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Index
Cover
Title Page
Contents
Introduction
Timeline
Eastern and Northern Europe
Western Europe
The Mediterranean and Africa
Asia and the Pacific
Basic Supplies
Tape Measure
Dice and Markers
Conventions Of War
Measuring Distances
Sight
Table Boundaries
Units
Types of Unit
Models and Bases
Formation
One-Inch Gap
The Turn
Preparing to Play
Turn Sequence
Losing Dice
Orders
Pinned
Order Tests
Troop Quality and Morale
Retaining an Order at the End of the Turn
Movement
Advance and Run Moves
Interpenetration of Friendly Units
Terrain
Terrain Table
Shooting
Who Shoots?
Shooting Procedure
Declare Target
Target Reacts
Measure the Range and Open Fire
Roll to Hit
Roll to Damage
Target Takes Casualties
Target Checks Morale
Weapons
Weapons Chart
Types of Weapon
Weapon Special Rules
Close Quarters
Close Quarters Procedure
Declare Target
Measure Move Distance
Target Reacts
Move Assaulting Models
Fight First Round of Close Quarters
Resolve Draws
Winner Regroups
Headquarters
HQ Units
Unit Special Rules
Bicycles
Cavalry
Fanatics
Green
Motorbikes
Shirkers
Sniper
Stubborn
Tank hunters
Tough Fighters
Artillery
Artillery Units
Artillery and Measuring Distances
Artillery and Sight
Artillery and Movement
Artillery and Shooting
Artillery and Close Quarters
Re-Crewing Guns
Firing Smoke
Vehicles
Vehicle Descriptions
Vehicle Units
Vehicles and Measuring Distances
Vehicles and Sight
Vehicles and Orders
Vehicles and Pinning
Vehicles and Movement
Vehicle-Mounted Weapons
Shooting at Vehicles
Tanks Assaulting Infantry and Artillery
Tanks Assaulting Other Vehicles
Infantry Assaulting Vehicles
Transport Vehicles
Vehicle Special Rules
Buildings
Entering Buildings
Leaving Buildings
Orders to Troops Inside Buildings
Large Buildings
Shooting From Buildings
Shooting at Units in Buildings
Assaulting Buildings
Artillery in Buildings
Bunkers
Playing a Game of Bolt Action
Deciding the Size of the Game
Assembling the Forces
The Gaming Table
Preparing the Battlefield
Scenarios
Scenario Special Rules
Battle Scenarios
Scenario 1: No Man’s Land
Scenario 2: Meeting Engagement
Scenario 3: Key Positions
Scenario 4: Double Envelopment
Scenario 5: Top Secret
Scenario 6: Demolition
Attacker–Defender Scenarios
Scenario 7: Envelopment
Scenario 8: Manhunt
Scenario 9: Point Defence
Scenario 10: Hold Until Relieved
Scenario 11: Surrounded!
Scenario 12: Sectors
Force Selection
Guidelines to Force Selection
Force Selection Rules
The Army Lists
Germany
Army Special Rules
Types of Unit
Headquarters Units
Infantry Squads and Teams
Field Artillery
Anti-Tank Guns
Anti-Aircraft Guns
Tanks
Tank Destroyers
Self-Propelled Artillery
Anti-Aircraft Vehicles
Armoured Cars
Transports and Tows
United States
Army Special Rules
Types of Unit
Headquarters Units
Infantry Squads and Teams
Field Artillery
Anti-Tank Guns
Anti-Aircraft Guns
Tanks
Tank Destroyers
Self-Propelled Artillery
Anti-Aircraft Vehicles
Armoured Cars
Transports and Tows
Great Britain
Army Special Rules
Types of Unit
Headquarters Units
Infantry Squads and Teams
Field Artillery
Anti-Tank Guns
Anti-Aircraft Guns
Tanks
Tank Destroyers
Self-Propelled Artillery
Anti-Aircraft Vehicles
Armoured Cars
Transports and Tows
Soviet Union
Army Special Rules
Types of Unit
Headquarters Units
Infantry Squads and Teams
Field Artillery
Anti-Tank Guns
Anti-Aircraft Guns
Tanks
Tank Destroyers
Self-Propelled Artillery
Anti-Aircraft Vehicles
Armoured Cars
Transports and Tows
Imperial Japan
Army Special Rules
Types of Unit
Headquarters Units
Infantry Squads and Teams
Field Artillery
Anti-Tank Guns
Anti-Aircraft Guns
Tanks
Anti-Aircraft Vehicles
Tankettes and Armoured Cars
Transports and Tows
Appendices
Appendix I: Wargames and History
Appendix II: Large Games of Bolt Action
Appendix III: Night Fighting
Rules Summary
Tokens And Templates
Credits
eCopyright
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