Wednesday, August 6, 2025

BOLT ACTION 3 - RULE CHANGES FROM VERSION 2

 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