This was our second attempt at the 2nd addition Bolt Action rules. Last week was such a FUBAR we almost gave up, but decided to give it one more try.
The Jerrys took a few casualties early on crossing the open, but their Veteran status took it's toll on us later.
Our shelters, even providing heavy cover, quickly got hammered. My couple of pins quickly made a difference. I couldn't get my boys to execute a simple fire order. Throw in the the seemingly endless number of times the Germans activated before us and it was a recipe for defeat.
My building became a tomb.
On the other flank, my partners faired little better, but with the road I was guarding opened, it was over.
This was a much improved game. The mechanics started to click. I wanted to use BA for my interwar period project and I think they would work. One thing I would change is use a card deck with each unit on it. Still use the dice to track orders, but use the cards to dictate initiative n these much larger games. That way I could also throw in an Event card for reinforcements and the like.
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Appreciate the AAR.
That many players will definitely strain a lot of rules!
I've been toying with doing some Bolt Action in 15mm with the kid. Seems like a good way to get him into miniatures.
Hmm, the kid won't play Dad's rules?
Crikey 8 players for a Bolt Action game....we have enough trouble finding enough to keep us all busy with 7 players during a large Napoleonic battle. I'm playing a lot of BA2 at the moment and once you get all the finer points in your head the games flow pretty well.
Like I said, having an individual dice color per player speeds things up. You could even do cards for players, too, which is probably what I'll do for my games.
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