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This review is from: Bolt Action: World War II Wargames Rules (Hardcover)
A very nice set of rules aimed at platoon/company level actions. These rules allow the reproduction of period tactics such as Fire and Manuever. If a unit achieves at least one hit the target unit must take a pin marker. Each pin marker reduces the capability to obey orders including move, fire and rally so it would be advisable to avoid leaving a rally attempt for toolong or you might find your squad out of the battle! The armour rules seem to do the job in a simple but realistic fashion. Though there is a very slight chance a Tiger could be knocked out by a Sherman or T-34 at long range it s quite unlikely. Given th one to one vehicle scale a lucky hit is acceptable
The artillery rulesseem to allow offboard fire once per game for each observer but, since this is a company level game that isok and you can always change ths
There isno seperate provision for hand grenades but their use seems to be assumed in close assault which is fair enough. Close assualt is an all or nothingwith the losing squad being destroyed (killed, surrenered or running for their lives) thoughat this point pinned markers don't count. However, a defendewho has already acted that turn cannot fire in self defence. A defender who has a lot of pin markers won't be very effective in any defensive fire it mightbe able to do. Interestinglly an attacker who starts a close asssualt within a short distane (6 inches) cannot fire in self defence, it being azssumed the defender has noo time to react. So, if you see an enemy unit within 6 inches of one of your squads you would be well advised to activate that unit as early aspossible to get a shot in or risk being overrun!!