This section describes how to assemble forces, set up the battlefield and begin a game of Bolt Action with armoured platoons.
First of all, agree on the number of requisition points available, exactly as you would for any other game of Bolt Action. The difference is that you will be building your forces using the Armoured Platoon selector on page 11 rather than the normal Reinforced Platoon from the Bolt Action rulebook. Each player selects models from his chosen list – either the lists included in the Bolt Action rulebook or those in the ‘Armies of’ series of supplements.
Keep in mind that, because vehicles are more expensive than infantry, in Tank War you might want to use a greater points value than you would in a regular game of Bolt Action. A Reinforced Platoon gives you plenty of choice in a 1,000 points game, but you might want to play a Tank Battle with 1,500 or even 2,000 points a side to allow for the greater cost of armoured units. Our experience is that 1,500 points is sufficient to field most of our Armoured Platoons, so we tend to use 1,500 as a ‘standard’ Tank Battle. A 1,000 points game is still very playable though, as long as you stick to vehicles that are not too expensive. In some respects it makes for a more interesting challenge, as hard choices will have to be made when you build your force.
1 | Veteran M4A4 | 244 | |
No ‘easily catch fire’ | 10 | ||
HMG | 25 | ||
Command | 25 | 304 | |
1 | Regular M36 Jackson | 255 | |
HMG | 25 | 280 | |
1 | Veteran M3A3 Stuart | 172 | |
Recce | 10 | 182 | |
1 | Regular 3-inch AT gun | 110 | 110 |
1 | Regular artillery tractor | 15 | |
HMG | 25 | 40 | |
1 | Regular Bazooka team | 60 | 60 |
1 | Regular jeep | 21 | 21 |
Total | 997 |
One mixed armoured platoon, one artillery piece, one infantry team.
1 | Veteran M4A4 Sherman | 244 | |
No ‘easily catch fire’ | 10 | ||
Command + Radio Net | 30 | 284 | |
1 | Veteran M4A4 Sherman | 244 | |
No ‘easily catch fire’ | 10 | ||
HMG | 25 | 279 | |
1 | Veteran M4A4 Sherman | 244 | |
HMG | 25 | 269 | |
1 | Regular M36 Jackson | 255 | 255 |
1 | Veteran M3A3 Stuart | 172 | |
Recce | 10 | 182 | |
1 | Regular 3-inch AT gun | 110 | 110 |
1 | Regular artillery tractor | 15 | |
HMG | 25 | 40 | |
1 | Regular Bazooka team | 60 | 60 |
1 | Regular jeep | 21 | 21 |
Total | 1500 |
One armoured platoon with radio net and platoon commander, one artillery piece, one infantry team.
F IS FOR…
The British tanks of World War II were always playing catch up with their German rivals. When the invasion of Normandy came about, the British needed to face down the Tiger and Panther tanks they knew would oppose them. They took a standard Sherman and, with some ingenuity, squeezed in the mighty 17-pounder, a powerful anti-tank gun that could handle any known tank of the war. This tank was called the Firefly, and as many were made as possible, though there were rarely enough to go around. Commonly there would be one Firefly in a troop of three, rising to two in four as more were available.
They were fine weapons, and so deadly that the crews did their best not to be singled out by camouflaging or painting their long barrels to appear to be the normal 75mm short gun of the Sherman. No bow machine gun was carried, as the space was needed for extra ammunition.
1 | Veteran M4A4 Sherman | 244 | |
No ‘easily catch fire’ | 10 | ||
Command + Radio Net Company | 40 | 294 | |
1 | Regular M4A4 Sherman | 195 | |
No ‘easily catch fire’ | 10 | 205 | |
1 | Regular M4A4 Sherman | 195 | |
No ‘easily catch fire’ | 10 | 205 | |
1 | Regular M36 Jackson | 255 | |
Command | 25 | 280 | |
1 | Regular M36 Jackson | 255 | 255 |
1 | Regular M36 Jackson | 255 | 255 |
1 | Veteran M3A3 Stuart | 172 | |
Recce | 10 | ||
Command + Radio Net | 30 | 212 | |
1 | Regular M3A3 Stuart | 135 | |
Recce | 10 | 145 | |
1 | Regular M3A3 Stuart | 135 | |
Recce | 10 | 145 | |
Total | 1996 |
Three armoured platoons – Shermans with a radio net and Company Commander, TD platoon, and Stuart Recce platoon with a radio net and Platoon Commander.
Open ground with a clear view of the enemy provides the ideal battlefield for rapidly moving armoured formations armed with long-range weapons. It is hardly surprising that many of the most significant encounters between armoured forces took place in the Western Desert and on the steppes of Russia. Similarly, a satisfying game of Bolt Action can be played with relatively little terrain, allowing the opposing vehicles more room for manoeuvre. However, we think a better game results from placing at least a few large terrain pieces on the table to break up lines of sight and encourage outflanking movements. If you are playing on a table 48” wide – a commonly used size for general gaming purposes – then it is especially important to break up lines of sight in this way, as many tank weapons are capable of hitting and destroying targets at these kinds of ranges. If you are playing on a larger table, which we would certainly recommend if available, then this is less important, because there will be more room for manoeuvre before tanks get within killing range. Of course, regardless of the size of your battlefield, you can pile on the terrain if preferred. For example, players might want to pitch their tanks into an urban battle, where mobility and long-range firepower are less of an advantage, and where assault by tank-hunting infantry becomes an ever-present danger.
Battles between large armoured or mechanized formations are dynamic confrontations in which mobile forces try to outmanoeuvre their enemy and seize control of critical objectives while inflicting maximum damage.
First of all, take D6 objectives markers – ideally a 25mm-diameter round token such as a plastic Bolt Action base or two-pence coin. Players can of course decorate these markers with suitable models, such as flags, crates or fuel drums, if they so wish. Then both players roll a die. The highest scorer places the first objective marker on the table anywhere more than 6” from any edge. Then the other player places the second objective (if any) more than 18” from any other objective marker and more than 6” from any edge. Players then alternate placing the remaining objective markers, until all markers are on the table or it becomes impossible to place any further markers.
G IS FOR…
The British urgently needed a tank that could match the German Panzer III and Panzer IV tanks in armour and firepower, as they felt outclassed in the Western Desert. The long-term solution was of course the American Sherman, but a stop-gap was needed. As a result, the M3 medium tank was hastily assembled and shipped out to the hard-pressed Allied forces. The British insisted on a few changes, leading the Commonwealth forces to field a modified version which they called the Grant, referring to the other model as the Lee.
The tank was in no way perfect. Its off-road speed was poor, it had a huge profile making it a prime target and, worst of all, had its big 75mm gun mounted in a restricted traverse casemate. This was not ideal, but an army does the best with what it has. The Grant gave the British tankers the chance to open fire at long range and kill Panzers, and also to put down destructive HE fire on Africa Korps anti-tank guns.
Its armour was adequate for the time, and over 6,000 were built, nearly 2,000 being shipped out to the Far East to equip the Indian and Australian forces combating Japanese aggression. It had a 6-man crew who between them operated the main gun and a turret-mounted 37mm gun.
Both players roll a die. The highest scorer picks a side of the table.
No units are set up on the table at the start of the game. Both sides must nominate at least half of their force to form their first wave. This can be the entire army if desired. Any units not included in the first wave are left in reserve (see Reserves – Bolt Action Rulebook p119)
Players are trying to capture as many objectives as possible. To capture an objective you must have one of your units within 6” of the objective marker at the end of a turn, and there must be no enemy units within 6” of it. Markers can be captured and recaptured several times during a battle, but only objectives captured at the end of the game count towards your victory score, so bear this in mind when you formulate your battle plans. In addition to capturing objectives, destroying enemy units also counts in your favour, as explained in the Victory conditions below.
H IS FOR…
The French knew that another war was coming with Germany and, like many other nations, put effort into building large numbers of light tanks. The Hotchkiss 35 was the result. It was unusual in that, although small and only crewed by two over-worked men, it was quite slow, with a top speed of 17mph. It was, however, reasonably well armoured, with sloping plates adding effectiveness to its 34mm armour.
The French made 1,200 of these tanks and they were to be found in many theatres of war and many countries, even serving briefly in the Norwegian campaign. They carried a modest 37mm main gun and a coaxial machine gun. This vehicle was later adopted by second line German units, who used over 550 of them in their armies. The commander also had to fulfil the roles of loader and gunner, making an otherwise reasonable light tank somewhat ineffective. Perhaps its most famous use was by Major Becker of the 21st Panzer Division, who used the captured chassis for innumerable SPGs and tank destroyers in Normandy.
THE GERMAN ‘88’
One of the most recognizable German weapons of the war is the famous 88mm, or ‘eighty-eight’. It actually referred to an entire family of weapons, from anti-aircraft to tank guns.
The first 88s were designed and used exclusively as anti-aircraft or ‘flak’ guns. Mounted to a cross-base and aimed at steep angles, they were capable of filling the skies with explosive shrapnel guaranteed to ruin any pilot’s day. When Germany intervened in the Spanish Civil War, the Flak 88s were often used against land targets such as tanks and enemy emplacements to devastating effect. The potential of the deadly 88 began to be fully explored.
With the Nazi rise to power in the 1930s, development of the 88 increased in urgency. As the war broke out, Germany would invest heavily in air defence, pushing thousands of 88s throughout the Western and Eastern fronts. While the initial purpose of the weapon was to knock out enemy planes, the gun would soon be better known as a tank-buster.
During the Battle of France, the Germans had no weapons that would pierce the thick frontal armour of the British Matildas or the French B1s. Their troops had to focus on flank attacks in order to try and hit the tanks’ lesser side or rear armour, a dangerous prospect. Once the 88s were brought into the fight, the armoured advances of the Allies came to a screeching (and smoking) halt. The 88 could penetrate the armour of any Allied tank at a distance of over a mile. The Allies had nothing to stand up to that kind of firepower that early in the war.
The 88mm calibre would eventually see use as the main gun on the Tiger and King Tiger tanks, making them the most powerful tanks of the war, and certainly the most feared! Such was the ubiquity of the 88 that the Allied soldiers began using the term ‘88’ to refer to just about any German mounted cannon.
The battle begins. During turn 1 both players must bring their first wave onto the table. These units can enter the table from any point on their side’s table edge, and must be given either a run or advance order. Note that no order test is required to move units on to the table as part of the first wave.
Keep a count of how many turns have elapsed as the game is played. At the end of turn 7, roll a die. On a result of 1, 2 or 3 the game ends; on a roll of 4, 5 or 6 play one further turn.
At the end of the game the side that has captured the most objectives has won.
If the players capture an equal number of objectives, then the winner is determined by using victory points. Players score one victory point for every enemy unit destroyed. If one side scores at least two more victory points that the other then that side has won a clear victory. Otherwise the result is deemed too close to call and honours are shared – a draw!
Note that if a side destroys every single enemy unit, the game ends and that side wins, regardless of any other consideration.
I IS FOR…
The Soviets had made the KV-1 as a heavy tank that performed well against German armour, but knew that the latest generation of Panzers had caught up with them. They therefore planned a larger breakthrough tank, designated the IS heavy tank (in tribute to their leader Joseph (Iosef) Stalin). It was a real brute of a tank and was well armoured in sloping and rounded armour plate, making it difficult to knock out by any but the heaviest guns.
The main strength of the IS-2 was its strong armour and a deadly gun that fired a huge 122mm round. Despite its length and cartridge size, the main gun was of most use in firing HE at soft targets such as anti-tank guns, as its velocity was insufficient to pierce the toughest panzers from the front. The size of the round also meant that it was supplied in two parts – the projectile and the charge – slowing its rate of fire considerably, and only leaving room on board for 28 rounds. Nonetheless, an IS-2 was a frightening tank to come across on the field.