yes, we’re working on the name) Held our first official themed event, going with Blitzkrieg, Europe pre-1943. This was a new challenge for a few of us, as we never really put any thought into early war anything (and for myself, didn’t even have a suitable army for as I play mostly mid-late war veteran Americans).
So quickly we all gathered our paints, brushes and snagged a few new mini’s (or a whole amrys worth in my case, thanks to our friend down south at NWS Online, you’re a lifesaver bud) and we all hunkered down to see what we could all come up with. So for the months leading up to the event, our facebook groups timeline was ablaze with everyone’s hobby progress, and I gotta tell you, it was really cool to have everyone working on new stuff at the same time! One of the main reasons I love Bolt Action so much is the community that surrounds it. Very few times have i found myself in the middle of a game of BA thinking to myself ‘I am not having fun right now’ no matter the game circumstances, and I largely attribute that to the players that I’ve come into contact with, many of whom I now call Friends.

Ok, enough of the mushy stuff, lets get back to the topic at hand (for those of you who listen to the podcast, you already know side tangents are par for the course, and apparently even in Blog posts).
So for my Early War Army, I chose to go with the Polish Army, Defense of Poland 1939 Theater Selector. In other words, I bought the 1000 point Polish Army Box and made a few tweaks to it and ran that, because I’m kinda lazy. Painting them up was a fun new challenge though, which took far less time than I originally thought. All in all, I painted 37 infantry, 3 team weapons, 8 Cavalry, a Tankett, and a Light Tank in about a month and a half (all in between commission work and other normal life things). Good job me (pats self on back).

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My completed Polish Army w/ Display board.

So flashing forward to the event, one day tournament with pre-set matches to keep the games thematic. Players signed up for alignment (Axis-Allies) upon registration. Axis side was mostly German to no real surprise, and a Hungarian player. On the Allies, there was two Polish, French, two BEF, and a Soviet player. Here are a few snaps from the event. (Black & White pics photo credit to Aaron Schmidt, Color photos are mine)

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Polish Lancers on patrol.

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German Improvised MG nest.

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German infantry mustering for a push on the Allied Lines.

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Polish Lancers investigating shots ringing out in the streets.

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German 88 on over-watch looking for targets of opportunity. Strongest gun at the event, by a lot!

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German Armor pushing on French Defenders.

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Forward observer’s view as he radios back the positions of advancing Hungarian light armor.

All in all, it was a pretty incredible event, thanks to tournament organizer: Seamus Hamrin for putting it all on for us. The end totals were: Axsis – 89 battle points to Allies – 237 battle points… Changing history one dice roll at a time!

Cant wait to see what theater General Hamrin picks for next year.

That’s all for now, stay tuned for thew next podcast episode and keep them paintbrushes working and those dice rolling!

– Chris –

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Windy City Wargaming Episode 17: Infinity…AND BEYOND!

In this episode Mark is introduced to Infinity, by Corvus Belli and we go through pur initial reactions to the game.

Mark also goes into detail with a product review of Forge World Airbrush Paints.

Brought to you as always by:

\Mercenary Miniatures

Dragon Fall

and special thanks as always to:

Draxtar Games

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Windy City Wargaming Episode 15: New Format & Sponsor and Pre-Adepticon Talk

We’re back with episode 15 of the podcast debuting our new format for the show AND announcing our new sponsor, Dragon Fall!

Listen in as we go over what we’re planing to get into trouble with at Adepticon this year. So look for either the Mercenary Miniatures polo shirts or the WCWG t-shirts and say whats up!

Dragon Fall

Mercenary Miniatures

WCWG Facebook

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Bolt Action Tourney @ Draxtar Games 8/23/15

Hello fellow BA enthusiasts, your Warlord Sarge here to again invite you all to the next tournament!

With Operation Sting and the Michigan GT right around the corner, I was thinking we should up the points for this one.

This tournament will be 1250 points single reinforced platoon utilizing either generic OR any theater selector from a printed book (but only using one platoon). Mission packets, as always, will be provided the day of the tournament.

Sign in will begin at 1:00 pm and I would like dice to start rolling by 1:45 pm (2pm at the latest). The rounds will be 2.5 hours with a 30 min lunch between rounds 1 and 2. Registration will be $10 with $5 Going towards prize support and $5 Going towards personal store credit.

Sorry that this is going out a bit late again, but hope to see you all out there for some BA good times.

Also, on a closing note for future refference, I will be hosting Bolt Action Tournaments at Draxtar EVERY 4TH SUNDAY OF EVERY MONTH FROM HERE ON FORWARD. Our little community has proven to Dan that monthly tournaments are a good idea for Bolt Action. So let’s keep up the momentum and start packing these tournaments with great players!

Thanks guys,
Warlord Games Sarge
Chris

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Work in progress shot of IJA infantry

A Work in progress shot of some IJA infantry for bolt action
A Work in progress shot of some IJA infantry for Bolt Action

I have started building an IJA force for my roommate in order to get him rolling dice with us up at Draxtar.

Here is a shot of the first five infantry models. I am using the Army Painter system, which after a few failed attempts on my own models, is really starting to produce pleasing results.

Once they are based these guys will be ready for any tournament and would be a prime example of our Advanced Tabletop level of painting.

I will post more photos as more models reach the final stage.

Stay tuned for updates and contact us if you want an army painted that you will be proud to field on the battlefield.

Thanks for reading,
Bolt Action Mark, Out!