Bolt Action Errata Feb28 2024
Bolt Action Errata Feb28 2024
Bolt Action Errata Feb28 2024
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Errata are changes to the text of the published books, changes that will be made in future printruns of said books. This
includes new units, which are officially added to the game. Note that we have not thought it worthwhile to show an
errata for minor typographical or layout errors, except where these might affect the reading of the rules.
FAQs are answers to common questions, which in our opinion do not require a change in the text of the published
books. We have not dealt with any representational queries along the lines of ‘Why does such and such a tank have such
and such a value?’, as these are matters of judgment within the parameters of the game.
We aim to update and if necessary expand this document quarterly, based on players’ feedback.
Page 86, Warplane Type Chart, Fighter-bomber.e D6 Roll Page 127, the following paragraph will be added.
column text is wrong and should be 3 or 4 (rather than 2 or 4). OFFICERS IN BUILDINGS
Page 90. Motorbikes. The penultimate sentence should be If an officer has entered a building, his morale bonus and his ‘You men,
changed as follows: snap to action!’ ability can be used on friendly units occupying a floor
immediately above or below the officer’s unit in the same building, or
Should they win the combat they can regroup 2D6" rather than D6". within 6" (or 12", depending on rank) of any opening the officer would be
able to shoot out of.
Weapons None.
None (much like empty transports, ambulances are destroyed if they end their turn closer to enemy units than to friendly units, as
Transport
described on page 92-93 of the Bolt Action rulebook).
- Medical vehicle: Being in proximity of an ambulance means that any wounded soldiers nearby have a chance of being treated
Special Rules by a medic or stretcher bearer from amongst the crew of the ambulance. All infantry and artillery units within 6" of the vehicle
count as within 6" of a Medic.
- An ambulance counts as a Medic for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and
Selectors
for all theatre selectors which include any vehicle.
Weapons None.
Transport 12 men.
Tow Light, medium or heavy anti-tank gun; light or medium howitzer; light anti-aircraft gun.
Options - May have a pintle-mounted MMG covering the front arc for +15pts.
Weapons None.
Transport 3 men.
Weapons None.
Weapons None.
Weapons None
Transport Up to 10 men
Tow Light or medium howitzers; light, medium or heavy antitank guns; light or heavy anti-aircraft guns.
Weapons 1 forward-facing light anti-tank gun, 2 pintle-mounted MMGs covering the left, right and rear arcs
Flakpanzer V ‘Coelian’
Rheinmetall in conjunction with the Wehrmacht had been working on a number of anti-aircraft armoured vehicles, in this case
mounted on the Panther chassis. Due to pressing from the allies on both fronts and the allied strategic bombing campaign all work
was stopped. A wooden mock up was all that was ever made of this vehicle, no production or prototype was ever made.
The vehicle is a German Tank for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook. You may
never include more than one of these vehicles in any platoon (regardless of the number of platoons).
Weapons Turret mounted twin heavy auto cannons, hull mounted MMG
- The Panther’s heavy frontal armour was comparable to that of some much heavier tanks, so against all shots hitting the front of the
Special Rules vehicle it counts its damage value as 10+.
- Experimental: You must always take an order test when issuing this vehicle any order (other than rally) regardless if it has pins or not.
Sd.Kfz 10 ‘Gepanzerte’
The half tracked Sd.Kfz 10 was sometimes converted into a tank-destroyer version by mounting a Pak 36 or a Pak 38 on its back.
Occasionally they were field converted to increase their armour to protect the gun crew.
The vehicle is a German Tank Destroyer for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.
- Add an armoured cab for +45pts (increasing armour to 7+, and open topped)
Options - Mount the forward facing light anti tank gun on a rotating platform for +5pts
- Replace the platform mounted light anti take gun with a platform mounted medium anti tank gun (Pak38) for +20pts
Page 26, US Marines Squad (Mid- /Late-War). Cost line Page 45 and 46, all AA vehicles. e option to add an
should be changed to: additional rear-facing pintle-mounted machine gun should
be ignored.
Cost: Regular Infantry 70pts or Veteran Infantry 91pts.
Page 5, M3 Half-track. e Tow options should be changed to:
Weapons line should be changed to:
Tow: Any anti-tank gun or anti-aircraft gun; light or
Weapons: M1 Garand rifles
medium howitzer.
Add the following option:
Page 45, LVT(A)4.
- The squad can be given the Stubborn special rule at +1pt per man. Add the following option:
Page 28, Sniper Team. - May have an additional forward facing hull-mounted MMG
Change the base cost to: for +10pts
Cost: 50pts (Regular), 65pts (Veteran) Page 50, Dodge 3⁄4 ton truck. e following option will
be added:
Page 32, Light Artillery (M1A1) and Medium Artillery
(M2A1). Add the following option: - May upgrade the MMG to an HMG for +10pts.
The Veteran Infantry Squad is an Infantry Squad for the purposesof the generic Reinforced Platoon selector from the Bolt Action
rulebook. It is also an Infantry Squad for the following theatre selectors of the Armies of the United States book: Operation Husky;
Selectors
Operation Avalanche; Cassino; Anzio, the Road to Rome; Normandy; Operation Cobra; Operation Market Garden; Battle of the
Bulge; Bastogne; Operation Grenade; Rhineland.
Weapons 1 gyro-stabilised turret-mounted medium anti-tank gun with co-axial MMG and 1 forward facing hull-mounted flamethrower.
- Internal, volatile fuel tanks makes each tank a potential fireball. Flame-throwing vehicles are more likely to be destroyed by
Special Rules
damage, as explained in the rulebook.
Weapons 1 turret-mounted flamethrower with co-axial MMG and 1 forward facing hull-mounted MMG.
- Internal, volatile fuel tanks makes each tank a potential fireball. Flame-throwing vehicles are more likely to be destroyed by
Special Rules
damage, as explained in the rulebook.
Sherman Crocodile
Cost 196pts (Inexperienced), 245pts (Regular), 304pts (Veteran)
1 gyro-stabilised turret-mounted medium anti-tank gun with co-axial MMG, 1 forward facing hull-mounted MMG and 1 forward
Weapons
facing hull-mounted flamethrower.
- Jettison fuel trailer. The normal bonus for trying to damage flamethrowing vehicles does not apply to the Sherman Crocodile.
Special Rules
- Slow. A Sherman Crocodile is Slow as it tows the fuel on a trailer – its move is reduced to 6" advance and 12" run.
- Reinforced armour: parts of the tank’s front armour were comparable to that of medium tanks. Against all shots hitting the front
of the vehicle it counts its damage value as 9+
Special Rules
- Internal, volatile fuel tanks makes each tank a potential fireball. Flame-throwing vehicles are more likely to be destroyed by
damage, as explained in the rulebook.
Team 4 men
- Team weapon
Special Rules - Fixed (counts as a heavy gun for the purposes of movement)
- Flak
Transport May replace any LMGs with Vickers K guns counting as MMGs for +5pts each.
- Recce.
Special Rules
- Frontal armour: This vehicle cannot be damaged by small arms hits from the frontal arc, but will still be pinned as normal.
- The SAS Armoured Jeep is an Armoured Car for the purposes of the generic Reinforced Platoon selector from the Bolt Action
Selectors
rulebook and for all selectors featuring SAS infantry units.
- Add up to 4 additional men with pistol and rifle for +18pts each.
- Any man can replace his rifle with a submachine gun for +2pts.
Options - Up to two men may have a light machine gun for +20pts. For each LMG, another man becomes the loader.
- Light machine guns can be upgraded to Vickers K LMGs for a further +5 points each.
- The squad can be given anti-tank grenades for +2pts per man.
- Who Dares Wins! To represent their special training and motivation, units of SAS have the Fanatics special rule.
- Behind enemy lines. When Outflanking as described on p.119 of the Bolt Action rulebook, units of SAS ignore the -1 modifier to
the Order test for coming onto the table.
Special Rules
- Tank hunters (if anti-tank grenades taken).
- Vickers K gun. The Vickers K gun (also known as the VGO) was a rapid firing machine gun developed for airplanes but also
favoured by special forces. A Vickers K gun shoots with +1 dice compared to a regular LMG).
The SAS Infantry Squad is an Infantry Squad for the purposes of the generic Reinforced Platoon selector from the Bolt Action
Selectors rulebook. It is also an Infantry Squad for the following theatre selectors of the Armies of Great Britain book: Raiders!, Behind
Enemy Lines, Operation Lightfoot, Tunisia, Normandy, Into the Reich.
Transport - Upgrade to a Mk. IIC, adding a forward facing pintle-mounted LMG for +10pts.
- Open-topped.
- Turn on the spot: The universal carrier can turn on the spot enabling it to execute a full speed run rate ‘reverse’ finishing the
move facing in direction of travel.
Special Rules - Small vehicle flamethrower: The Wasp’s flamethrower is somewhat less powerful than those mounted on larger vehicles, so the
range of the weapon is limited to 12" and the number of shots is always reduced by one.
- Flammable: Flame-throwing vehicles are more likely to be destroyed by damage, as explained on page 51 of
the rulebook).
The Wasp is Self-propelled Artillery for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.
Selectors It is also Self-propelled Artillery for the following theatre selectors of the Armies of Great Britain book: Burma, Monte Cassino,
Normandy, Into the Reich.
Armadillo
The Armadillo was produced in early war times by the RAF for defence of British airfields from the expected German paratroopers
attacks. It was a commercial truck with bolted-on armour plates carrying on the back an armoured fighting compartment from which
the crew could fire two Lewis guns a few rifles. Later, a Mark III version was created, adding a rearfacing 37mm COW automatic
cannon – the intent of which was to engage transport aircraft and gliders delivering attackers onto an airfield. In total, almost nine
hundred of these vehicles were built, and mostly given over to the Home Guard.
- Add a second LMG with a 360 degree arc of fire for +5pts.
Transport
- Add a rear-facing platform mounted heavy automatic cannon covering the rear arc for +40pts.
The Armadillo is an Armoured Car for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and
Selectors
for the Dad’s Army selector.
Composition 2 men.
- Team weapon.
- Behind enemy lines: .When Outflanking as described in the Bolt Action rulebook, this unit ignores the –1 modifier to the Order
Special Rules test for coming onto the table.
- Tough fighters.
- Vickers K gun: A Vickers K gun shoots with +1 dice compared to a regular LMG.
The FAI is an Armoured Car for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and for all of
Selectors the selectors of the Armies of the Soviet Union book that allow the use of a BA-10 or
BA-20 armoured car.
One turret-mounted low-velocity light anti-tank gun, one turret-mounted rear facing MMG, and one hull-mounted rear facing
Weapons
MMG.
- Low velocity light anti-tank gun. The Puteaux SA18 counts as a light anti-tank gun but with an armour penetration rating of +3
instead of the usual +4.
- Recce.
Special Rules
- Too many jobs! Combining the roles of commander, gunner for two different weapons and loader together means it’s hard to do
different things at once! To represent this it is always necessary to make an order test when issuing an Advance order, even if the
tank is not pinned. In addition, the vehicle may fire either the main gun or the turret-mounted MMG in the same turn, not both.
The Ursus is an Armoured Car for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and for
Selectors
the Battle of Poland selector.
Weapons Rifles
Add up to 7 additional men with rifles on motorcycles/sidecars for +15pts each (Regular), or +20 pts each (Veteran)
Options
Up to 1 man can be armed with a BAR automatic rifle for +5 pts.
The Motorbike Section is an Infantry Squad for the purposes of the generic Reinforced Platoon selector from the Bolt Action
Selectors
rulebook. It is also an Infantry Squad for any selector allowing use of the 10th Motorized Cavalry Brigade Infantry Section.
- Sniper
Special Rules
- Team weapon
Page 30, 1940-41: The Invasion of Greece. Page 76, Hungarian Cavalry Section.
Page 31, 1940-43: The War in Africa. e unit’s special rule should be deleted (thus allowing the
In both of these selectors, change ‘75/36 heavy AA gun’ to cavalry to charge into combat as normal).
‘75/46 heavy AA gun’ in the Artillery section. The following options are added:
Page 33, 1941-43: The Eastern Front. Under ‘Tanks, Self-Propelled - One soldier may have a light machine gun for +20pts – another soldier
Guns and Anti-Aircraft Vehicles’, remove the following line: becomes the loader
0-1 vehicle from Semovente 47 - One soldier may have a Panzerfaust for +10pts
Page 44, Kaukopartio squad. e Deep Strike Mission rule will Page 78, 40mm Bofors Anti-aircraft gun. Amend the weapon’s
be reworded as follows: Team entry to read:
Deep Strike Mission: when a Kaukopartio unit that is Outflanking as Team: 4 men
described on page 119 of the BA rulebook becomes available, it may enter Page 82, Axis Vehicle in Hungarian Service special rule.
the battle from anywhere along either the right/left table edge (depending
Remove the following vehicles:
on the chosen side) or any point along the enemy’s own table edge. For
example, if a Kaukopartio decided to outflank left, it could enter from any Panzer IV H, StuG III G, Panther A or G, Hetzer
point along the left table edge (regardless of the turn it became available),
or any point along the enemy’s table edge. Page 89, Late War Infantry Section, Cavalry Section,
motorized infantry section. Remove the special rule which
Page 46, Panzerschreck team. Add the following option to the states that units gain Tank Huters if equipped with a Panzerfaust.
unit listing:
Page 89, Romanian Mounted Section, Special Rules. e
- The team may be equipped with skis for +2 pts.
second sentence should read:
Pages 56-60, Finnish Theatre Selectors. All instances of ‘0-1
Romanian cavalry units may not move into contact with an enemy unit
Allied Infantry’ will be deleted.
while mounted.
All Finnish eatre selectors, except for the Winter War, should Page 90, Heavy Mortar. e ‘Weapon’ line should be changed to:
include the option for an air observer as an alternative to the
artillery observer. Weapon: 1 heavy mortar.
The crew should be changed to 4 men.
Page 61, War in Lapland. e selector is missing the Artillery
entry. Use the same one of the selector on page 60 (i.e. the same Page 92, Renault R35 tank. e entry is incorrect. Use instead
artillery guns, anti-tank guns and anti-aircraft guns). the entry for ‘Captured Renault R35’ on page 24-25 of the same
book which is correct.
- Recce.
Special Rules - Too many turrets! (IZ version only). Three MMGS mounted on two separate-targeting concentric turrets in such a crammed space
led to space and stability problems. To represent this, it is always necessary to make an order test when issuing an Advance order,
even if the vehicle is not pinned.
The IZ and IZM are Armoured Cars for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and
Selectors
for all of the selectors of the Armies of Italy book, except for the ‘Eastern front’.
Weapons Rifles
- Stubborn. Paratroops don’t give in easily! If forced to check their morale when reduced to half strength then they always test on
their full morale value ignoring any pin markers.
Special Rules
- Tank hunters (if anti-tank grenades taken).
- Fanatics (if option is taken) – this replaces the Stubborn rule above.
The Late War Paracadutisti count as an infantry squad for the purposes of the generic Reinforced Platoon selector from the Bolt
Selectors Action rulebook. Alternatively, they can be added to selectors for scenarios set in Italy between the defense of Anzio and the end
of the war.
Options - Add a pintle-mounted MMG with 360° line of fire for +15pts.
Weapons None.
Transport 20 men.
Tow Light howitzer; light or medium anti-tank gun, light anti-aircraft gun.
Team 2 men.
Weapons 1 flamethrower
- Flamethrower
Special Rules
- Team weapon
Let’s say that a unit has lost a model as a casualty (by choice or Similarly, if a unit belonging to a different army is used as party of
because of exceptional damage), so that it’s no longer in formation an army, do they use their original army’s special rules? (e.g. Merrill’s
(i.e there is a gap of over 1" between two parts of the same unit). Marauders in a Chinese army... do they use Chinese army special
When it’s next activated, does the unit have to be ordered to Run or rules or US army special rules? Do the additional German units in a
Advance in order to move back into formation.? Hungarian army benefit from the German army’s special rules?)
Yes, a unit that is activated when it’s not in formation MUST Yes, they would benefit from all special rules of the original army, as
either Advance or Run back into formation. If it fails the order long as they apply only to the unit itself and not to the whole army
and goes Down, it must try again the next time it’s activated. or other units. For example, any British unit taken in this way would
benefit from National Characteristics, but not allow a free artillery
observer, nor make the ‘host’ army’s artillery barrage better.
If a unit fires at a target and it scores a mix of normal damage and
exceptional damage, which player removes the casualties first?
Casualties from Exceptional damage are removed before Can recce vehicles escape from units targeting them with Indirect
normal casualties. Fire weapons (like a mortar)?
Yes, they can.
Do unarmed models count as having pistols?
No, they do not. They can fight in close quarters, but have no If an indirect fire unit (like a mortar) is firing at a recce vehicle
ranged weapons. approx 15" away, is the vehicle allowed to escape to within the
minimum range so the shot automatically misses?
Is a Tow considered a Transport, for the purposes of being You cannot escape closer to the attacking unit, unless it’s to get in
automatically removed from the board if it ends a turn closer to an cover or out of sight.
enemy unit? Likewise, does an empty Tow get to fire all of its guns, or So the recce vehicle targeted by the mortar is not allowed to move
simply the basic one that the crew is assumed to fire? closer to it, unless it is also going to get out of sight or into cover.
Tows are covered in the rules for transports, therefore suffers the
same drawbacks.
If during a battle, the last unit I am left with all have the Slow
Traverse/Load rule, does it mean I cannot do anything any more?
If a heavy or super-heavy artillery piece is not deployed (like in If that happens, the enemy gets to activate all of their units
scenarios where everything starts off map), and the army does not first, then you get to activate your remaining “slow traverse/load
include a tow/towing vehicle, does it mean the artillery piece cannot vehicles” in a random order at the end of the turn.
enter the battle? Is it lost, like reserves that fail to enter?
We will make an exception to the rules in this case, allowing heavy If both players are in this situation, the rules simply cancel each
and super-heavy artillery guns that start off the table and have no other out.
tow, a single 6" move when they enter the table as first wave or
from reserve (no outflanking!). Imagine that a horse-drawn limber
When an airstrike is called in, and you roll either a fighter-bomber
or vehicle has towed them to the very edge of the table and then
or a ground attack aircraft result that puts a HE template on the unit
hastily retreated!
you’re targeting, in addition to the pins the aircraft itself caused during
the attack run, does the HE template itself generate extra pins (for
The chart on page 47 indicates that an infantry unit (or a tracked vehicle) example, if a ground attack aircraft causes D3 pins on the unit, does
cannot be given a Run order while it is in rough ground. However, on page the 4 inch HE template it drops on the unit generate an additional
77: “If a player wishes a unit to engage an enemy at close quarters, it must D6 pins for a total of D3+D6 pins? Or is it just the D3 pins?)
be given a Run order and the player must also declare the unit is making The HE template does not cause additional pins.
an assault”. So it seems that infantry units (and tanks) in rough ground
cannot perform charge actions. Is that right?
A unit that starts in rough ground can assault, and it counts as
a run, but it’s only up to 6" (or 9" for tanks), as described in
Assaulting through terrain, on page 79 of the rulebook.
Yes, you can. That sounds reasonable; in a platoon that includes one or more
cavalry squads, any HQ team can be mounted on horses at
the cost of +5 pts per man, getting the Cavalry special rule.
Can all AA guns fire all around? Regarding the Hungarian cavalry HQ, it would seem fair to
No, only the ones that are described as mounted on a pintle, allow them to assault while mounted (in other words, to exclude
turntable or rotating platform. them from the Cavalry squads prohibition to charge into close
quarters) – it seems reasonable that the impetuous Fanatic rule
takes precedence!
If a unit with a gun shield (or body armour) is inside a building, do the +1
modifiers to the damage value stack up? For example, what is the damage
value of a regular unit with gun shield inside a building: 5+ or 6+? After the Armies of XXX is released, can I still use the XXX army list
from the rulebook or from one of the free PDFs on the Command Post?
The bonuses do not stack up, and the same is true for body armour
and any similar rule. So in the example, a Regular unit with body The Armies of XXX army list replaces the relative list in the rulebook
armour or a gun shield inside a building is damaged on 5+. or the PDF. However, if a player does not own the Armies of XXX
book, he is of course free to use either the list in the rulebook or the
PDF. In events like tournaments and other organized play, normally
Does a ‘free’ unit take up a Force Selection slot? Or could a British the organisers will clearly state which army lists are ‘sanctioned’ for
player with two reinforced platoons field three artillery observers? If use in the tournament – the norm being that the Armies of XXX
not does that mean the Russian or French ‘free’ squad counts towards series takes precedence over any other list.
the maximum number of squads per platoon?
The free units are additional to the Selectors. In each cases it’s +1 There doesn’t seem to be anything to prevent infantry operating a
per army, not per platoon. Fixed Team weapon from assaulting. Is this intentional? Should
medium and heavy mortar crews, MMG and HMG crews be able to
assault? As they may not fire during an Advance Order, is that meant
The Guidelines to Force Selection sometimes contradict the Force
to imply they cannot Run and so cannot Assault?
Selection Rules (e.g. Guidelines say a captain can be fielded in
place of a lieutenant, one heavy weapon per three infantry squads, There is absolutely nothing stopping them from assaulting – you
best if no more than one Forward Observer, maximum of one can assume they leave their weapon behind and assault, only to
tank, light armour, artillery per three infantry squads, etc.). Is the recover it later (assuming they survive the fighting). In general,
Force Selection Rules section the one we should follow and are the this is not going to happen very often, as they are normally
guidelines merely ‘developers’ thoughts rather than actual rules? much better off firing their weapon at the enemy (in the case of
The Guidelines are developer’s notes and intended to help out machine gun teams), or simply running away from enemies that
players who do not wish to use the Selectors. get too close (in the case of mortar teams).
On page 65 of the United States Army book, in the Anzio selector, the If a unit has an option to upgrade from normal infantry to another mode
of transportation (cavalry, bicycles or motorbikes), and the player pays the
infantry options are listed as: ‘inexperienced infantry squads, regular Infantry
point to upgrade the squad, does that mean that the unit automatically gets
squads, Ranger Squad, Paratrooper Squad.’ Is the difference between plural
the special rules related with that mode of transportation?
(Squads) and singular (Squad) a typo? Does it mean we can mix squad skill
levels? Are WE only allowed 1 Ranger squad out of the 4? Yes, if a unit is upgraded with mounts (normally horses or
motorbikes) it gets the Cavalry or Motorbikes rules on page 71
It is indeed a typo. They should all be in plural, as in any reinforced of the rulebook. If upgraded with bicycles, it gets the Bicycles
platoon you can mix experience levels and number of squads. When rules (see for example page 21 of the Armies of Germany book).
a selector limits a squad to a maximum number, it does state so.
With an Escape move, can I legally move into cover, or behind a line
I want to collect an army of paratroopers. However there are no of sight breaking obstacle, such as a building, if that location is closer
specific paratrooper officers, snipers, MMG teams, etc to go with my to the attacking enemy than from where I began. Or, am I required to
paratroopers squads. The same goes for all units of infantry with move into cover that is also further away from the attacking enemy.
special rules, like commandos, gurkhas etc.
You can move closer to the attacking enemy if that is in order
We assume that the special rules only apply to the ‘proper’ to get out of sight or behind cover. You are not allowed to move
(and normally larger) squads of paratroopers, but not to their closer to the attacking enemy while staying in the open.
HQs and support teams, as they are not big enough for the
rule to ‘come into play’, or that their tactical role is different, as
represented by their own special rules or specialised weaponry.
Can armies use captured vehicles? For example, the Russians used
captured German vehicles and vice-versa No, they cannot, at least If I shoot at a unit of artillery that has only one or two crew models
by a strict application of the rules about forming reinforced platoons. left, does the ‘small team’ to-hit modifier apply or not?
However, we have used ‘captured vehicles’ (or indeed ‘allied vehicles’) The small team rule applies to units made of one or two infantry
in many friendly games, and it’s very good fun! models (implying ‘and nothing else’, which should have been
It’s also helpful to reach a certain amount of points for a game stated clearly). So, so as long as there is also a gun model, that
if you have a very ‘varied’ collection! We normally rule that they unit is not made just of one or two infantry models, but also
should be taken as Inexperienced or at most as Regular, but includes a non-infantry model, so the small team bonus does
certainly not as Veteran, as the crew would have less experience NOT apply.
with their use…
If I shoot at a unit that is already Down with an HE weapon, do
If a Green unit is upgraded to Regular (and whenever a unit’s they get to halve the hits or does this just apply to units that go Down
quality is permanently changed by a special rule), how many pin as a reaction to the HE shot?
markers does it take to destroy it automatically? A unit that is already Down does halve the hits from HE hits, in
Count the current ‘upgraded’ status of the unit. So, to destroy a the same way as it benefits from the -2 modifier to being hit.
Green unit upgraded to Regular you need 9 pin markers.
Do the ‘free’ units (like the rifle in USSR or the medium artillery in
the French army) give attrition points when you kill them? If so, how
many points?
They are worth the points they would cost if you purchased
them, so you’ll have to calculate this.
Can a turreted vehicle in Ambush react to a movement outside the arc of Can a medic or an artillery/mortar spotter fire the weapons of a
fire of its weapons? Can the turret turn to react to the Ambush trigger? vehicle they are being transported in?
You cannot trigger the Ambush nor fire against any target whose It’s the passengers doing the firing, and therefore medic
move is entirely outside all of the vehicle’s weapons’ arcs of fire (and units, because they ‘cannot fire any weapons’, cannot fire a
line of sight). If the move crosses any arc of fire and sight, including transport’s weaponry.
the 360° of the turret, you can trigger the Ambush. When you trigger
the Ambush and turn the order dice from Ambush to Fire, all of the Spotters similarly cannot fire weapons and cannot spot while
vehicle’s weapons that can draw LOS to the moving unit that triggered in the transport (extending to them the rules for HQs, which
the Ambush can fire, including the turret (as long as it’s not jammed). cannot use their special rules while transported).
Can recce vehicles make an escape move whilst under an ambush order? Some units, like a Soviet IS2, can’t use the first die drawn in a turn.
Yes, they can. If they do so, they of course lose the advantages of However, if a friendly officer uses the dice and then allocates one of
his ‘Snap to’ dice to the IS2, can this fire as you resolve the ‘Snap to’?
Ambush, as their dice is turned to Down after the escape move.
Yes, it can. Imagine that the officer is concentrating on spotting
targets for the vehicle.
Can a vehicle in Ambush fire at different objectives with different
weapons (as per a regular Fire order) or only at the one that triggered
the Ambush? If a recce vehicle is on ‘Ambush’ this turn, and an enemy fires at it,
Only at the one that triggered the Ambush. can the recce vehicle do an ‘escape move’?
Yes, it can. It’s the same as going Down from Ambush.
If a squad with two flamethrowers in it fires and hits the target with
both, does the squad being hit take two lots of D3+1 Pins and take
two Morale checks, or one of each?
As pin markers are worked out after the firing unit has finished
firing all of its weapons (flamethrowers and rifles, one imagines
in this case), the target only takes D3+1 pins (instead of 1),
and takes 1 test (regardless of casualties), even if hit by multiple
flamethrowers fired by the same unit.
I have a question about Wehrmacht Sturmpioniere weapon – In the Sturmtiger rules it says the main gun is ‘treated as a heavy
grenade launcher GzB-39. According to rules of indirect weapons I howitzer and cannot fire to long range.’ This would seem to suggest
can fire it to other target than rest of the unit. But can I shoot it to that the Sturmtiger is only capable of firing its rocket mortar in
other target using its other PEN +3 profile?3 effective range and so does not suffer the -1 to hit penalty for shots
No, the anti-tank version cannot be fired at a different target, as between 18-36 inches. Am I understanding this correctly?
it’s neither a one-shot weapon nor an indirect fire weapon. The limit applies only when firing directly over open sights.
The range of an indirect fire is not affected. So the range of the
Sturmtiger main gun is as follows: 36 (or 36-84)
The Einstossflammenwerfer entry on page 35 states that these are
one-shot weapons. So we have two questions about the interaction of
the one-shot weapon and the flamethrower rule: Do the Tiger I tank and other vehicles armed with 88mm guns have
1) Can you confirm if single-shot flamethrower models are removed the versatile special rule?
once they have shot? No, only the Flak 36 88mm artillery version of the gun has the
2) If the answer to the above is ‘yes’, and I choose not to shoot both versatile rule.
flamethrowers in the same turn, what happens then? If only one
shoots and is removed, does the surviving model have to test morale
Can a nebelwerfer or other multiple rocket launcher be manhandled?
because half the unit was destroyed?
Yes, they follow the normal rules for artillery units.
If only one FT is fired, the one-shot weapon rule tells us to
replace the model with an unarmed model. When the second FT
fires (or if both fire in the same turn), the team has no more FTs, Which vehicles are allowed to tow a Nebelwerfer or other multiple
so the FT rule tells us the whole team is removed. rocket launchers?
Treat them as light howitzers for towing purposes.
The Panzer 38(t) options say you can upgrade for -30pts
‘(reconnaissance version)’. Does this means it also gains the ‘Recce’
special rule? Or is it just called the reconnaissance version?
It’s just the name of the different version, the vehicle does not
gain the Recce rule.
Can you clarify how the Gurkhas’ Scary Blighters! rule interacts with If a unit with ‘Blood Curdling Charge’ assaults a unit which is in
some other melee rules? Ambush, can the unit in Ambush shoot the assaulting unit as they
Tough fighters vs Gurkhas? If a unit of tough fighters fights came in?
Gurkhas in close combat, they simply halve their initial attacks. The Blood-curling Charge rule only refers to the Target Reacts
For example, ten tough fighters attack a unit of Gurkhas – they section of an assault, not to Ambush. So if a unit is in Ambush it
roll five attacks instead of ten, but then for any hit scored they can fire.
can roll to hit again, as normal.
Could you clarify how the AVRE mortar is used? I am not clear
Can the free British Artillery Observer be accompanied by one or two
about the long distance in indirect fire.
men as normal? If so, are they also free or do I need to pay for them?
The Petard mortar can only be fired at targets within short range,
The free observer can indeed pay additional points to add one or
that is within 36", so it cannot be fired indirectly at all.
two Regular soldiers to his unit.
In the Armies of Great Britain book, the last sentence of the Artillery
Support rule (page 17) refers to selectors that do not include FAO
(like a small Commando force, for example). However, there are no
such selectors in the book…
That’s right, so the free FAO is allowed in any of the selectors
included in the book. This exception to the rule will therefore
only apply in selectors that we may publish elsewhere, or that
people may create themselves.
On page 16 there is an entry of motorbike section, but unfortunately The Partisan list states all captured vehicles must be Inexperienced.
it is not appearing as option in any selector (pages 10, 34 or 36). How does this work with vehicles that don’t have an Inexperienced
Where can it be used. cost (such as Panzer III Ausf L, M or Panzer III Ausf N)?
This section can be taken as a regular infantry squad in the generic These vehicles cannot be included in the list.
selector from the ruleboook or any French selector of this book.
The Partisans’ special rule in Armies of France and the Allies says that
If a vehicle with the One-man Turret special rule is in reserve, does it an enemy unit moving within 6" from the bombs token is hit by the
need to take two separate tests to advance onto the table? And what if equivalent of a heavy howitzer 3D6 hits (if a 6 is scored). In second
it’s in a first wave instead? edition BA should we use the 3D6 or the howitzer HE template?
A vehicle in Reserve already has to take a test with a -1 modifier 3D6 hits, as if the target unit was in a building.
anyway, so the One-man Turret rule effectively has no effect on
vehicles in Reserve. If the vehicle is in a first wave, it must take
an order test before it can enter the table. If the test is failed, the A question regarding Partisan bombs. If a partisan bomb is placed
vehicle is placed in reserve (and it cannot outflank, of course). inside a building do you measure 6" from the token or 6" from the
edge of the building? Can they bring the building down?
If the bomb is placed inside the building, it’s only tested for
if an enemy unit enters the building, no 6" range is used. If it
detonates, it can indeed bring down the building!
ALL BOOKS
Naval Observer. e cost of Naval Observers in every book should be changed to: 180pts (Regular), 195pts (Veteran)
Battle of France
Page 83: Royal Engineers Section options. Amend flamethrower A unit which is taken out of game because it failed a moral test, isn’t
to read: really destroyed, but flees the battlefield and I can buy replacements for
the lost men with the logistics points I get after the battle. But what
(Regular or Veteran only)
happens with a unit that is lost because all men became casualties?
The first part to the answer is covered on the last paragraph on
Page 85: Dragons Portes VB Group. Amend composition
page 123. If a unit is destroyed in combat, roll a dice for each
to read:
model to see who survives. However, if the entire unit is lost,
1 NCO and 3 men you effectively have an empty slot in your company which can
Amend Weapons to read: be filled by attempting to buy a new unit to replace it. However,
whilst you can buy more units than your original company
Rifles with VB launchers started with, you can never go over the limits of units imposed by
your choice of theatre selector. A new unit to replace the empty
Company Commander slot can be made up of existing soldiers using the Managing
What happens to units of the losing side left on the battlefield once Manpower rules on page 125. However, it would have to be of
the game is over? the same type of unit as the one which had just been destroyed,
for the sake of simplicity.
Any surviving units on the losing side are considered to have
successfully fled the battlefield to return to their company. For
the sake of simplicity, this also includes artillery guns. If I request replacements but don’t get them, do I lose the logistics points
or do I keep those I wasn’t able to spend due to unlucky dice rolls?
You get to keep the points. Whilst your request has been denied,
the kudos you have earned with your chain of command is still in
the bank, so to speak.
BATTLEGROUND EUROPE
Page 75. Wasp flamethrower carrier. The Small Vehicle • The Wasp flamethrower is somewhat less powerful than those mounted
Flamethrower rule should be changed to: on larger vehicles, so the number of hits it causes is D6 instead of D6+1.
CASE BLUE
Page 109, Bicycle/Motorbike Infantry Section. Change the option for the 0-4 Infantry Sections.
points cost to the following:
Slovakian Army Special Rules
Regular Infantry 50pts, Veteran Infantry 65pts As the Slovakian army does not appear anywhere else, players
Page 131, Improvised AT. Change the rule to the following: must use the Army Special Rules on page 133-134 if they wish to
field this army.
When rolling to penetrate enemy vehicles using AT grenades or
heavy weapons with less than +3 penetration, the player may Note that this is different from the Italian, Romanian and
elect to re-roll the result. Hungarian alternative Army Special Rules in the book, which can
be used only with opponent’s approval outside of the scenarios in
Page 161, Romanian Thirs Army selector. Add Stragglers as an this book.
COMBINED ARMS
The ‘Built-up Area’ Victory card has the wrong image printed on Why are there two sets of objectives on the sprue, can I take two of
it, it should have the ‘trench work’ objective image (the image the same?
shown on the Objective card). No, you cannot. They are there in case you lose some, or for use
The ‘Observation Post’ Victory card has the wrong image printed in future expansions.
on it, it should have the ‘airfield’ objective image (the image
shown on the Objective card).
In the Resolution Phase, you can pick a Battlefield adjacent to any
Page 7 incorrectly lists 27 Initiative cards, there are in fact 30 of your Land or Naval units. It does not have to be occupied. The
Initiative cards. rules do not state that the opponent must be adjacent. If I read this
correctly, in your game the Axis could have chosen a Battlefield to
move a free hex towards an objective.
On page 27 second to last paragraph on the right... The one Yes, you can do that. Assume that you choose to advance
addressing how casualties are calculated... shouldn’t the armour be towards an unexplored territory, or spotted a small enemy recon
800 points after the battle and not 600 points as written? unit and sent a force in to check that they were not part of a
It should be 800 points. larger enemy force.
D-Day: Overlord
Page 135 & 158, Forward Naval observer Page 139, Parachute Special assault section. After tank hunters
it should read:
- Change cost to: 180pts (Regular), 195pts (Veteran). Change
points cost for the British to upgrade their free observer to a (If anti-tank grenades are taken).
Forward Naval Observer to: +80pts.
- Change the following sentence: On a roll of 2,3 or 4 the near Page 138, Parachute Diversion Section. Composition should
miss causes superficial damage. Roll on the ‘Damage Results on be: NCO and 7 men.
Vehicles’ chart at a -3 to the roll and apply the results. On a roll
of 5 or 6, the vehicle has flipped over. This renders the vehicle Page 146, Fusilier Squad. Cost of regulars should be 50pts
useless and is counted as destroyed. rather than 60pts.
To the following: On a roll of 2, 3, 4 or 5 the near miss causes
superficial damage. Roll on the ‘Damage Results on Vehicles’
All Bangalore torpedoes entries. Replace the last bracketed line
chart at a -3 to the roll and apply the results. On a roll of 6, the
with the following:
vehicle has flipped over. This renders the vehicle useless and is
counted as destroyed. Roll 2D6. To destroy the obstacle the player must roll 6 or more hits.
Page 136, Airborne Royal Engineer section. Cost should be The Dug-in rules should be as follows:
70pts rather than 85pts. Dug In gives you the benefits of being Down (-2 to be hit, halves HE
hits), and if you issue a Down order, you double the benefits (-4 to be hit,
quarters HE).
Page 137, Beach Assault Section. Cost should be 50 pts
(regular) and 65pts (Veteran).
D-Day: US Sector
Page 92: LATE-WAR US ARMOURED RIFLE COMPANY Page 176: SAS NORTHWEST
REINFORCED PLATOON. Add the M21 Mortar Carrier as an EUROPE REINFORCED PLATOON
option alongside the M4 Mortar Carrier
Infantry
Page 116 and 117: Delete the D-Day only special rule. Add the following: 0-2 SAS Deception Teams (This unit entry is
found on page 141, Bolt Action Campaign: D-Day: Overlord)
Empire in Flames
parrow Tactics. Add the following sentence: Chinese Nationalists list, Suicide anti-tank team. Add the
following Special Rule:
Note that this rule cannot be used by units that have already used other
special rules to Set-up unconventionally (like Observers/Snipers), but only Tank Hunters
by units that Set-up as normal.
• Remove transport and add one Vickers with 360° firing arcVickers Options:
MMG for +15pts(thevehicle counts as an armoured car rather than • Add up to 7 additional men with rifles for +14pts each
a transport)
Fortress Budapest
The Sorozatveto rocket launcher can be included as an artillery Cost: 55pts (Regular) 72pts (Veteran)
unit in all of the theatre selectors in the book, except for the Options
Mountain Border Guards. - Add up to 5 additional men with rifles at +11pts (regular) or +14pts
(veteran) each
Page 133, TACAM R-2 Tank Destroyer. The cost is wrong and
should be as follows: Can you specify in which selectors can the Hungarian Parachute
Assault squads be used?
Cost: 125pts (Regular) 150pts (Veteran)
They can be used in the Budapest Pocket Defenders selector
of the Fortress Budapest book, and in the A Red Storm Rising
Page 108, Panzer Grenadiers. The cost is wrong and should be selector in the Armies of Italy and the Axis book.
as follows:
Page 88. French Foreign Legion squad (Italy 1944). Change Page 149: Add Nashorn to the Tanks, Tank Destroyers and
the cost to 72pts regular, 90pts vet. In the options section change Self-Propelled artillery available.
the price of extra men to 12pts regular, 15pts Veteran. In the
special rules section add the Espirt de Corps special rule.
SCENARIOS
Page 94. First Motorised Group /CIL officer. Above the second Scenario 1: The Barracks
point in the options section insert the following: New map (see below).
Players may choose only one of the following options: The last paragraph of the set-up section is changed to:
Page 99. Heer Grenadier squad. Fourth point in options. There Finally, players place objective markers. Starting with the
is a typo in the last sentence. It should read: defender three objective markers are placed in the ruins. Each
The LMG loses the Hitler’s Buzzsaw rule. objective marker must be placed in a ruin on the Rapido River
side of the road. Each objective may not be placed in a ruin that
Page 102. Spahtrupp. Add above the third point in the is closer than two ruins away (i.e. they can be placed in a ruin
options section: that is two ruins away but no closer).
Players may choose only one of the Scenario 1 - The Barracks
following options: 5" 3" 1"
as follows: Roa
d
dirt
Mud
ld
Scenario 4Last
- Cassino II: The
update: Railway
February 28thStation
2024 40
Infantry counter-attack force entry Defender’s Edge Tank counter-attack
force entry
7"
Page 36. Victory! Change the word Scenario 4 - Cassino II: The Railway Station
“position” in the first sentence to Infantry counter-attack force entry Defender’s Edge Tank counter-attack
“possession”. force entry
Scenario 4:
Cassino II: The Railway Station
New map (right). bridge
Railway line
Station
waterlogged
area
r
ive
R
ri
ga
Engine shed,
dit
ch
Round house
hummocks
ba
rb
ed
wi
re
Attacker’s Edge 28th maori 1st & 2nd wave entry
Defender’s Edge
brutal assault. One survivor describes
the battle as, “Nothing less than the 4"
6"
last phase of a Medieval siege, the
only difference being that machine
3"
guns were substituted for crossbows 5"
and grenades for boiling pitch.”
2"
To read: 4"
3"
The Germans charged down the 2/3rd FJ
1"
2"
4"
6"
MG
German deployment zone panzernests 8"
10" Snakeshead
point ridge
r 10"
bunker 569 point bunke
593
Snakeshead Edge
4"
4"
A.T.
Mines bunker 10"
(objective)
6"
point 593
A.T.
Mines
8"
Albaneta
Farm
Rubbl
MG
panzernests
e/b
ould
10"
ers
bunker
(objective)
point 569
6"
Defender’s Edge
Let’s rule that any terrain providing hard cover or better, than
is at least as tall as a man, would stop the shot, so only units
between the barrel and said terrain are affected.
Canister Round for 37mm. The FAQ above deals with hard cover.
But reading the rules about ignoring soft cover and small team, it
implies that you still apply other modifiers – Moving, Range, Down.
Is this the case? If Range is counted I would interpret this as Point
Blank for templates 1&2 (0-6”) and 4+ for 3&4 (over half the range
of the weapon), is this correct?
Yes, that sounds like a good interpretation!
Also, the selector gives the option of a light mortar. Using the
Page 91: IJA Engineer Section options. Amend flamethrower: France and allies book for the Netherlands, no light mortar option
(Regular or Veteran only) is available. Should this option be available, or is it meant to be a
medium mortar, as that is what the KNIL had before being overrun?
Can the Lone Sniper use his LMG as ‘Sniper’ weapon – meaning it It should be a medium mortar.
does exceptional damage, ignore cover etc?
No, the LMG does not use the sniper rule. He only uses the Page 91: replace all occurences of M3 Lee with M3 Grant.
sniper rule when firing his rifle.
ostfront
Page 79. Strafbattalion Penal Infantry Squad. e first line in • Add up to 5 additional men with rifles at +7pts each (Inexperienced) or
the options should be changed to: +10pts each (Regular)
KOREA
FAQs/FIXES NEW UNITS
It was discovered the mentioned photo on page 98 second The tactical environments were radically different in distances
column describing ROK emplacement layouts was not included from ship to shore and a little known element is the Army Air
in Bolt Action: Korea. A good example of this missing picture is Force used specially dedicated and trained Squadrons to be used
on page 11 of Armies of Italy and the Axis. as flying forward observers. Established in October of 1943, the
Joint Assault Support Company (JASCO) units were battalion-
sized units comprised of Navy and either Army or Marine
personnel tasked with providing coordination and control of
Naval gunfire and close air support to an amphibious landing
force as well as shore and beach party communications. JASCO
is the forerunner of the modern Air/Naval/Ground Liaison
Company or Air Naval Gunfire Liaison Company (ANGLICO).
2 observers, 2 men (one observer serves as an Air Forward Observer, the other observer serves as a Ground Artillery and Naval
Team
Gunfire Observer).
Options - The team may be accompanied by up to two men at a cost of +10pts per man (Regular) or +13pts per man (Veteran).
JASCO/FAC JEEP move all the communication equipment and personnel. Each
This is a standard U.S. Military Jeep modified to allow the Jeep was also typically equipped with a standard machine gun
JASCO/FAC teams to perform the wide array of duties they mount able to hold a .30cal or a .50cal machine gun.
were called upon to perform. Platforms holding 8 to 12 radios Jasco/FAC Jeep is an option (costing +25pts) for any transport
of different styles associated with the various military branches Jeep included in your force.
provided the JASCO/FAC team members to instantly relay data
and other information between all the military branches and the The jeep may add a pintle-mounted MMG with 360 degree arc
multitude of U.N. forces involved in the fighting. Some teams of fire for +15pts or a HMG for +25pts, losing the transport
had two jeeps while others may have used a jeep and a trailer to options and counting as an armoured car rather than a transport.
Oxford Carrier
This AFV was designed late in World War II to replace the Universal and Loyd Carriers but work was halted because a suitable engine
could not be found at the time. Adding a Cadillac V8 engine the vehicle performed to expected standards, essentially being an upsized
Universal Carrier. Able to carry eight passengers in addition to the crew of three, it could optionally stow a 106mm Recoilless Rifle
(RR) or a 3” or 4.2” mortar in place of the transport capacity. Additionally, it could tow a 6- or 17-pdr anti-tank gun. An Oxford
carrier is currently cosmetically restored and can be seen in the War museum in Pyongyang. For an easier visiting experience there is
always of course The Royal Tank Museum in the United Kingdom.
For game purposes, a British Commonwealth force can modify the Bren Carrier entry on page 161 in Bolt Action Korea as follows:
Weapons None.
Transport 8 men.
- Remove Infantry transport ability and add a forward facing 106mm RR (treat as medium howitzer) for +55pts, or a Medium
Options
Mortar for +20pts. In both cases, the vehcile then counts as a self-propelled gun rather than a transport.
- Open Topped
Special Rules
- Uparmoured: Due to the extra sloped plating on the front it has an armour value of 8 in the front arc.
Stalingrad
Page 105, Set-Up. The rules for snow should read as follows: Page 125, Alarm Unit. The Cost, Options, and Special Rules
should read as follows:
Some areas can be designated as snow, using the rules on page 157.
Cost - 42pts (Inexperienced)
Kindle Version, Buildings. The rules for Buildings with Multiple
Floors/Sections the fourth sentence should read as follows: Options - Add up to 4 additional men with rifles at +7pts (Inexperienced)
Instead, treat each floor and distinct section as a separate building. For Special Rules - Ad Hoc Squad: Alarm units varied wildly in numbers and
instance, say a three story apartment building containing a squad on its top equipment, as they tended to scrounge up any weapons they could beyond
floor suffers 10+ hits from HE. Instead of destroying the entire building, their trusty Kar 98K rifles. Before deployment begins, roll a D6 for each
that floor is turned to rubble, but the rest of the building remains intact. Alarm Unit and consult the chart to see how many men are in the squad
Any unit inside a building segment or floor that is turned to rubble is and what weaponry they scavenged:
destroyed; however, subsequent units may clamber through the debris to Result 1-3: Remove three riflemen from the squad and replace them with
occupy the ruined part of the building. two models armed with SMGs.
Flamethrowers hit only a single floor or section of a building, not multiple Result 4-5: The squad remains as is, equipped solely with rifles.
floors or sections of a large building. Whether the hit building catches fire
Result 6: Remove three riflemen from the squad and replace them with one
and becomes uninhabitable should be judged based on the materials of
model armed with an LMG. Another rifleman becomes the loader.
the building. For instance, a cabin or suburban house would quickly be
engulfed in flames and become smoking rubble, while a factory, bunker, or Page 135-154, Theatre Selectors. The following applies to all
brick building would go out and be safe to occupy afterward. theatre selectors within the campaign book.
There are several ways to represent a destroyed section of a building: an No panzerfausts may be taken by any units when using theatre selectors
easy method is to place a smoke marker in the destroyed section. More from Campaign: Stalingrad.
ambitious wargamers may want to have damaged building parts or other
terrain markers on hand with which to swap out the intact sections with Page 157, Dug In rules. The second sentence of the second
damaged versions. paragraph should be changed to read as follows:
Kindle Version, Sewers. The rules for Sewers should read only If the unit goes Down while Dug In, the benefits of being Down are
the following: doubled (i.e. -4 to be hit and only one-quarter damage from HE).
The flow of running water in Stalingrad was quickly halted with the first
bombing raids. But as the battle intensified, the sewers of Stalingrad took For Alarm Units, the Ad Hoc Equipment/Squad rule uses a D6 to
on another use. When the open air became too dangerous for movement, determine how the squad is equipped. There are slight variations in
units on both sides used the sewer system as a way to move men and the points cost between the different outcomes. Is this intended?
material around the city. These rules are best employed in any battle taking
place in the most built-up portions of Stalingrad: downtown or the factory Yes! This is to represent the second-line nature of these squads who
district. equip themselves with whatever is available. Ad Hoc Equipment/
Kindle Version, Tractor Factory T-34 rules. The Special Rules Squad is thus a bit of a gamble, much like the Green special rule.
for Factory Worker Crew should read as follows:
With a shortage of tank crews available, some factory workers climbed into There are a few Soviet selectors that have the special rule “Off-
the tanks they’d just built and drove them into battle themselves. Without Map Battery” that states that Soviet players are not allowed to take
proper training, however, even completing simple manoeuvres could be a artillery units. However, the selector still allows anti-tank and anti-
challenge. This unit must pass an Order test to perform any action, even if aircraft options which are Artillery units in Bolt Action. Are Soviet
it has no pins. players allowed to use AT and AA guns in theatre selectors with the
Page 121, Zaichata Squad. Change ‘sniper rifles’ to ‘rifles’. Add Off-Map Battery rule?
the ‘Sniper’ special rule to the squad. Yes, you may take AT and AA units in theatre selectors with the
Off-Map Battery rule. Any unit listed within a theatre selector
WESTERN DESERT
In the Western Desert book, there are new National Characteristics Page 144. Delete Camionettisti light mortar team.
for the British and Commonwealth armies. Does this replaces
all the traits from the AoGB book, or replaces only the National
Characteristics from AoGB? Page 147. Delete both instances of:
When building a force from the Western Desert book, British Must be taken as Regular.
and Commonwealth armies get the basic traits from the AoGB
book (i.e. the free artillery observer in lists that allow them, and
Page 161. Desert Fighters. Change the first sentence to:
the barrage reroll) and then the National Characteristics from the
Western Desert. Any infantry or artillery unit that is part of a force fighting in the desert [...]