BOLT ACTION 3 - RULE CHANGES FROM VERSION 2
Colin Jack gave me a loan of his copy of the new edition of Bolt Action. The earlier editions have been our go to rules for our 28mm WW2, WW1, VBCW, BOB etc games for many years.
My first read thru the rules came up with these changes. Some of which are quite significant.
FIRING
Fewer factors modify the hit score now only 4
Roll to damage as before
Target gets cover saving throws – soft 5+ hard 4+
AT guns add +1 to hit
MMg/HMg 6 dice
LMg 4 dice vehicle Mgs half dice
Fixed weapons with an advance order can pivot in place
and fire with the usual -1 advance modifier
Unit firing a flamethrower takes a pin
Flamethrower vehicle hit by AT fire adds 1 to the
damage roll
HAND TO HAND
Simultaneous fight except unit in defensive position
strikes first (complete change here)!! A bad day for the famed Japanese Banzai charges. Also tightened up positioning of troops in
melee.
ORDERS
Snap to Action – allows commanders to order extra
units (i.e. take dice from bag) if they pass a command check
VEHICLES
There is now a separate superficial vehicle damage chart with 6
results
Wheeled and tracked vehicles have same limits on
turning
BUILDINGS
Units deployed in buildings at start of game can
loophole one blank wall in the building
GENERALLY
Lots of extra text added to explain/clarify rules
better