Players can pick a Bolt Action force using the Armoured Platoon selector given below instead of the Reinforced Platoons selector on page 124 of the Bolt Action rulebook.
Such a force will inevitably be vehicle-heavy and might prove a tough challenge if you play with an Armoured Platoon against an infantry-based Reinforced Platoon. When arranging a game we encourage players to agree beforehand whether both sides will play Reinforced Platoons, both Armoured Platoons, or allow either. Keep in mind that many of the scenarios in the Bolt Action book can only be won by forces that include at least some infantry. This means that Armoured Platoons may well enjoy an advantage in some scenarios, but are equally likely to fare worse in others. You will have to take this into account when deciding which scenarios you are going to play. Be prepared to be flexible, and agree these things in a spirit of camaraderie, choosing a scenario that works for your forces and which gives a fair chance to both sides. Of course, it can also make an entertaining game to take on an armoured force with a lightly equipped infantry force; paratroopers against tanks in ‘A Bridge Too Far’ inspired encounter, for example. This kind of asymmetric game is fine when arranged in advance and where both players are willing participants in the fight; however, it is hardly sporting to spring a platoon of King Tigers on an unsuspecting infantry platoon! Event organisers will of course decide whether to include Reinforced Platoons and/or Armoured Platoons and which scenarios to allow, as is necessary when arranging games within a tight time limit and between players who may be meeting for the first time.
B IS FOR…
The Buffalo was originally a civilian vehicle, manufactured and used in the swamplands of the USA. With the Pacific war thrust upon America, the Marine Corps looked for a vehicle that could get supplies rapidly from ship to shore. The Buffalo, with some modification, did that very well, being propelled in the water by its tracks, carrying either a large load of supplies, jeeps, or packed with 18 or more troops.
They were first used at Tarawa, initially unarmoured, and suffered frightful casualties. Later models had their armour increased and were equipped with heavy machine guns and even cannon in turrets for suppressive fire on the way in.
The British equipped the Buffalo with the useful Polsten 20mm gun, and used them in the crossing of the Rhine and in operations over the Scheldt, transporting commandos.
1 Command Vehicle from: Tank, Tank Destroyer, Assault Gun, Self-propelled Artillery, Anti-aircraft vehicle, Armoured Car.
A Command Vehicle is simply any of the vehicles in the list above, which has the Command Vehicle special rule, or that has been given this rule from its entry’s Options. If no such vehicle is available to the player, any one of his vehicles can be given the Command Vehicle special rule at +25 points, even if its entry does not normally allow this option.
2 Vehicles from: Tank, Tank Destroyer, Assault Gun, Self-propelled Artillery, Anti-aircraft vehicle, Armoured Car.
Plus:
0–2 Vehicles from: Tank, Tank Destroyer, Assault Gun, Self-propelled Artillery, Anti-aircraft vehicle, Armoured Car.
0–3 Infantry squads
0–1 Lieutenant (First or Second)
0–1 Captain or Major
0–1 Medic
0–1 Forward Observer (either Artillery or Air)
0–1 Machine gun team
0–1 Mortar team
0–1 Sniper team
0–1 Flamethrower team
0–1 Anti-tank team
0–1 Artillery unit: Field Artillery, Anti-aircraft or Anti-tank gun
Plus:
In addition to the above the Armoured Platoon must include enough transport vehicles and/or tows (either soft-skin or armoured) to transport all models in the infantry and artillery units in the platoon, up to a maximum of one transport vehicle per unit of Infantry and/or Artillery. The only units that are an exception to this, and which cannot have a transport vehicle, are mounted cavalry units and units on motorcycles. These units can be included in an armoured platoon without having to give them a transport.
The following rules are supplementary to the basic rules in the Bolt Action game, or provide optional modifications to the basic rules in the Bolt Action rulebook. All of these rules are cost based – i.e. they either add or reduce the cost of a vehicle – and as such they are presented as options that the players can choose to use if they so wish. For example, the reduction in cost to forego radio communication in favour of hand signals will reduce the effectiveness of command vehicles, so a points deduction is applied. This is entirely optional where allowed: you can choose to equip your forces with or without radios.
A force chosen from the Armoured Platoon selector will always include at least three vehicles including a Command Vehicle. There is no need to inform the opposing player which vehicle is the Command Vehicle in the platoon; instead, secretly note down which vehicle is the Command Vehicle at the start of the game. This means the opposing player will not necessarily know which of your tanks is the Command Vehicle, just as in a real life battle it may not be obvious which vehicle carries the platoon leader. Keeping your Command Vehicle secret in this way means that the enemy will not be able to concentrate his fire on your leaders. There is no need to reveal which are your Command Vehicles until the end of the game - so you might need to ask the opponent to look away when you need to measure the range of the Command Vehicle rule, for example. Of course a cunning opponent might eventually deduce which of your tanks is the Command vehicle... just like in real life!
In World War II, effective communication by radio made it possible for armoured formations to co-ordinate over a relatively large battlefield. Forces that lacked radio communication found themselves at a considerable disadvantage. Very few French tanks were equipped with radios, for example, and this severely hindered their effectiveness both strategically and in the field. The same is true of Russian tanks, especially during the early war when Soviet forces found themselves hopeless outmatched by the German Panzer divisions. Japanese armour also commonly lacked radios during the early part of the war, although this would prove less of a problem in the Far Eastern theatre.
To represent units lacking effective radio communication French, Soviet and Japanese Armoured Platoon Command Vehicles can reduce their morale bonus distance from 12” to 6” at a reduction in cost of 10 points for the Command Vehicle. This represents communication by means of flags or hand signals.
Platoons that lack radios cannot benefit from any of the following rules for Radio Networks.
C IS FOR…
The Char 2c was an enormous French super-heavy tank, originally conceived in 1916 to break the stalemate of the trenches. It had some impressive statistics, weighing in at 64 tons, with 45mm of frontal armour and a top speed of just under ten miles an hour. The French built 11 of these behemoths and used them principally in a propaganda role, moving them around by rail to impress all who saw and photographed them. It had a reliable 75mm gun and four machine guns, all served by a mighty crew of 12.
They came to a sad end, when they were caught on rail transport and were threatened with capture. Rather than allowing these assets, if assets they were, to fall into German hands the French crews disabled and destroyed their charges. The Germans did however take one away with them to their testing ground to examine the value of this, the largest tank to see service in World War II.
During World War II tanks and other fighting vehicles were organized into platoons comprising the same kind of vehicle, and – at least by the war’s end – usually provided with radios. Radio allows a platoon commander to communicate with individual tanks in the same unit, and also to receive directions from more senior commanders at the company or battalion level. In the basic Bolt Action game we assume all vehicles are equipped with radios, but in the Tank War game we also allow for improved communications networks for armoured formations. This works as follows:
If the three compulsory vehicles forming an armoured platoon are all taken from the same entry in the relevant army list (for example three T34/76s) then the player can add a Radio Network. The Radio Network adds one to the Command Vehicle’s morale bonus when adding its bonus to any armoured vehicle that form part of that platoon. This costs an additional 5 points for the Command Vehicle.
This extra +1 boosts the Command Vehicle’s bonus from the usual +1 to +2 – but only for vehicles that belong to the same platoon. Vehicles from other platoons still receive the +1 bonus as usual.
Note that the three compulsory vehicles of the same type can have different options if these are part of the same entry. They could have different weapons, for example, or the crews might be of different qualities, and so forth. These differences do not matter. It is only important that the three vehicles are chosen from the same entry in the army list. Other vehicles in the platoon can be chosen from any of the permitted entries, and any armoured vehicles still benefit from the boosted morale for the Radio Network. Of course, players are free to choose a mixture of vehicles to form the compulsory portion of their armoured platoon if they prefer, but such a ‘mixed’ armoured platoon cannot be given a Radio Network.
‘BOYS, SCRATCH MY BACK’
Not a common practice back in the day, given its potential for danger, but used often enough nonetheless. When a tank commander found his tank covered in enemy troops, he would radio to a nearby tank and ask it to ‘scratch his back’ with a machine gun or other light weaponry in order to get those pesky foot soldiers to run away.
As you can imagine, the prospect of intentionally shooting at your fellow tanks is counter-intuitive to say the least, but desperate times…
VEHICLES & PINNING
This section overrules the one of the same title on page 81 of the rulebook.
Fully enclosed armoured vehicles, such as most armoured cars and tanks, cannot be pinned by hits from small-arms.
Fully enclosed Inexperienced vehicles receive a pin marker every time they are hit by an enemy unit firing a heavy weapon (or any other attack that has a Pen value).
Fully enclosed Veteran vehicles are not pinned by hits that are not powerful enough to damage them. They can only be pinned by hits from attacks that are powerful enough to potentially cause damage on the vehicle (after applying all Pen modifiers).
Therefore, if you score a hit with a Pen value of at least +1 against a Veteran vehicle, work out whether the hit can actually damage the target or not (after all modifiers). If it cannot, then it causes no pinning. If your shot can actually damage the target, then place a pinning marker on it and roll to damage as normal.
In other words, if you roll to damage a Veteran vehicle, but fail to equal or beat its armour, at least you get to place a pin marker on it!
Example: you score a hit with a light anti-tank gun against the front of a Veteran Tiger I (damage value 10+). Work out the roll to damage – the Pen value of your gun is +4, but the shot is at long range, so the Pen suffers a -1 modifier, making it +3. As the maximum result the shot can reach is 9 (roll of 6 +3), the shot cannot even equal the Tiger’s front armour – so no pinning marker is placed. If the hit had been from short range, or against the side armour (or both!), it would immediately cause a pin marker, and then you’d roll to damage.
Note that if a weapon or rule applies pin markers automatically, and/or does not have a known Pen value, then the pin markers are inflicted normally, even on Veteran vehicles.
Example: if a veteran vehicle with damage value 10+ is the subject of an air strike, it automatically receives the D3 -1 pin markers at the start of the air strike sequence, like all units around it. However, when the type of plane and the Pen value of its attacks are determined, the vehicle might be immune to the additional pin markers, if the Pen value of the attack is not enough to damage it.
Fully enclosed Regular vehicles hit by attacks with a Pen value of at least +1 will randomly behave either as an Irregular or a Veteran – every time they are hit by one such attack, roll a die. On a 1–3, treat them as Inexperienced – place a pin on them regardless of the hit’s chances of damaging. On a 4+, treat them as Veteran – place a pin on them only if the hit can damage them, and then roll to damage.
If your force includes two or more armoured platoons with Radio Networks as described above, then one of the command vehicles with a Radio Network can be upgraded to a company commander. This adds 2 to the Command Vehicle’s morale bonus when adding its bonus to any armoured vehicle units that form part of that platoon – making +3 in total. This costs a further 10 points for the Command Vehicle on top of the Platoon Commander’s +5, so +15 points in total for the Radio Network.
Regardless of how many platoons are included in your force only one Command Vehicle can be upgraded to a Company Commander, and the extra bonus only applies to units from the Company Commander’s platoon.
If your force includes three or more armoured platoons with Radio Networks as described above, then one of the command vehicles with a Radio Network can be upgraded to a battalion commander. This adds 3 to the Command Vehicle’s morale bonus when adding its bonus to any armoured vehicle units that form part of that platoon – making +4 in total. This costs a further 20 points for the Command Vehicle on top of the Platoon Commander’s +5, so +25 points in total for the Radio Network.
D IS FOR…
By 1944 the Allies knew that a second front had to be opened up. A landing in Normandy was discussed, but it was vital that armour accompanied the infantry in the beach assault. The British put great effort into examining the notion of using canvas screens supported by compressed air-filled tubing to make a truly swimming tank. The Sherman M4 was chosen, and after the tank rolled from the landing craft, it swam ashore using two propellers at the rear. These were known as ‘Duplex Drive’, or ‘DD’ tanks.
The Germans were surprised at the emergence of the tanks from the sea, and on four out of five D-Day beaches they were most helpful in providing close in support for the hard-pressed assault troops. The Canadians, Americans and British all used them, and some were also used in the Rhine crossings and in Italy.
Regardless of how many platoons are included in your force only one Command Vehicle can be upgraded to a Battalion Commander, and the extra bonus only applies to units from the Battalion Commander’s platoon.
Note that a force of three of more armoured platoons equipped with a Radio Network can therefore include one Battalion Commander, one Company Commander, and one Platoon Commander costing +25, +15, and +5 points respectively. We do, of course, realise that we have allowed our units to be commanded by quite senior officers, and that perhaps – in reality – such high ranking individuals would lead larger formations. However, the same is true of the high ranking officers allowed in the standard reinforced platoon, and we would cite the same reasons for doing do, namely that it is convenient to associate our bonuses with ranks, and players need not assume that individuals hold the literal ranks indicated if they prefer not to do so. After all, in reality many relatively junior commanders were highly effective, whilst in some cases seniority would prove no guarantor of competence. However, for purposes of our game, it is convenient to associate our bonuses with ranks as described.
During World War II a tank platoon would typically number from three to five vehicles, depending upon nationality and time period. Of course, particularly during the late war, armoured formations were sometimes thrown together from whatever happened to be available, forming improvised and often mixed combat groups. It was also common practice to have nimbler vehicles, such as armoured carriers or lighter tanks, as command vehicles. The Armoured Platoons selector allows players to mix and match different types of vehicles in an armoured platoon if they wish. This gives players the freedom to base a platoon on real unit organization, or to put different kinds of vehicles into an improvised armoured platoon.
E IS FOR…
The Germans wanted a heavy tank destroyer that would batter its way through deep Soviet defensive lines and that’s exactly what they got when Dr Ferdinand Porsche designed the Ferdinand heavy tank destroyer. It was a turretless vehicle and quite innovative in design, based on his rejected plans for the more famous Tiger tank.
Ninety-one were built in 1943 and were put into action at Kursk in Russia in two units: Panzerjäger battalions 653 and 654. Their baptism of fire was spectacular, using their L71 88mm guns to great effect, destroying T-34 tanks out to ranges above three kilometres. The six crew were kept very busy, knocking out literally hundreds of Soviet vehicles over the battle’s duration, but they lost some vehicles to close assault, not being provided with an integral machine-gun for defence. This was addressed in the later improved version, the Elefant. Other losses were due to artillery and mines, but crew casualties were remarkably light.
With 200mm of frontal armour it was an excellent defensive weapon and went on to serve also in the battles of Anzio in Italy.
To help those wishing to put together plausible armoured platoons, the following guidelines cover the more typical composition of these units amongst the various belligerent nations during the war:
Germany: typically, a German armoured platoon of light or medium tanks (up to and including Panthers) would consist of five tanks, except in the very early war, when platoons of six, four and three were tried. Heavy tanks, like Tigers, were instead normally organized in platoons of four.
Soviet Union: Soviet tanks were usually formed in platoons of three, with the exception of the heaviest types like KVs, which were in small platoons of two.
USA: Tank platoons of all types in the US tended to be in fives. Tank destroyers were organized into platoons of four.
UK: British tank platoons were normally three vehicles, but with the introduction of Fireflies later in the war they often consisted of three normal Shermans and one Firefly. US tank destroyers in British service were organized in platoons of four.
Italy: Italy organized tanks in fives, while the Semovente tank destroyers operated in fours.
France: French tank platoons were normally organised in threes, except for the R-35 and H-35 tanks of the light mechanized divisions, which were in fives.
Japan: Japanese tanks normally operated in platoons of five.