Although the actual military organisations of the combatant nations differed in detail, officers, support weapons, radio operators, forward observers, and medical staff generally formed part of a platoon, company or in some cases battalion headquarters (HQ). These HQ units would often be scattered amongst the fighting units where they could be most effective. In Bolt Action we allow these units to be incorporated as part of a force without worrying unduly about exactly how they fit into the army’s structure. Once deployed for battle such units all form part of the same overall command.

HQ UNITS

HQ units are infantry units comprising one or more models. These units do not have an NCO, their leader is the officer/medic/observer himself. Regardless of its size, each HQ unit adds an order die to your force just like any other unit.

OFFICERS

The most common and possibly the most useful type of HQ units are officers. Officer units consist of an officer model together with a number of other men. Officers are vital when it comes to getting troops moving under fire. To represent this an officer model adds a morale bonus to all friendly units within 6” or 12” (see table below), including to the officer unit itself.

The morale bonus conferred by an officer depends upon his rank – the more senior the officer the higher his bonus and range. Of course, we accept that linking effectiveness to rank is merely a convenience for purposes of our game. In reality there were many junior officers who were excellent and inspiring leaders and any number of senior officers who were anything but! We have listed the ranks according to British/US usage, and obviously the same bonuses apply to their equivalents in other armies.

OFFICER BONUSES
Rank Morale Bonus Extra Orders Range
2nd Lieutenant +1 1 6”
1st Lieutenant +2 2 6”
Captain +3 3 12”
Major +4 4 12”

The greatest bonus we need take account of is +4. Therefore the highest rank we have made use of is Major, but models of higher-ranking officers can certainly be fielded as part of an army with the same bonus as a Major, should players wish. Bear in mind that the highest morale value is always 10, regardless of any bonuses that apply.

A force can include multiple officers of the same or different ranks, but a unit can only benefit from the morale bonus of one officer at a time. This will always be the highest value available.

A US medic team with a repurposed enemy half-track treats a wounded GI

You Men, Snap to Action!

When a Second Lieutenant receives an order successfully (either because no test was required or because of a successful order test), other than Down, you can immediately take one of your order dice from the bag and give an order normally to a single friendly unit within 6” – you can measure to see which of your units are within 6” before you take dice out of the bag.

A First Lieutenant can take up to two dice to give orders to up to two friendly units; a Captain can take three and a Major can take four. Captains and Majors can do this within a range of 12” rather than 6”, as shown on the table opposite.

Resolve each order (including the officer’s original order) in turn, finishing each unit’s action before going on to the next, in any sequence you like. It is best if you place a normal D6 or other marker on top of all the order dice issued simultaneously to and by the officer, so that you don’t have to remember which units have been ordered while you carry out their orders – remove each marker after carrying out that unit’s order. Note that units ordered this way still need to take order tests as normal if they are pinned.

Example: A First Lieutenant is ordered to Run. His unit has two pin markers, so it must take an order test first. The test is passed, so the player places the order die showing Run next to the officer and places a D6 on top of the die, as a reminder. He then draws two more of his order dice from the bag and assigns them to a MMG team and an artillery unit that are within 6”, ordering the MMG to Rally and the artillery piece to Fire. The order dice are placed next to the two units showing the relevant orders and a D6 is placed on both as a reminder. Then the player fires with the artillery, and removes the D6 from on top of the artillery’s order die. Then he takes the Rally test with the MMG team, removing the D6 from the order dice, and finally Runs the officer’s unit, removing the last D6. He could have resolved these three orders in any sequence. Note that officers in reserve (see here) cannot use this special rule.

MEDICS

A medic team consists of a field medic and can include assistants such as orderlies and stretcher-bearers. The field medic is trained to deal rapidly and efficiently with battlefield injuries. These invaluable men can save lives and even put a man straight back into action if his injuries are slight. If a friendly infantry or artillery unit that has a medic model within 6” (including the medic and his orderlies), suffers damage from small-arms fire, one die is rolled for each point of damage caused. On a 6, that casualty is ignored. Note that a medic cannot be used in cases of exceptional damage, against casualties inflicted by heavy weapons, or against damage suffered in close quarter combat.

Sherman M4A3E8 ‘Easy 8’ Medium Tank

Geneva Convention

Medic units can’t fire any weapons or assault into close quarters. They will fight in close quarters if assaulted. In addition, medic units are ignored for the purposes of determining control of objectives.

FORWARD ARTILLERY OBSERVERS

An artillery observer unit consists of an artillery officer model and can include a second model as assistant radio operator. Artillery officers were often attached as liaison at company level to coordinate the fire of artillery batteries behind the front line. This was done in various ways, ranging from the use of radio or field telephones to runners.

Once per game, when the forward artillery observer unit receives a Fire order (not from Ambush), the observer can contact his battery, calling in either an artillery barrage or a smoke barrage. To represent this you will need a token of some kind – a coloured chit for example. Place the token anywhere within sight of the artillery observer. This token represents the aiming point for the artillery battery he has contacted.

Once the token has been placed on the battlefield, at the start of each following turn, before drawing any order dice, roll a D6 and consult the appropriate chart overleaf, either the artillery barrage or the smoke barrage chart, even if the observer has been killed. Once either barrage arrives, stop rolling on the charts.

ARTILLERY BARRAGE CHART
D6 Roll Effect
1

Miscalculation

Either the observer or the artillery battery has made a terrible mistake in the heat of battle. Move the aiming point token 3D6” in a random direction (see below) and then immediately resolve an artillery barrage as described for result 4−6 below.

2 or 3

Delay

The battery is probably busy with another fire mission in another part of the battle. The player making the barrage can move the token up to 12". Roll again at the beginning of the next turn.

4, 5 or 6

Fire for effect

The area around the aiming point is plastered with heavy shells, blasting the enemy to smithereens. Roll a die for each unit, friend and enemy, within D6+6”of the aiming point. On a result of 1-5, the unit is not hit directly but takes D3 pin markers from shock and blind terror. On a result of 6 the unit takes a hit from a heavy howitzer – place a 4” HE template on the target unit in the same way as for HE shells and resolve hits with a pen value of +4. If the unit survives, it takes D6 pin markers. Infantry and artillery can go Down to halve the hits taken. Armoured targets are hit on the top armour.

SMOKE BARRAGE CHART
D6 Roll Effect
1

Miscalculation

Either the observer or the artillery battery has made a terrible mistake in the heat of battle. Move the aiming point token 3D6” in a random direction (see below) and then immediately resolve a smoke barrage as described in result 4–6 below.

2 or 3

Delay

The battery is probably busy with another fire mission in another part of the battle. Nothing happens – leave the token in place. The player making the barrage can move the token up to 12". Roll again at the beginning of the next turn.

4, 5 or 6

Smoke screen deployed

The area around the aiming point is filled with smoke shells, creating a fluttering smoke screen that billows in the wind and hides the movement of troops. To represent the smoke some cotton wool, kapok or similar material is required. Make a circle of smoke 6”in radius centred upon the aiming point. This area counts as soft cover and dense terrain.

German Heer Forward Observers

Diagram 13: Smoke Barrages

German soldiers A, B and C can fire against the target unit. The unit receives the soft cover modifier, as the majority is in cover or invisible behind ‘soft cover’ dense terrain.

Whenever there is smoke on the table roll a die at the start of each turn. On the roll of a 1 all the smoke is dispersed by the wind and is removed. On the roll of a 2 all the smoke on the table drifts D6” in the same randomly determined direction. On a roll of a 3 or more the smoke stays where it is.

TOP SECRET

RANDOMISING DIRECTION

The easiest way to establish a random direction is to use a Warlord order die. Each face of the die has an arrow symbol clearly marked – roll the dice and the arrow will indicate a random direction. Any kind of die that has numbers rather than ‘pips’ can be used in a similar fashion to give a random direction by drawing a line through the top of the number rolled. Some players use a D10 in a similar way, as its sides are ‘arrow shaped’ and will therefore always point in a direction when rolled. Another method is to place the Bolt Action HE template on the spot you are scattering from and roll a D6 – the result will give you one of the six directions indicated on the template.

FORWARD AIR OBSERVERS

An air observer unit consists of an air force liaison officer and can include a second model as assistant radio operator. These air force officers are attached to ground forces so that air strikes can be effectively coordinated against enemy held positions. In the game they function in a similar way to artillery observers, but instead of calling down an artillery barrage they can summon an air strike.

Once per game, when the forward air observer unit receives a Fire order (not from Ambush), the observer can call in aircraft to attack the enemy. Nominate an enemy unit anywhere within sight of the observer as the target for the air strike.

Once a target has been chosen an aircraft can potentially appear at the beginning of any following turn. At the start of the next turn, before drawing any order dice, roll a D6 and consult the air strike chart below, even if the observer or the chosen target for the air strike has been destroyed.

When the plane arrives, stop rolling on the chart and instead resolve the attack as described below.

AIR STRIKE CHART
D6 Roll Effect
1

Rookie pilot

This inexperienced airman must have trouble with target recognition. The opposing player can choose one of your units as the new target for the air strike. He places the aircraft marker as described for a Here it comes! result and resolves the attack against your unit.

2 or 3

The skies are empty

Possibly because of interdiction by enemy fighters, or simply for lack of availability, no plane is sighted. Nothing happens. If he wishes the player can change the nominated target to any other enemy unit within sight of the Air Observer. Roll again at the beginning of the next turn.

4, 5 or 6

Here it comes!

With a roar, the aircraft begins its attack run. Follow the sequence overleaf to resolve the air strike. If the chosen target has been already destroyed, the plane simply flies by and the attack is wasted.

RESOLVING THE WARPLANE ATTACK

First of all, place a suitable token 18” away from the intended target to represent the point where the aircraft opens fire or deploys its payload. Whilst any suitable coloured chit will suffice to mark the spot, many players will doubtless wish to employ a model aircraft in this role. This certainly looks more threatening!

Once the aircraft model or token has been positioned, resolve shooting from flak units. If either side has any flak units then work out if the aircraft has taken damage during its attack run as described for flak below. Note that it is possible for flak units from either side to inflict damage on attacking aircraft – as troops would often mistake friendly aircraft for enemy.

If the warplane is stopped by the flak fire (see below), the warplane model/token is removed and the air strike is over. If the warplane is not stopped by the flak, the target unit and every unit (from either side) within 6” of the target unit and within 6” of the centre of the warplane model/token is potentially pinned by the incoming air strike. Roll D3–1 for each of these units and add the indicated number of pin markers.

Once any pinning has been worked out, roll a D6 to determine the type of attack against the target unit and consult the chart below.

WARPLANE TYPE CHART
D6 Roll Effect
1 or 2

Strafing fighter

The target takes one additional pin marker. Infantry, artillery and soft-skin vehicles suffer 2D6 hits with a +2 Pen value. Infantry and artillery can go Down to halve the hits taken in the same way as from HE shells (see here). Armoured targets are hit on the top armour.

2 or 4

Fighter-bomber

The target takes D2 additional pin markers. Place a 3” HE template on the target unit in the same way as from HE shells and resolve hits with a +3 Pen value. Infantry and artillery can go Down to halve the hits taken. Armoured targets are hit on the top armour.

5 or 6

Ground-attack aircraft

The target takes D3 additional pin markers. Place a 4” HE template on the target unit in the same way as from HE shells and resolve hits with a +4 Pen value. Infantry and artillery can go Down to halve the hits taken. Armoured targets are hit on the top armour.

Flak

All enemies with the flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and firing arc. Flak units fire regardless of whether they have already taken an action or not that turn. Flak fire does not require an action and takes place outside of the normal turn sequence.

As explained, pintle-mounted machine guns have the flak special rule, and note that firing a flak weapon against an attacking aircraft does not make the vehicle count as open-topped for the turn – it is assumed the crew buttons up again after the air strike is concluded.

Similarly, any flak units that are in Ambush retain their ambush status if they shoot at aircraft. However, any units that are hidden as described in the scenario section lose their hidden status if they shoot at aircraft (see here).

Friendly flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each flak unit. To successfully hold their fire inexperienced units must roll a 4+, regular units a 3+, and veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy.

BEF 40mm Bofors Anti-Aircraft Gun

Achtung Jabo! An American fighter strafes a German column

The usual line of sight rules are ignored when firing at aircraft because the target is plainly visible in the sky. Measure the range between the shooter and target ignoring everything in between. Shooting against fast-moving targets like aircraft always hit on 5 or 6, but on the other hand, the only to-hit modifier that applies are pin markers – ignore all other modifiers. If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a building (for example, a hit from a light automatic cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all flak weapons that fired at it (including multiplying any HE hits). If the plane has suffered 3 or more hits in total it has been shot down or damaged, or simply forced to abort the attack – the aircraft marker or model is removed. Otherwise proceed with the ground attack as normal.

German MG42 Light Machine Gun