New Editions - Playing Bolt Action 3

In my last blog, I explored the history of Bolt Action from its early beginnings to the current third edition. Now that I've a few games under my belt, and with the imminent release of the book, I think I'm able to give something like an informed opinion without giving away too many spoilers.

The core mechanics have not changed, or have only been tweaked in a minor way. The main premise of the game, involving drawing command dice to activate units and pin markers which make units less likely to activate, is unchanged. Likewise, the roll to wound is unchanged. The game has been thoroughly streamlined to make play easier.

Players can now choose from several types of platoon lists, including engineer, support, recce, gun and armoured in addition to the mandatory basic infantry platoon. One of each of these may be taken per infantry platoon, although players will be lucky to have the points for more than an infantry platoon and one or two support platoons. As a rule, I liked this, as it reflects to a certain extent real orders of battle. It gives the potential for better choices than the original 'one size fits all' generic platoon from previous versions. Of course, it also opens the game to more 'gamey' lists. 

One of the most welcome revisions of Bolt Action 3 is the thought that has gone into the rules, so they are clear and concise. Many old rules such as the Recce rule, and building rules are now much easier to follow. Some units, such as snipers, have been reined in so they are still useful but cannot destroy a support weapon in a single shot. 

The modifiers for shooting have been changed quite dramatically. Units now hit on a basic roll of 4+ but there is now no long range for weapons nor any modifiers for shooting at units in cover - this is now a 'cover' save (of 5+ for soft cover and 4+ for hard cover). Shooters now only take into account their experience, if they have any pins on them (which reduce the shooting effectiveness by 1) and movement. The modifier for small teams has gone. The new modifiers are easier to remember but also make hitting (and pins) more likely, so leadership will become more important.

The rulebook has comprehensive rules for special conditions and terrain, including trenches, minefields and bunkers. These weren't in the original rulebooks and were repeated in each new supplement which, frankly, took up a lot of space. Having these all summarised in the main rulebook is a boon. There are also 'get by' army lists for the five major factions - Germany, the USA, Great Britain, the Soviet Union and Japan. PDFs are soon to be released for the minor powers. New army lists are coming but these will take a while and will be released over the next year and a half. 

Overall, I like what Warlord have done with Bolt Action 3. The rules have made the game more playable removing some of the more annoying aspects of play, but are a move towards making it more of a game and less of a simulation. Was it ever a simulation? Not really, but it is less of one now. I miss having range modifiers, damn it! 

Another concern I worry about is the ability to choose multiple platoon lists. This may make infantry less relevant in what should be an infantry game. Why would you take more than the minimum infantry when you can invest in a battery of howitzers? This is offset by the fact that scenarios still require infantry to capture objectives, so don't skimp out on them completely!

Overall the changes are positive - while it is not the game I used to play, that is more for the best. You can read our full review of Bolt Action 3 in WS&S 132.

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