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Erratas Ba V2

The document provides a list of errata and clarifications for the Bolt Action rulebook and army books. It contains corrections to rules, point values, and options for various units. No major rewrites are included, just minor edits to improve clarity or accuracy. Frequently asked questions about rules are also addressed. The list will be expanded over time to incorporate additional feedback from players.

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renteroalejandro
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0% found this document useful (0 votes)
66 views12 pages

Erratas Ba V2

The document provides a list of errata and clarifications for the Bolt Action rulebook and army books. It contains corrections to rules, point values, and options for various units. No major rewrites are included, just minor edits to improve clarity or accuracy. Frequently asked questions about rules are also addressed. The list will be expanded over time to incorporate additional feedback from players.

Uploaded by

renteroalejandro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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com
TM

FAQ & ErrATA


We have compiled a list of errata for Bolt Action dealing with the various rules questions that have arisen including
corrections of points values. We have not thought it worthwhile to correct minor typographical or layout errors except
where these might affect the reading of the rules. We have also not dealt with any representational queries along the lines
of ‘Why does such and such a tank have such and such a value?’ as these are matters of judgment within the parameters of
the game and not mistakes within the rules as such. No doubt we shall expand upon this list over time and add clarifications
where players feel the need.

bolt action rulebook – errata


Page 39, Order summary table. Change rule in the table for instead still be searching for the target (and similarly a
Down to read “…gain an extra -2 to be hit”. small team is more difficult to spot inside a building…).
Page 67, Fixed special rule, fourth paragraph.e sentence If you score a hit, this means that the shell has managed to
should be changed to read as follows: find – or make – an opening. The unit inside that floor of the
When ordered to Run, fixed weapons move the normal 12" building suffers a number of hits equal to the ‘damage in
over open ground or 6" over rough ground, obstacles etc. buildings’ value in the HE chart for that shell (D3, D6, 2D6 or
3D6). If the unit is Down (units in buildings can react by
Page 67, Flamethrower special rule, last paragraph on page. going Down as normal when targeted by HE), the hits are
e first sentence should be changed to read as follows:
halved as normal, rounding up. When hit by […]
A unit hit by a flamethrower must check its morale once Page 127, the following paragraph will be added.
firing has been worked out and pin markers allocated, as
described above. OFFICERS IN BUILDINGS
If an officer has entered a building, his morale bonus and
Page 79, Assaulting through terrain.e second paragraph will
be followed by a third paragraph, as follows: his ‘You men, snap to action!’ ability can be used on friendly
units occupying a floor immediately above or below the
[…] Note that the defenders will also benefit from the ‘defensive officer’s unit in the same building, or within 6" (or 12",
position’ bonus in the ensuing fight, as explained above. depending on rank) of any opening the officer would be
able to shoot out of.
Note also that, if the target unit is more than 6" away, and the
assaulting unit could move up to 12" and reach its target by going Page 131, Hidden set-up. Second paragraph, the second sentence
around rough ground or an obstacle, the assault is allowed (though from the last will be changed to read as follows:
the defensive positions bonus still applies as the defenders have time
to see the enemy running around the rough ground or obstacle). In addition, hidden units can never be chosen as targets for
air strikes.
Page 86, Warplane Type Chart, Strafing Fighter. e first and
second sentences should be replaced by the following: Page 137, Objective, second sentence. Change ‘defender’s’ to
‘opponent’s’.
The target unit takes one additional pin marker and suffers
2D6 hits with a +2 Pen value. Page 137, First Turn. Replace entire paragraph with:

Page 86, Warplane Type Chart, Fighter-bomber.e D6 Roll The battle begins. There is no first wave in this scenario. All
column text is wrong and should be 3 or 4 (rather than 2 or 4). units not held in reserve are deployed at the start of the game.
Page 90. Motorbikes. e penultimate sentence should be Page 153, Force Selection Rules, left column, fourth paragraph.
changed as follows: Replace the beginning of the first sentence with:

Should they win the combat they can regroup 2D6” rather If a vehicle listed as a transport/tow picks any option that
than D6”. means the transport loses its transport/towing ability, it no
longer counts as a transport/tow for the purposes of force
Page 109, Vehicle crew paragraph. Delete tenth sentence:
selection, […].
‘Ambushes are normally… …trigger ambushes’
Page 173, M4 Sherman 75mm. Change ‘134pts (Veteran)’ to
Page 122, First line. Change ‘at least partially’ to ‘completely.’ ‘234pts (Veteran)’
Page 124-125, HE weapons against buildings.e second and Page 195, T-34/76 Medium Tank. Change ‘134pts (Veteran)’ to
third paragraph will be changed to read as follows: ‘234pts (Veteran)’.
This means that when rolling to hit you ignore any to-hit Page 222, Orders table. Change rule for Down in Orders table to
penalties for cover. All other modifiers apply as normal – for read “…gain an extra -2 to be hit”.
example, Down in this case might represent the unit hiding
in the building and if the enemy misses the shot, this might
represent the them not having taken the shot at all, and

Last update: 30th January 2018 1


All books – errata
Jeeps. In all books where they appear, change the ‘Tow’ line to read: - Add two hull-mounted forward-facing LMGs for +15pts.
Note that these .30 cal machine guns are treated as LMGs
Tow: light anti-tank gun, light howitzer, light anti-aircraft gun.
rather than MMGs to represent the awkwardness of this
Bofors 40mm and all other heavy automatic cannon artillery units. weapon layout. In addition, these weapons must always
In all books where they appear, change or add the team line to read: be fired against the same target as the vehicle hull-
mounted MMG.
Team: 4 men.
Stuart M3A1 light tanks
Stubborn special rule (British paratroopers and all other M3A1 Stuart Light Tank in Armies of the US, and the M3 Stuart III
occurrences). e rule will be changed to the current one on & Stuart IV in Armies of the UK should all add the following option:
page 91 of the rulebook.
- If the recce option is not taken, the tank can replace the
Renault FT tanks. In ANY army list, add the following option:
hull-mounted MMG with a hull mounted forward-facing
- The tank can upgrade the MMG to a low-velocity AT gun flamethrower for +40pts. This also makes it more vulnerable
(+3 Pen) for +30pts. to damage. as normal for flame-throwing tanks.
Stuart M3 light tanks.e earliest variants of the M3 light tanks M3/M5 Half-track. In all books where they appear, change the
(i.e. the M3 Stuart Light Tank in Armies of the US, the M3 ‘Tow’ line to read:
Stuart I & Stuart II in Armies of the UK, and the land lease
Stuart M3 in Armies of the Soviet Union), should all have a Tow: any anti-tank gun or anti-aircraft gun; light or
single hull-mounted forward-facing MMG and have their cost medium howitzer.
reduced by 10pts. LVT-4 Buffalo. In all books where it appears, change the transport
In addition, they should add the following options: line to:

- Add a pintle-mounted MMG to the turret for +15pts. Transport: 30 men, or a jeep or bren carrier, or a
light/medium artillery unit.

Armies of germany – errata


Page 30, Luftwaffe Field Division infantry squad. e following Page 52, Tiger II. Add the following option:
option will be added:
- May have additional pintle-mounted MMG for +15pts
- Up to 1 man can have a light machine gun for +20pts –
Page 71, SdKfz 250/9. Delete the Open-topped special rule.
another man becomes the loader.

Armies of the united states – errata


Page 25, Ranger squad. Change ‘Rangers Lead the Way!’ Special Page 37, Culin hedgerow cutter box-out. e second paragraph
Rule to: should be changed to:

Rangers lead the way! Units of Rangers are allowed to - Any tank that has the option of adding a Culin hedgerow
make a Run move after both sides have finished set-up, but cutter may do so for +10 points per model. A tank so
before the first turn of the game. During this move, the unit equipped…
cannot assault enemy units, and cannot be targeted by
Page 45 and 46, all AA vehicles. e option to add an additional
enemies in Ambush. rear-facing pintle-mounted machine gun should be ignored.
Page 26, US Marines Squad (Mid- /Late-War). Cost line should
Page 5, M3 Half-track. e Tow options should be changed to:
be changed to:
Tow: Any anti-tank gun or anti-aircraft gun; light or
Cost: Regular Infantry 70pts or Veteran Infantry 91pts.
medium howitzer.
Page 26, US Marines Squad (Mid- /Late-War).Weapons line
Page 50, Dodge 3⁄4 ton truck. e following option will be added:
should be changed to:
- May upgrade the MMG to an HMG for +10pts.
Weapons: M1 Garand rifles
Page 52, LVT-4 ‘Water Buffalo’ landing vehicle.
Page 32, Light Artillery (M1A1) and Medium Artillery (M2A1).
Add following options:
Add the following option:
- May upgrade both pintle-mounted MMGs to pintle-
- May add a gun shield for +5 points.
mounted HMGs for +20pts
Page 37, M5/M5A1 Stuart. Replace the current HMG option with:
- May have an additional forward facing hull-mounted
- May have an additional pintle-mounted MMG for +15pts or MMG for +10pts
pintle-mounted HMG for +25pts.

Last update: 30th January 2018 2


Armies of great britain – errata
Page 24, Paratroop section. e following Option and Special Page 56. M8 Greyhound. Add the following Option:
rule should be added:
- May instead replace the light anti-tank gun and coaxial
- The entire squad may be mounted upon bicycles or MMG with a pintle-mounted HMG with 360° arc of fire (M20
welbikes for +1 pt per man variant) for a reduction of –30pts.

Bicycle/Welbike-mounted infantry: These follow the same Page 60, M5 Half-track. e Tow options should be changed to:
rules as infantry, except when moving entirely on a road, in
Tow: Any anti-tank gun or anti-aircraft gun; light or
which case they double their Run move to 24" (this move
medium howitzer.
cannot be used to assault). In addition, the first time they
receive any order other than Run, or if they receive a Page 62, LVT-4 Buffalo. Add following options:
pinning marker, they dismount and abandon their bicycles
- May upgrade both pintle-mounted MMGs to
for the rest of the game – replace the models with models
pintle-mounted HMGs for +20pts
on foot.
Page 24, Paratroop section. Change the second sentence of the - May have an additional forward facing hull-mounted
‘Stubborn’ rule to read: MMG for +10pts

If forced to check their Morale, then they always test on Page 69, Raiders! Selector. e anti-tank team entry will be
changed as follows:
their full morale value, ignoring any pin markers.
Page 42, Cruiser Tank Mk VIII Centaur CS. Delete ‘1 hull- 0–1 Anti-tank team: Boys anti-tank rifle team, PIAT team.
mounted MMG’. e points values is correct as is. Page 76, Fall of Singapore selector. Add all transport and tows
Page 44, Infantry Tank Mk IV Churchill I-VI & IICS. Change options from the Burma theatre selector on page 67.
the fourth Option to read: Page 77, Burma selector. e anti-tank team entry will be
changed as follows:
- May replace the 6-pdr with a 95mm medium howitzer at no
points cost (making the vehicle a Churchill Mk V) 0–1 Anti-tank team: Boys anti-tank rifle team, PIAT team.
Page 45, Infantry Tank Mk IV Churchill VII-VIII. Replace the Page 80, Normandy selector. e Infantry sections entries will be
armament Option to read: changed to:
- Replace the 75mm gun with a 95mm medium howitzer for - 2 Infantry sections: Regular Infantry sections (mid-/late-war),
10pts (making the vehicle a Churchill Mk VIII) Inexperienced Infantry sections, Veteran Infantry sections
Page 51, Bishop and Sexton. Add the following option to (late-war), Paratroop sections, Commando sections.
both vehicles:
0–4 Infantry sections: Regular Infantry sections (mid-/late-
– May add AT rounds for the main gun for +10 pts. These war), Inexperienced Infantry sections, Veteran Infantry
allow the light howitzer to be alternatively fired as a light sections (late-war), Paratroop sections, Commando sections.
anti-tank gun. Declare which round is chambered if the
vehicle is put on Ambush.

Armies of the soviet union – errata


Page 28, Siberian Squad. Change the cost to the following: Page 33, Motorcycle squad. Remove the Tank Hunters rule, as
this squad does not have the option to purchase anti-tank grenades.
Cost: Regular Infantry 50pts or Veteran Infantry 65pts
Page 75 onwards. In all theatre selectors from the Battle of
Change the first line in the options to: Stalingrad onwards, add the KV-8S tank to any that include a
- Add up to 7 additional soldiers at +10pts each (Regular) or KV-8 tank.
+13pts each (Veteran).
Page 32, Assault Engineer Squad. Add the following option:

- Up to two soldiers can have a (captured) panzerfaust in


addition to their weapons for +5pts each.

Last update: 30th January 2018 3


Armies of imperial japan – errata
Page 14: Reinforced Platoon. Add the following line to the list Page 26: Suicide anti-tank team. Add the following Special Rule:
of units:
Tank Hunters
0-1 Kempeitai Political Officer.
Page 36: Type 92 tankette. Change the Weapons line to read
Page 17: Forward Observer. In the list of weapons available, as follows:
change ‘assault rifle’ to ‘rifle’.
Weapons: 1 turret-mounted MMG and 1 forward-facing
hull-mounted HMG

Armies of france and the allies – errata


Page 47, Bofors 40mm L/60. Pages 93 & 94, Greece army list and Battle of Greece selector.
Page 59, Bofors 40mm. Add to the available Transports and Tows an artillery tractor,
Page 82, Bofors 40mm. Amend (or add) the weapon’s Team which uses the same entry as the Laffly heavy tractor on page 31 of
entry to read: the same book.

Team: 4 men Pages 94, Battle of Greece selector. Add Cavalry Troop to the
units that can be chosen for the 0-4 additional infantry units.
Page 21, Renault FT. Add the following option:
Page 97, Partisan Reinforced Platoon. Delete the ‘0-1 Captain
• Upgrade the MMG to a low-velocity anti-tank gun (+3 Pen) or Major’ line line.
for +30pts.
Page 100, Inexperienced Partisan Squad. Delete the option to
Page 27, AMC Schneider P16 Half Track. Change the Recce make the Inexperienced Partisan squad Shirkers at -3 pts per
special rule to read: model. (Partisans cannot be shirkers, otherwise they simply
wouldn’t have joined the partisans, would they?)
- Recce (dual direction steering)
Page 103, Partisan Infantry teams. Add the following entry:
Page 61, Cars and Light Utility Trucks. Change the vehicle’s
weapon line to:

Weapons: None SNIPER TEAM


Add the following to the list of Options: is entry represents anything from an untrained civilian out for
revenge on the occupiers to a seasoned hunter that has decided to
- Add a forward facing or rear facing hull-mounted light join the resistance.
anti-tank gun for +50pts
Cost: 35 pts (Inexperienced), 50 pts (Regular),
Page 69, Norwegian Inexperienced Infantry Squad. e basic
cost of the unit is listed as 70 pts. Change this to 35 pts. 65 pts (Veteran)
Team: 2 (sniper and assistant)
Page 77, 10th Motorized Cavalry Brigade Infantry Section.
Change the second option entry to read: Weapons: Sniper has a rifle and assistant has a pistol
• Up to 1 man can be armed with a BAR automatic rifle for Special rules:
+5 pts. - Team weapon
Page 86, e Battle of Poland 1939. Add to the Transport and - Sniper
Tows section the following missing line:

0-1 Tow from: C4P half-track tractor, C2P artillery tractor,


C7P artillery tractor

Last update: 30th January 2018 4


Armies of italy and the axis – errata
Page 1, Credits. Sincere apologies to Jonathan Baber, whose name Page 66, Bulgarian Mounted Section, Special Rules. e second
was omitted from the credits of the book. e Credits will be sentence should read:
amended as follows:
Bulgarian cavalry units may not move into contact with an
Written by: Steven MacLauchlan, Judson MacCaull, enemy unit while mounted.
Jonathan Baber, Vesa Nenye, Anton von Wirtzenau
Page 68, 20mm Flak 38. e following should be added to the
and Peter Munter
Special Rules:
Page 15, Camicie Nere militia infantry section. e last sentence
of the ‘Non Testati’ rule has been truncated and should be - Gun shield.
reworded as follows: Page 68, Renault R35 tank. e entry is incorrect. Use instead
the entry for ‘Captured Renault R35’ on page 24-25 of the same
Apply the ability before resolving the shooting or close combat.
book (Italian list), which is correct.
The result rolled then applies for the rest of the game.
Page 70, 1941-44: Occupation Force
Page 17, Paracadutisti. e ‘ski troops’ rule should be deleted, as
‘Sd Kfz 232 (8-rad)’ should be changed to ‘Sd Kfz 231 (8-rad)’.
the Paratroopers don’t have the option to take skis.
Page 74, Infantry Section. Change the Special Rule to read:
Page 28, Trucks. Under the heading ‘Tow:’ the second instance of
‘light anti-tank gun’ will be changed to ‘light anti-aircraft gun’. - Tank Hunters if unit equipped with anti-tank grenades.
Page 30, 1940-41: e Invasion of Greece. Page 76, Hungarian Mounted Section, Special Rules.
Page 31, 1940-43: e War in Africa. In both of these selectors, e second sentence should read:
change ‘75/36 heavy AA gun’ to ‘75/46 heavy AA gun’ in the
Artillery section. Hungarian cavalry units may not move into contact with an
enemy unit while mounted.
Page 33, 1941-43: e Eastern Front. Under ‘Tanks, Self-Propelled
Guns and Anti-Aircraft Vehicles’, remove the following line: Page 78, 40mm Bofors Anti-aircraft gun. Amend the weapon’s
Team entry to read:
0-1 vehicle from Semovente 47
Team: 4 men
Page 44, Kaukopartio squad. e Deep Strike Mission rule will
be reworded as follows: Page 89, Late War Infantry Section, Cavalry Section,
motorized infantry section. Remove the special rule which states
Deep Strike Mission: when a Kaukopartio unit that is that units gain Tank Huters if equipped with a Panzerfaust.
Outflanking as described on page 119 of the BA rulebook
becomes available, it may enter the battle from anywhere Page 89, Romanian Mounted Section, Special Rules. e
second sentence should read:
along either the right/left table edge (depending on the
chosen side) or any point along the enemy’s own table Romanian cavalry units may not move into contact with an
edge. For example, if a Kaukopartio decided to outflank left, enemy unit while mounted.
it could enter from any point along the left table edge
Page 90, Heavy Mortar. e ‘Weapon’ line should be changed to
(regardless of the turn it became available), or any point
along the enemy’s table edge. Weapon: 1 heavy mortar
Page 46, Panzerschreck team. Add the following option to the Page 92, Renault R35 tank. e entry is incorrect. Use instead
unit listing: the entry for ‘Captured Renault R35’ on page 24-25 of the same
book which is correct.
- The team may be equipped with skis for +2 pts.
Pages 56-60, Finnish eatre Selectors. All instances of
‘0-1 Allied Infantry’ will be deleted.
All Finnish eatre selectors, except for the Winter War, should
include the option for an air observer as an alternative to the
artillery observer.
Page 61, War in Lapland. e selector is missing the Artillery
entry. Use the same one of the selector on page 60 (i.e. the same
artillery guns, anti-tank guns and anti-aircraft guns).
Page 61, War in Lapland. e Special rules will be reworded
as follows:

Best in Reserve. Only tanks and assault guns can be bought


as Veterans.
Page 65, Infantry Section. Remove the special rule which states
that units gain Tank Huters if equipped with a Panzerfaust.

Last update: 30th January 2018 5


tank war – errata
Page 13. Vehicles and Pinning box-out. e entire box-out has Page 59, Hell’s Highway. Under Set-up, replace the second
been superseded by BA 2nd edition and no longer applies. It will sentence with:
be deleted and replaced with a pretty picture of tanks in action.
The German player chooses at least half of his force and
Page 39, Michael Wittmann. In his list of skills, change deploys it within 6" of either or both long table edges.
Bloodlust to Eye for Terrain. German reserves may move in from either long table edge
when they become available.

BaTTleground Europe, Ostfront (etc.)


theatre and campaign books - ErrATA
With the few exceptions below, there are no plans to compile arising from rules included in these books in a friendly and fun
errata and FAQs for these books. manner, or roll a die and move on with the game.
Even more than the rest of the BA range, these are written in a For example, when using a legendary, named character (such as
spirit of fun and cooperation between the players. Some of the John Frost, Wittmann, or Dick Winters), what slot do they take
rules in them are fairly extreme and game changing (amphibious in a reinforced platoon? Well, use common sense. For example, if
assaults, snow & ice, Maginot Line fortifications…), and to be they are an officer, they should use up the slot that most closely
honest the normal rules of BA struggle to accommodate such represents their rank. If the character fought with several
different situations and had to be pushed to the limit… and different ranks throughout the war, choose the rank that best
beyond! We assume therefore that players will resolve any conflict suits your force.

ostfront
Page 79. Strafbattalion Penal Infantry Squad. e first line in • Add up to 5 additional men with rifles at +7pts each
the options should be changed to: (Inexperienced) or +10pts each (Regular)

BATTLEGROUND EUROPE
Page 75. Wasp flamethrower carrier. e Small Vehicle • The Wasp flamethrower is somewhat less powerful than
Flamethrower rule should be changed to: those mounted on larger vehicles, so the number of hits it
causes is D6 instead of D6+1.

NEW GUINEA
Can the Lone Sniper use his LMG as ‘Sniper’ weapon – No, the LMG does not use the sniper rule.
meaning it does exceptional damage, ignore cover etc?

Last update: 30th January 2018 6


Frequently asked questions
When a vehicle with more than one weapon fires, I must choose all armour, artillery per three infantry squads, etc.). Is the Force
the targets BEFORE I start shooting, or I can shoot a weapon and if Selection Rules section the one we should follow and are the
I want I can choose to shoot the same objective or another one? guidelines merely ‘developers’ thoughts rather than actual rules?
Declare all targets before you resolve fire. e Guidelines are developer’s notes and intended to help out
players who do not wish to use the Selectors.
Some units from first edition books, like Sgt Kenshiro, or Polish
lancers, have additional attacks. And most of these are tough On page 65 of the United States Army book, in the Anzio selector,
fighters too. How does this work in the second edition? the infantry options are listed as: ‘inexperienced infantry squads,
If a rule states that a unit has additional attacks in melee, that rule regular Infantry squads, Ranger Squad, Paratrooper Squad.’ Is the
applies as normal, literally (so lancers get two attacks rather than difference between plural (Squads) and singular (Squad) a typo?
one). en, if the unit are also Tough Fighters, they get to re-roll Does it mean we can mix squad skill levels? Are WE only allowed 1
all hits as normal. Ranger squad out of the 4?
It is indeed a typo. ey should all be in plural, as in any
e rules give the carrying capacity of a Schwimmwagen as 3 men reinforced platoon you can mix experience levels and number of
and if you fit an MMG the vehicle loses all transport capacity. Does squads. When a selector limits a squad to a maximum number, it
this mean the vehicle is not an empty transport and is permanently does state so.
‘FULL’ when fitted with the MMG, which also means it would
NOT have to be removed if closer to an enemy unit than a friendly I want to collect an army of paratroopers. However there are no
unit at the end of the move. specific paratrooper officers, snipers, MMG teams, etc to go with my
paratroopers squads. e same goes for all units of infantry with
Correct, as the transport no longer count as a transport (see page
special rules, like commandos, gurkhas etc.
152-153), it loses both weakness of empty transports, as explained
on page 114-115 of the rulebook – so it is not destroyed by the We assume that the special rules only apply to the ‘proper’ (and
proximity of enemies and can fire all weapons. normally larger) squads of paratroopers, but not to their HQs and
support teams, as they are not big enough for the rule to ‘come
Page 153 says the transport loses ‘transport/tow’ capacity, but the into play’, or that their tactical role is different, as represented by
Jeep entry (page 176) just says it loses ‘transport capacity’. Which their own special rules or specialised weaponry. So, we normally
one is it? just select officers and support teams of the same quality as the
relative infantry squads – in the case of paratroopers for example,
All vehicles that lose transport capacity also lose tow capacity, as
choose all of your officers and support teams as Veterans – they are
they can no longer carry the crew of the towed weapon, and
not going to be as hard as the men, but still not bad. Also, when
basically change their role from that of transports into that of
possible equip them with weapons that make them as similar as
mobile weapons platforms.
possible to their ‘main troops’. For example, equip Gurkha HQs
with submachine guns, so they become exactly as effective as
When allocating orders out by using an officer’s ‘You men, snap to Tough Fighters in close quarters.
action’ special ability, can I allocate Order dice to other officers’
teams within range? If so, can these other officers also then in turn If my platoon includes cavalry squads, can I mount an officer and
use their ‘You men, snap to action’ special ability to order more the men in his team on horses?
units within range (including potentially other officers and so on?)?
at sounds reasonable; in a platoon that includes one or more
Yes, you can. cavalry squads, any HQ team can be mounted on horses at the
cost of +5 pts per man, getting the Cavalry special rule.
Can all AA guns fire all around?
No, only the ones that are described as mounted on a pintle, After the Armies of XXX is released, can I still use the XXX army list
turntable or rotating platform. from the rulebook or from one of the free PDFs on the Command Post?
e Armies of XXX army list replaces the relative list in the
If a unit with a gun shield (or body armour) is inside a building, do rulebook or the PDF. However, if a player does not own the Armies
the +1 modifiers to the damage value stack up? For example, what is of XXX book, he is of course free to use either the list in the
the damage value of a regular unit with gun shield inside a rulebook or the PDF. In events like tournaments and other
building: 5+ or 6+? organized play, normally the organisers will clearly state which army
e bonuses do not stack up, and the same is true for body armour lists are ‘sanctioned’ for use in the tournament – the norm being
and any similar rule. So in the example, a Regular unit with body that the Armies of XXX series takes precedence over any other list.
armour or a gun shield inside a building is damaged on 5+.
ere doesn’t seem to be anything to prevent infantry operating a
Does a ‘free’ unit take up a Force Selection slot? Or could a British Fixed Team weapon from assaulting. Is this intentional? Should
player with two reinforced platoons field three artillery observers? If medium and heavy mortar crews, MMG and HMG crews be able
not does that mean the Russian or French ‘free’ squad counts to assault? As they may not fire during an Advance Order, is that
towards the maximum number of squads per platoon? meant to imply they cannot Run and so cannot Assault?
e free units are additional to the Selectors. In each cases it’s +1 ere is absolutely nothing stopping them from assaulting – you
per army, not per platoon. can assume they leave their weapon behind and assault, only to
recover it later (assuming they survive the fighting). In general,
e Guidelines to Force Selection sometimes contradict the Force this is not going to happen very often, as they are normally much
Selection Rules (e.g. Guidelines say a captain can be fielded in place better off firing their weapon at the enemy (in the case of machine
of a lieutenant, one heavy weapon per three infantry squads, best if gun teams), or simply running away from enemies that get too
no more than one Forward Observer, maximum of one tank, light close (in the case of mortar teams).

Last update: 30th January 2018 7


If a unit has an option to upgrade from normal infantry to When playing a scenario where a portion of your forces are
another mode of transportation (cavalry, bicycles or motorbikes), deployed prior to the start of the game, and a portion are held back
and the player pays the point to upgrade the squad, does that mean to form either a first wave or in reserve, does the spotter and his
that the unit automatically gets the special rules related with that associated mortar/artillery team count as 1 or 2 units for the
mode of transportation? purposes of calculating the aforementioned portion?
Yes, if a unit is upgraded with mounts (normally horses or ey count as 1 (because they only have 1 dice).
motorbikes) it gets the Cavalry or Motorbikes rules on page 71 of
the rulebook. If upgraded with bicycles, it gets the Bicycles rules At what point exactly do units hit by an artillery barrage or by an
(see for example page 21 of the Armies of Germany book). air strike decide whether to go Down or not?
e principle is that units must normally decide to go Down
Can I legally move into cover, or behind a line of sight breaking when they are targeted, before they know whether they have been
obstacle, such as a building, with an escape move, if that location is hit or not. In case of an artillery barrage, you should decide this
closer to my enemy than from where I began. Or, am I required to when the unit has been determined to be within range of the
move into cover that is also further away from the enemy. barrage, but before rolling the dice to see whether you suffer a
You can move closer to the enemy if that is in order to get out of direct hit (6) or not (1-5).
sight or behind cover. You are not allowed to move closer to the
enemy staying in the open. In the case of an air strike, however, we will have to make the
exception that the unit must decide to go Down after the ‘Here it
Can cavalry and motorbikes manoeuvre when executing an escape Comes’ result has been rolled, but before the type of Warplane is
move or do they have to go in straight line away from the enemy rolled for.
that is targeting them? If player A calls for an airstrike, gets it, and rolls ‘Rookie Pilot’.
ey can manoeuvre, but remember that this escape move is
executed at normal speed, and not at double speed. e opposing player takes it, places it on player A’s unit. Should
player A have to roll to hold fire of his flak capable weapons? Or could
Is it really intended that a Panzer IV costs only 5 pts more than a Stug he instead choose to automatically fire his flak at his own plane?
III? ey have the same gun and same armour, but the Panzer has a Flak units must test to hold their fire against friendly planes,
turret and an extra MMG which are surely worth more than 5 points. even if the plane is attacking their own troops by mistake (i.e.
In the case of expensive vehicles, points values are sometimes Rookie pilot).
rounded up or down to the nearest 5, so it is possible that in this
case the two vehicles were further apart in cost, but the rounding If you target a unit in a building or an empty building with a
up/down process has by chance brought them so close together multiple launcher, how do you work out how many templates hit
that the difference may not seem enough. In other words, the the building?
Panzer IV might have been two points more expensive and the When firing a multiple launcher against a unit in a building (or an
Stug might have been two points cheaper, which would have made empty building), measure the 6" for additional targets from the
the real difference more like 10 points, but the rounding up/down building itself. Note that only one of the rockets can hit each
process might have caused them to be only 5 points apart. building, even if it includes multiple enemy units on different
floors. en resolve a normal indirect fire heavy mortar shot on
Does the Motorcycle with machine-gun sidecar (BMW R75, each target. You cannot fire if any potential target building
Zündapp KS 750, etc.) follow the movement rules for armoured includes any friendly units.
cars (wheeled) or for motorbikes?
e rules for wheeled vehicles with the exception specified in its entry. If a fixed weapon changes firing point from one window/door to
another on the same floor of a building, does that count as an
Cavalry and motorbikes cannot react to shooting by going Down, Advance (so it can fire with -1) or a Run (no firing)?
but can escape move instead, and afterwards are assigned down An Advance, so they can fire with an additional -1 to hit modifier.
order. So in fact they’re down anyway?
The dice is placed to show Down to mean their turn is over, but If I shoot at a unit of artillery that has only one or two crew models
as long as they are mounted, they do not get the benefits of left, does the ‘small team’ to-hit modifier apply or not?
being Down. e small team rule applies to units made of one or two infantry
models (implying ‘and nothing else’, which should have been
Can armies use captured vehicles? For example, the Russians used stated clearly). So, so as long as there is also a gun model, that
captured German vehicles and vice-versa No, they cannot, at least unit is not made just of one or two infantry models, but also
by a strict application of the rules about forming reinforced includes a non-infantry model, so the small team bonus does
platoons. However, we have used ‘captured vehicles’ (or indeed NOT apply.
‘allied vehicles’) in many friendly games, and it’s very good fun!
It’s also helpful to reach a certain amount of points for a game if If I shoot at a unit that is already Down with an HE weapon, do
you have a very ‘varied’ collection! We normally rule that they they get to halve the hits or does this just apply to units that go
should be taken as Inexperienced or at most as Regular, but Down as a reaction to the HE shot?
certainly not as Veteran, as the crew would have less experience A unit that is already Down does halve the hits from HE hits, in
with their use… the same way as it benefits from the -2 modifier to being hit.

If a Green unit is upgraded to Regular (and whenever a unit’s Do the ‘free’ units (like the rifle in USSR or the medium artillery in
quality is permanently changed by a special rule), how many pin the French army) give attrition points when you kill them? If so,
markers does it take to destroy it automatically? how many points?
Count the current ‘upgraded’ status of the unit. So, to destroy a ey are worth the points they would cost if you purchased them,
Green unit upgraded to Regular you need 9 pin markers. so you’ll have to calculate this.

Last update: 30th January 2018 8


I have a query regarding what exactly happens to a unit on a
transport if it is assaulted, I know they dismount but...how? How Armies of the US - FAQs
does the unit dismount? Where do you place them? What happens if According to the book, the M3 White Scout Car is in ‘transport &
they win the assault? Can they act if the owning units player gets the tows’ section with an option to be Recce vehicle. In the book’s theatre
next order dice? selectors there is no M3 White Scout Car as a ‘transport & tows’
e units in the assaulted transport follow the rules for units that option, but only as ‘armoured car or recce vehicle’. Is it possible to
are ‘forced to dismount’ from a transport – so they are placed D6" take one M3 White with Recce as ‘armoured car or recce vehicle’
away from the transport as per regrouping, and then go/remain and one per infantry unit in the reinforced platoon?
Down. e assaulting unit is then considered in assault range, e M3 White Scout car should be in the Transport and Tows
regardless of where the troops are placed – simply move the closest section of the selectors. If an M3 is upgraded to recce status it
assaulting model to the closest dismounted model that is fighting counts as the platoon’s recce vehicle.
and then continue as per a normal assault.
I have a hellcat M18 TD. ey were unbelievably fast and you attest
If my infantry squad includes a flamethrower, and the squad fires at on your site, but you have no speed rule listed with it. So how many
an enemy, can I choose not fire the flamethrower? inches does it move and will you put it into the errata if it’s more
You can decide whether to fire the FT in the unit or not before than the usual 9"? If it is only 9"(normal tracked vehicle), why?
measuring range to the target. If you fire the FT, then you have We have chosen not to go into the differences in maximum speed,
to roll to see if it runs out of fuel, even if you find it was out as it was often a theoretical value and not a reality of real
of range. battlefields littered with terrain, mud etc. If we change this policy,
of course the Hellcat will be one of the first vehicles we’ll look at.

US Engineers squads. In which theatre selector can I take them as


Armies of germany - FAQs Veterans (i.e. late war)?
I have a question about Wehrmacht Sturmpioniere weapon – As the theatre does not offer any strict ruling about whether the
grenade launcher GzB-39. According to rules of indirect weapons I engineers are the early or late war ones (i.e. Reg or Vet), you are
can fire it to other target than rest of the unit. But can I shoot it to absolutely free to take either – you make the call, you pay the
other target using its other PEN +3 profile? points. Personally, as I play US myself, I’d use the Infantry in the
No, the anti-tank version cannot be fired at a different target, as theatre as a guidance, so if the available infantry is not late war, I’d
it’s neither a one-shot weapon nor an indirect fire weapon. take the regular engineers, if the available infantry is late war, I’d
take the Veteran engineers (so just in the 1945 European selectors
e Panzer 38(t) options say you can upgrade for -30pts and Iwo Jima). But of course one could argue that their training
‘(reconnaissance version)’. Does this means it also gains the ‘Recce’ was superior and so one could take them as Veteran even earlier... I
would not have a problem with that either, as there is no strict
special rule? Or is it just called the reconnaissance version?
right or wrong ‘by the rules’.
It’s just the name of the different version, the vehicle does not gain
the Recce rule.

e Panzerspähwagen P204 (F) (page: 72) is not mentioned in any Armies of Great Britain - FAQs
theatre selectors. In which can be fielded?
Looking at the 25-pounder model, it looks like the model is platform-
Any selector that allows armoured cars from the Operation mounted, but in the Armies of Great Britain it doesn’t have the
Barbarossa selector onwards. platform-mounted rule. So is the 25 pdr platform-mounted or not?
No it is not, that rule refers to guns mounted on fast-rotating
In the Sturmtiger rules it says the main gun is ‘treated as a
platforms designed to track aircraft in flight.
heavy howitzer and cannot fire to long range.’ This would seem
to suggest that the Sturmtiger is only capable of firing its rocket
Can you clarify how the Gurkhas’ Scary Blighters! rule interacts
mortar in effective range and so does not suffer the -1 to hit
with some other melee rules?
penalty for shots between 18-36 inches. Am I understanding
this correctly? Tough fighters vs Gurkhas? If a unit of tough fighters fights
Gurkhas in close combat, they simply halve their initial attacks.
e limit applies only when firing directly over open sights. e
For example, ten tough fighters attack a unit of Gurkhas – they
range of an indirect fire is not affected. So the range of the
roll five attacks instead of ten, but then for any hit scored they can
Sturmtiger main gun is as follows:
roll to hit again, as normal.
36 (or 36-84)
Tough as boots vs Gurkha? e unit calculates its attacks (counting
Do the Tiger I tank and other vehicles armed with 88mm guns have ‘tough as boots’), then it halves its attacks.
the versatile special rule?
Tough as boots, some with SMGs, vs Gurkhas? e unit calculates
No, only the Flak 36 88mm artillery version of the gun has the its attacks (counting Tough as Boots), then it halves its attacks,
versatile rule. then the player can re-roll as many hits as there are tough fighters
(i.e. men armed with SMGs) in the unit.
Can a nebelwerfer or other multiple rocket launcher be
manhandled? Can the free Regular Artillery Forward Observer from the Artillery
Yes, they follow the normal rules for artillery units. Support special rule (page 17) be upgraded to Veteran by paying the
difference in points? Particularly in the Market Garden selector,
Which vehicles are allowed to tow a Nebelwerfer or other multiple where it is mandatory (if possible).
rocket launchers? No, the free Observer is included in the army as normal, but
Treat them as light howitzers for towing purposes. cannot be upgraded, not even in Market Garden.

Last update: 30th January 2018 9


Can the free British Artillery Observer be accompanied by one In a Banzai move the unit must move directly towards the enemy or
or two men as normal? If so, are they also free or do I need to pay can it go around rough ground?
for them? e unit must go around impassable terrain and friendly vehicles,
e free observer can indeed pay additional points to add one or but must otherwise go through other types of terrain, which can
two Regular soldiers to his unit. slow it down. So, for example a squad in rough ground can use the
Banzai rule to Run/charge 6" towards the nearest enemy.
In the Armies of Great Britain book, the last sentence of the
Artillery Support rule (page 17) refers to selectors that do not Does a squad NCO modelled with a sword count as an officer for
include FAO (like a small Commando force, for example). However, the purposes of gaining the Tough Fighters special rule?
there are no such selectors in the book… No, only the officers do. ere is a big difference between carrying
at’s right, so the free FAO is allowed in any of the selectors a sword and being trained to use it!
included in the book. is exception to the rule will therefore only
apply in selectors that we may publish elsewhere, or that people
may create themselves.
ARMIES OF THE SOVIET UNION - FAQs
If I field a model of a British light howitzer that is not a 25-pdr Does the body armour bonus apply against hits suffered in close
(like a 3.7-inch mountain howitzer, for example), can I use the combat? And what about against hits from a destroyed transport the
same AT shell rule as the 25-pdr? engineers were riding in?
Yes, as you pay the same points. We assume that some AT shells Yes to both, as most damage in close combat is caused by small
were available to all guns of this type. arms, and damage from burning transports does not have a Pen
value and thus counts as small arms fire.
If a unit with ‘Blood Curdling Charge’ assaults a unit which is in
Ambush, can the unit in Ambush shoot the assaulting unit as they Does the body armour stack with the Extra Protection special rule?
came in?
No, troops in building with body armour are still damaged on 6.
e Blood-curling Charge rule only refers to the Target Reacts
section of an assault, not to Ambush. So if a unit is in Ambush it In the book Armies of the Soviet Union, on Page 56, it is possible
can fire. to use other Tanks via Lend Lease. But which variants can I use?
For Example: M4 Sherman is a substitute for the T-34, but
Are there rules for Tulip Sherman rocket launchers? which variants of the M4 Sherman or Stuart (for T-70) etc, can
No, but how about trying the following rules with your be used? All Variants like the M3A1, M3A3 etc? Or only the
opponent’s consent: original M3?
‘Tulips’ are allowed in the 1945 – Into the Reich British army We suggest using only the most common variants of these
vehicles. If you look at the production quantities of the US and
book selector and optional for all Sherman tanks.
British vehicles, stick to the ones produced in thousands rather
Options: May add one or two additional tulip rockets for than the ones produced in hundreds. For example, Shermans
+25 pts per rocket equipped with 75mm and 76mm guns are fine, and maybe even
the most common 105mm version, but do not include the rarer
Special Rules: ones like the Jumbo, the Zippo, the Calliope...
Tulip rockets. These count as a turret-mounted heavy
howitzer with the following additional rules: In the Stalingrad selector, can I make use of the Fanatical Defence
special rule to modify the free Soviet Inexperienced squad?
- inaccurate. The tulip only hits on a 6, no modifiers apply.
- one-shot rocket Yes, you can.
- complex operation: the tank may fire either one rocket or
Leningrad selector: ‘[…] Scout squads or a maximum of 2 Assault
the main gun per turn.
Engineers squads, Ski Troops squads’. It’s not clear if the maximum
of 2 applies only to the Engineers or also to the Ski Troops.
Only to the Engineers.
Armies of IMPERIAL japan - FAQs
If I mount my senior Japanese officer on a horse, can I mount any of In the ‘Siege of Sevastopol’ selector there are Veteran squads allowed
his attendants on horses as well? amongst other infantry units. At the end of the selector there is the
Normally, the option can only be taken by an officer without special rule ‘Baptism of fire: No Soviet forces can be veteran’. So the
any attendants. However, if the platoon includes cavalry squads, question is: Can I field Veteran units in this selector?
then the other men in the officer’s team can have horses at +5 pts No Soviet forces (except for veteran infantry squads, see above)
per model. can be Veteran.

Banzai charge (p.14 Armies of Imperial Japan and p.201 of Bolt I have recently purchased a Soviet starter box and an additional
Action Rulebook) states: ‘...If a Japanese infantry unit is ordered to Soviet trooper box, as well as the Soviet forces book. On the
run (or charge) the closest visible enemy, any order test for that weapons sprue, there are Automatic Rifles, however in the
move is automatically passed as if the unit had rolled a double one.’ Armies of the Soviet Union book, there are no options for that
Does this trigger Incredible Courage (p.42 BA2 Rulebook) on the weapon. Is it this correct that the Soviet units cannot take
auto double one and the unit would also lose D6+1 pins, or not? Automatic Rifles?
No, it does not, the unit only loses 1 pin marker – the words ‘as if Correct, treat the Tokarev semi-automatic rifle as a normal rifle. If
the unit had rolled a double one’ refer just to the to the passing you prefer, you are welcome to agree with your friends to use for
the test automatically (just as if it had rolled a double 1), not to the Tokarev the same rules as a Garand M1 rifle from the Armies
the other effects of rolling a double 1. of the US (i.e. no penalty for moving and firing).

Last update: 30th January 2018 10


Armies of Italy Armies of France
and the Axis - FAQs and the Allies - FAQs
On page 22, the 90/53 flak gun’s entry states: ‘this entry can If a vehicle with the One-man Turret special rule is in reserve, does
also be used for German 88mm Flak 36 in use by Italians’. Is that it need to take two separate tests to advance onto the table? And
the ‘model’ to use? Or is the intent to use the listing from the what if it’s in a first wave instead?
German book? A vehicle in Reserve already has to take a test with a -1 modifier
It means you can use the profile of the 90/53 Dual-Purpose AA anyway, so the One-man Turret rule effectively has no effect on
Gun to represent a German 88mm model crewed by Italian vehicles in Reserve. If the vehicle is in a first wave, it must take an
artillerymen. It does not allow you use of the entry from the order test before it can enter the table. If the test is failed, the
Armies of Germany book. Players may of course want to allow this vehicle is placed in reserve (and it cannot outflank, of course).
instead, as long as they both agree!
Does the Fanatic rule on the Polish HQ units have any effect, as
If I play with an Italian army in a attacker-defender scenario, the these units are so small?
enemy can’t do a Run order in the first turn if the Italian is the Only in the rarest of circumstances – when a three-man HQ team
defender. Can an artillery unit move onto the board in the first loses an assault by suffering a single casualty! So yes, the rule is
turn if it is in the first wave (it only can move with a run order)? there more for colour than for real effect.
And a fixed weapon (it only can move with a run order)?
By a strict application of the rules, those units would not be able e Partisan list states all captured vehicles must be Inexperienced.
to enter the game, so you must leave them in Reserve instead, even How does this work with vehicles that don’t have an Inexperienced
in scenarios that do not allow reserves. cost (such as Panzer III Ausf L, M or Panzer III Ausf N)?
ese vehicles cannot be included in the list.
Finnish Sissi recon squad and snipers have the Master of the Hunt
rule meaning they can advance and go into ambush. Mixed with The Partisans’ special rule in Armies of France and the Allies
the trained huntsman which gives them a +1 to-hit bonus, this says that an enemy unit moving within 6" from the bombs token
would mean a non-moved unit in ambush would be hitting on a 2 is hit by the equivalent of a heavy howitzer 3D6 hits (if a 6 is
(plus addition hit modifiers). My question, as the ambush rule is: scored). In second edition BA should we use the 3D6 or the
e unit does not move or fire. When the sissi recon squad open fire howitzer HE template?
from ambush after advancing that turn, do they count as having
3D6 hits, as if the target unit was in a building.
moved (do they get the -1 to hit for moving and shooting) and if
they do count as moving. Would a Finnish sniper be allowed to use
his scope?
No, they do not count as having moved, they count as stationary
(so yes to sniping and no -1 penalty for moving and firing.
Last Levy: the defence of
Berlin boxed set - FAQs
Do the additional German units in a Hungarian army, for
What are the rules for the Luftfaust and for the Krumlauf
example, benefit from the German army special rules?
assault rifle?
Yes, they would benefit from all four German army special rules.
ese weapons will be covered by future supplement books, but in
the meantime use the following get-you-by rules.
In ‘Armies of Italy and the Axis’ – (page 40) the Finnish Army
Special Rule ‘Sisu’ states: ‘...Veteran units increase their base Morale
to 11..’ While... in the Second Edition Bolt Action Rulebook, in the Luftfaust: Any unit included in the 1945 – Last Levy selector of
‘Maximum and Minimum Morale’ section (on page 43) – it states: the Armies of Germany book can take Luftfaust rocket
‘Regardless of....bonuses or penalties...a unit cannot have a morale launchers. Up to two models in the unit that have been
value of greater than 10 or less than 2. Ten is the best value equipped with a panzerfaust can replace their panzerfaust
possible.’ So… do Finnish Veterans get bumped-up to 11, or do they with a Luftfaust for free. The Luftfaust counts as a light
stick at 10? autocannon that only fires HE rounds and has a range of 24"
Special rules always trump core rules, so the Finnish Veterans ‘in instead of 48". It also has the Flak and One-shot special rules.
Sisu’ make exception and have Morale 11, as stated.
Krumlauf assault rifle: Any unit included in the 1945 – Last
Levy selector of the Armies of Germany book can take a
Krumlauf assault rifle. Up to one model in the unit can
replace his weapon with a Krumlauf for +10pts. The Krumlauf
counts as an assault rifle. In addition, when the unit has a
Down order, every time you remove the Down order from the
unit at the end of the turn (or even if you decide that the unit
stays Down for the next turn), the model with the Krumlauf
can fire his weapon as normal. This represents him firing the
weapon while remaining in cover.

Last update: 30th January 2018 11


TANK WAR - FAQs
When you are using Crew Skills the vehicle starts at Inexperienced
and is bought at the Inexperienced cost. once they have two skills,
the vehicle goes up a level to Regular. do you then pay the increase in
cost for it? E.g. if you buy an Inexperienced Chinese Panzer I for 56
points and then get two skills, do you then pay 70 points for it, or
do you get the Regular upgrade free?
If you need to ‘buy’ the vehicle again (or just in order to balance
forces), use the points for the relative Quality level – so pay for a
regular vehicle if the crew is now regular, and veteran cost when
the crew is veteran.

Does the Force Selector on page 11 override theatre selectors (e.g.


Soviets take extra armour choices in the Berlin theatre, Americans
can take 3 MGs, etc.)?
Yes, if you use the Armoured Platoon selector, you are not using
another selector. Army special rules still apply however (so the
Soviets get an additional inexperienced squad for free, but
remember that you must buy a transport for them).

For a Radio Network (p.13/14) it mentions taking the three


compulsory vehicles from the same entry, does this mean the variant
doesn’t matter? i.e. you can take three Churchills and get the Radio
Net regardless of taking a Churchill Mk I, Mk II and Mk III?
Absolutely yes. e variant does not matter, if the tanks are taken
from the same entry in the book (as is the case for the MkI, II and
III Churchill tanks).

What theatre selectors can the Legendary Crew be used in? And
what about ARVs?
Assume that they are available in the theatre selectors that their
base vehicle is available to.

What do I do if a vehicle gets enough skills to be promoted to


veteran, but the selector I’m using does not allow veteran versions of
that vehicle?
Such unique veteran vehicles are allowed, overruling the
limitations for the selector.

Last update: 30th January 2018 12

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