AMW Rule Additions

Bolt Action House Rules Amended

Tuesday, 28 May 2024

Woe, Woe! and Thrice Woe!

Once again the Romans have taken a severe beating by the Gothic hordes.
Still feeling our way on our return to playing with Hail Caesar rules we both deployed cautiously, we moved even more cautiously, me especially with some dire command rolls.
The problem with such static games as this it is difficult to form a narrative around the photos so I will post the photos and put a note underneath of any relevant event.
The auxiliary archers shower the Goth warbands with arrows with a mediocre effect.
The Goth advance is disjointed but the Romans appear unable to capitalize on it.
The Roman cavalry finally arrive and head towards the Goth left flank.
They are soon countered by Goth light cavalry who charge and beat back the Roman Moorish auxiliaries.
The Roman cataphracts charge into the Goth warbands only to be routed! Nine dice needing three they get and only manage two hits, one despairs.
Meanwhile the Goth heavy cavalry charge in and rout their Roman counterparts.
The Praetorians charge in but are held even the commander in chief joining them fails to help. They are then charged in the flank by Goth cavalry and are routed.
With only the possibility of one turn left and the Roman flank turned I conceeded field.
TTFN & KBO


Wednesday, 8 May 2024

Delaying Action

After a couple of postponements the Sitzkreig is over, the Germans are advancing to cut the British and French armies in two. In this scenario a British platoon supported by a troop of A9 cruiser tanks and a solitary Matilda II are tasked with holding up the German advance, a timed 4.5 howitzer barrage is also available to them. They must hold up the German advance for nine turns to achieve a successful outcome.
Things started badly for the British with most of the infantry not in position and orders seemingly not clear or getting through. Luckily the German advance had slowed down giving them extra time to get in position although once there the order situation was found wanting (new dice!).
Tommies eventually manned the hastily dug trenches dug earlier by engineers.
The Germans advance but it can hardly be called Blitzkrieg!
A timed Stuka airstrike fails to have much of an impact.
The British 2" mortar put down harassing fire in support of the troops in the forward trenches.
German infantry move up but are pinned down by concentrated British firepower.
The British Matilda moves up to counter an advance on the flank by a German 38T tank platoon but breaks down limiting its view!
The British timed barrage has little effect only pinning down an empty Opel Blitz.
The troop of A9 cruisers are sent to engage the advancing German 38T but get short shrift all being knocked out in short order.
However they have done their job diverting them from engaging the British infantry who have done sterling work in holding off the German infantry.
In turn eight the German Battle Rating is exceeded and the German advance is blunted.
Job done!
A tight and enjoyable game for us both. A lot of froth is bandied about on which rules are better than others etc. But in the end they are all means to an end it is the spirit in which the game is played that counts.

TTFN & KBO