![]() After the vehicle makes a Run order, it may fire it’s main gun. ![]() You may make an escape move when this vehicle is attacked. So, you make one roll to see who will gain the skill and another roll to see what skill he’ll learn. The new skill could be a new ability for the Gunner, Driver or Commander, each of one with 6 different skills. The thing is, each time one of your vehicles destroys another vehicle or survives a battle (20 XP), it gains experience points (XP points equal the points of the destroyed vehicle divided by 10 or 20 XP for surviving a battle).Īt the start of his next activation, a vehicle can spend 50 XP to roll for a skill. ![]() Yes, the crew of your tanks can gain experience to learn special abilities or skills! A semi RPG in Bolt Action! □ (well, ok… no… but it’s something!) So, nothing really new or bright idea here.įor me, this is the greatest part of the book. ![]() The game can last 7 or 8 turns, depending on the dice roll after the 7th turn. The objectives can be captured and recaptured many times, but only objectives captured in the final turn count towards victory points. The new scenario is easily explained: 1d6 objectives that the players place alternatively more than 6″ from any table edge. I think it’s a great rule change, as many people uses HMG’s to pin vehicles, even if they cannot hurt them. The Regular Vehicles will roll a die to see if they’re treated as Veteran or Inexperienced for this shot. The Inexperienced Vehicles will be pinned as usual, with every impact they receive of any heavy weapon. No one without vehicle in Tank War! □Īlso, this part of the book overrides the rule in the rulebook for pinning vehicles: now, not every heavy weapon will pin a Veteran Vehicle, only those who are powerful enough to damage them (after applying the PEN modifiers). The Infantry Squads on the Armoured Platoon are limited to only 3 of them.Īnd one important thing! ALL the infantry and artillery units MUST include a transport vehicle. The optional units include 2 more slots for vehicles (for a total of 5), and the usual infantry units. So, our list will have, at least, 3 vehicles. Those could be Tanks, Tank Destroyers, Assault Guns, Self-propelled Artilleries, AA Vehicles or Armoured Cars. The new platoon selector (Armoured Platoon Selector) forces us to choose 1 Command Vehicle as the HQ and 2 more vehicles. As we’re not going to play with those formations (more than 15 tanks), this is more a curiosity than useful information. It describes the new type of platoon selector, 3 new special rules (Command Vehicles, Lack of Radios and Radio Networks) and real tank platoons formations in WW2. ![]() Some parts are great, but others are really unnecessary. The book is divided in 9 parts, each of them covering a different aspect of the new type of game. Tank War introduces the use of many tanks in one Platoon Selector, far away from the ‘1 tank’ per list in the standard platoons selectors from the rulebook and the army books. After some battles, we’re now able to discuss it, contents, new rules, etc.Īs other Bolt Action books, for less than 20€/$25 you have a softback 96 page full color book. Warlord Games published some months ago the first expansion for Bolt Action: Tank War. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |