Bolt Action Errata Feb28 2024

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FAQ & ERRATA


This document compiles a list of Errata and FAQs for Bolt Action.

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.

bolt action rulebook – errata


Page 39, Order summary table. Change rule in the table for Page 96. Re-crewing Guns. The following paragraphs will
Down to read “…gain an extra -2 to be hit”. be added:
Page 67, Fixed special rule, fourth paragraph.e sentence If the new crew is reinforcing an existing crew, they immediately become
should be changed to read as follows: the same rating as the existing crew, regardless of what they were before
(and also lose any other special rules they might have had).
When ordered to Run, fixed weapons move the normal 12" over open
If they are crewing an abandoned gun, then they keep their own Morale
ground or 6" over rough ground, obstacles etc.
rating and special rules.
Page 67, Flamethrower special rule, last paragraph on page.
Page 103, Reverse Moves paragraph. A vehicle can reverse
e first sentence should be changed to read as follows:
straight backwards, without any pivots, at up to half its standard
A unit hit by a flamethrower must check its morale once firing has been Advance rate unless it is a recce vehicle (see page 118). Vehicles
worked out and pin markers allocated, as described above. cannot mix forward and backward movement in the same turn –
Page 68, Flamethrower special rule, first paragraph on page. either you move forward, or you reverse.
The second sentence should be changed to read as follows: Page 109, Vehicle crew paragraph. Delete tenth sentence:
If this happens, the entire flamethrower team is removed as if it had fallen ‘Ambushes are normally… …trigger ambushes’
casualty. If this happens in a squad-based flamethrower, only the model
armed with the flamethrower is removed, while the loader fights on with
Page 119, Escape Reaction. The second paragraph will be
the squad. changed to read as follows: The enemy’s shot is then resolved as
normal. If the target has moved out of range or sight then the
Page 71, Spotters. e following sentence will be added at the unit shoots and automatically misses. Note that if firing at a recce
end of the entry: vehicle with HE, decide to escape or not right before the firer
Note that spotters are always ignored for the purpose of victory conditions measures the range to the target, just like a unit deciding to go
(e.g. they cannot capture/control/hold objectives and areas of the table, Down when targeted by HE.
move out of the table to score points, etc).
Page 122, First line. Change ‘at least partially’ to ‘completely.’
Page 79, Assaulting through terrain.e second paragraph will
be followed by a third paragraph, as follows: Page 124-125, HE weapons against buildings.e second and
third paragraph will be changed to read as follows:
[…] Note that the defenders will also benefit from the ‘defensive position’
bonus in the ensuing fight, as explained above. This means that when rolling to hit you ignore any to-hit penalties for cover.
All other modifiers apply as normal – for example, Down in this case might
Note also that, if the target unit is more than 6" away, and the represent the unit hiding in the building and if the enemy misses the shot,
assaulting unit could move up to 12" and reach its target by going this might represent the them not having taken the shot at all, and instead
around rough ground or an obstacle, the assault is allowed (though still be searching for the target (and similarly a small team is more difficult
the defensive positions bonus still applies as the defenders have time to spot inside a building…).
to see the enemy running around the rough ground or obstacle). If you score a hit, this means that the shell has managed to find – or make
Page 86, Warplane Type Chart, Strafing Fighter. e first and – an opening. The unit inside that floor of the building suffers a number
of hits equal to the ‘damage in buildings’ value in the HE chart for that
second sentences should be replaced by the following:
shell (D3, D6, 2D6 or 3D6). If the unit is Down (units in buildings can react
The target unit takes one additional pin marker and suffers 2D6 hits with a by going Down as normal when targeted by HE), the hits are halved as
+2 Pen value. normal, rounding up. When hit by […]

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.

Last update: February 28th 2024 1


Page 131, Hidden set-up. Second paragraph, the second Page 153, Force Selection Rules, left column, fourth
sentence from the last will be changed to read as follows: paragraph. Replace the beginning of the first sentence with:
In addition, hidden units can never be chosen as targets for If a vehicle listed as a transport/tow picks any option that means the
air strikes. transport loses its transport/towing ability, it no longer counts as a
transport/tow for the purposes of force selection, […].
Page 137, Objective, second sentence. Change ‘defender’s’
to ‘opponent’s’. Page 173, M4 Sherman 75mm. Change ‘134pts (Veteran)’ to
‘234pts (Veteran)’
Page 137, First Turn. Replace entire paragraph with:
Page 195, T-34/76 Medium Tank. Change ‘134pts (Veteran)’ to
The battle begins. There is no first wave in this scenario. All units not held in
‘234pts (Veteran)’.
reserve are deployed at the start of the game.
Page 222, Orders table. Change rule for Down in Orders table
to read “…gain an extra -2 to be hit”.

All books – errata


Jeeps. In all books where they appear, change the ‘Tow’ line to read: the awkwardness of this weapon layout. In addition, these weapons must
always be fired against the same target as the vehicle hull-mounted MMG.
Tow: light anti-tank gun, light howitzer, light anti-aircraft gun.
Stuart M3A1 light tanks. M3A1 Stuart Light Tank in Armies
Bofors 40mm and all other heavy automatic cannon artillery of the US, and the M3 Stuart III & Stuart IV in Armies of the
units. In all books where they appear, change or add the team UK should all add the following option:
line to read:
- If the recce option is not taken, the tank can replace the hull-mounted
Team: 4 men. MMG with a hull mounted forward-facing flamethrower for +40pts. This
Stubborn special rule (British paratroopers and all other also makes it more vulnerable to damage. as normal for flame-throwing
tanks.
occurrences). e rule will be changed to the current one on
page 91 of the rulebook. M3/M5 Half-track. In all books where they appear, change the
‘Tow’ line to read:
Renault FT tanks. In ANY army list, add the following option:
Tow: any anti-tank gun or anti-aircraft gun; light or
- The tank can upgrade the MMG to a low-velocity AT gun medium howitzer.
(+3 Pen) for +30pts.
LVT-4 Buffalo. In all books where it appears, change the
Stuart M3 light tanks.e earliest variants of the M3 light transport line to:
tanks (i.e. the M3 Stuart Light Tank in Armies of the US, the
M3 Stuart I & Stuart II in Armies of the UK, and the land Transport: 30 men, or a jeep or bren carrier, or a light/medium artillery
lease Stuart M3 in Armies of the Soviet Union), should all have unit.
a single hull-mounted forward-facing MMG and have their Renault R-35 tanks. In all books where they appear, change the
cost reduced by 10pts. hull-mounted MMG to a co-axial MMG. When this applies,
reduce the cost of the tank by 5pts.
In addition, they should add the following options:
- Add a pintle-mounted MMG to the turret for +15pts.
Medium Automatic Cannon. This category does not exist.
Change all references to these to heavy automatic cannons.
- Add two hull-mounted forward-facing LMGs for +15pts. Note that these
.30 cal machine guns are treated as LMGs rather than MMGs to represent

Field Ambulance (any army)


Most armies would field some form of trucks or other softskinned vehicles converted into field ambulances for transporting medical supplies
and medical staff around the battlefield and for the rapid evacuation of the seriously injured. Even though normally these vehicles would
try to keep out of trouble, and even though the very obvious red crosses painted on them should protect them from being targeted by the
combatants, in the heat of battle many did come unfortunately under fire. In game terms, they are unusual vehicles that share with empty
transports the vulnerability to being in proximity of enemy units, but count as medics both in terms of special rules and platoon selectors.

Cost 50pts (Regular), 60pts (Veteran).

Weapons None.

Damage value 6+ (soft-skin).

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.

Last update: February 28th 2024 2


TRUCK (any army)
A truck counts as a Transport for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and for all
theatre selectors which include any vehicle.

Cost 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran).

Weapons None.

Damage value 6+ (soft-skin).

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.

UTILITY CAR (any army)


A utility car counts as a Transport for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and for all
theatre selectors which include any vehicle.

Cost 17pts (Inexperienced), 21pts (Regular), 25pts (Veteran).

Weapons None.

Damage value 6+ (soft-skin).

Transport 3 men.

ARTILLERY TRACTOR (any army)


An artillery tractor car counts as a Tow for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and
for all theatre selectors which include any vehicle.

Cost 15pts (Regular), 18pts (Veteran).

Weapons None.

Damage value 6+ (soft-skin).

Tow Any anti-tank gun or anti-aircraft gun, light or medium howitzer.

HORSE-DRAWN LIMBER (any army)


A horse-drawn limber counts as a Tow for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and
for all theatre selectors which include any vehicle.

Cost 8pts (Inexperienced), 10pts (Regular), 12pts (Veteran).

Weapons None.

Damage value 3+ (literally soft skinned).

Tow Any gun or howitzer.

Options - Slow (only when towing)

Last update: February 28th 2024 3


Armies of germany – errata
Page 17, Tiger Fear special rule). The first sentence of the rule Page 47, Panzer III (C, D, E, F). Add a second co-axial MMG
will be amended as follows: and increase cost by +5pts.
All enemy units that are within 18" of, and have line of sight to, one or more Page 52, Tiger II. Add the following option:
vehicle with the Tiger Fear special rule (see the vehicles section of this army
list) suffer from Tiger Fear. Note that the 18" range is measured AFTER you have - May have additional pintle-mounted MMG for +15pts
declared which order you have given to the unit. Units suffering from... [...] Page 68, SdKfz 221/222/223. Delete the Open-topped special
Page 28, Waffen-SS Squad (Late War). The cost and Options rule and increase costs by 5pts.
lines are modified as follows:
Page 71, SdKfz 250/9. Delete the Open-topped special rule and
Cost: Inexperienced Infantry 35pts, Regular Infantry 50pts, Veteran Infantry 65pts increase costs by 5pts
Options: Add up to 5 additional men with rifles at +7pts each
Page 71, SdKfz 250/10 and SdKfz 250/11. In the options
(Inexperienced), +10pts each (Regular) or +13pts each (Veteran)
section, delete the words ‘anti-tank rifle’. (The Panzerbüchse is a
Page 30, Luftwaffe Field Division infantry squad. modified light anti-tank gun.)
e following option will be added:
- Up to 1 man can have a light machine gun for +20pts –another man
becomes the loader.

UNIC P107 COMMAND HALF-TRACK


The P107 Halftrack was developed by Citroen in 1934 and then produced by the truck manufacturer Unic after Citreon’s bankruptcy.
In 1940 more than 2,000 examples were in service with the French military. During World War II the Germans found their own half
tracks in short supply and so Major Alfred Becker of the 21. Panzerdivision suggested converting captured French vehicles and so
ordered the conversion of several hundred Unic Half-tracks.
The vehicle is a German transport for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost 80pts (Inexperienced),100pts (Regular), 120pts (Veteran)

Weapons None

Damage value Value 7+ (Armoured Carrier)

Transport Up to 10 men

Tow Light or medium howitzers; light, medium or heavy antitank guns; light or heavy anti-aircraft guns.

Special Rules - Command vehicle

Gep.M.Trsp.WG.Bedford (e) armoured-carrier


After the early Campaigns of World War II, the British Expeditionary force left behind much equipment during their retreat from
the front, including many Bedford trucks. Later in the war during the defence of Italy around 1944, German vehicles began to
appear, based upon a strangely familiar chassis. Many British Bedford trucks were captured during the successful German offensives
in early war (like in the Western Desert or Crete). Later, from around 1944, several were converted with armour plating and mounted
different type of weapons, giving birth to the Gep.M.Trsp.Wg Bedford (e) armoured vehicles, which saw use in the defence of Italy
and Germany in the latest phases of the war.
The vehicle is a German Armoured Car for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost 96pts (inexperienced), 120pts (Regular), 144pts (Veteran)

Weapons 1 forward-facing light anti-tank gun, 2 pintle-mounted MMGs covering the left, right and rear arcs

Damage value 7+ (Armoured Car)

Special Rules - Opened-topped

Last update: February 28th 2024 4


Panzerkampfwagen 35R 731(f) mit T-26 Turm
After the fall of France, the Wehrmacht found themselves with hundreds of Renault R35 light tanks - a tough if flawed design. Many of these
would be used on the Eastern Front to supplement existing stocks of Panzer IIIs and Panzer IVs. The PzKpf 35R/T26 has an interesting
history, with some debate about its origins. The prevailing theory is that the vehicle was built by the 7th SS Volunteer Mountain Division
Prinz Eugen while they were conducting anti-partisan operations in Yugoslavia. Adding a T-26 turret addresses many of the problems that the
original R-35 had. A larger, more spacious turret with a more effective gun makes for a better all-round light tank.
The vehicle is a German Tank for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost 116pts (inexperienced), 140pts (Regular), 164pts (Veteran)

Weapons 1 turret-mounted light anti-tank gun with co-axial MMG

Damage value 8+ (Light Tank)

Special Rules - Armoured all round, Slow

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).

Cost 240pts (Regular)

Weapons Turret mounted twin heavy auto cannons, hull mounted MMG

Damage value 9+ (Medium Tank)

Options - May have a pintle mounted MMG for +15pts

- 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 250/4 (Alte) AA half-track


The Sd.Kfz 250/1 was a reconnaissance and transport half-track mainly used by scout and HQ units. The vehicle was a shortened version
of the ubiquitous Sd.Kfz 251 Hanomag series and, much like its longer cousin, there were many variants fulfilling different roles, such as
cable carriers, ammunition carriers and radio carriers, amongst others, like the AA variant presented here.
The vehicle is a German Anti-Aircraft vehicle for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost 60pts (Inexperienced), 75pts (Regular), 90pts (Veteran)

Weapons 2 platform-mounted MMGs

Damage value 7+ (armoured carrier)

Special Rules Open-topped, Flak

Last update: February 28th 2024 5


Krupp Protze with Pak 36
A Krupp Protze was a German six-wheeled truck and artillery truck, occasionally converted into an anti-tank portee by mounting a Pak 36
anti-tank gun onto its bed.
The vehicle is a German Tank Destroyer for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost Inexperienced (52pts), Regular (65pts), Veteran (78pts)

Weapons Forward-facing light anti-tank gun

Damage value 6+ (Soft skinned)

Special Rules None

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.

Cost (Inexperienced) 56pts, Regular 70pts, (Veteran) 84pts

Weapons Forward-facing light anti-tank gun

Damage value 6+ (Soft skinned)

- 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

Special Rules - Open topped (if armoured cab taken)

Last update: February 28th 2024 6


Armies of the united states – errata
Page 24, Paratrooper squad & Glider squad. Add the Page 37, M5/M5A1 Stuart.
following option: Replace the current HMG option with:
- The squad can be given the Stubborn special rule at +1pt per man. - May have an additional pintle-mounted MMG for +15pts or pintle-
mounted HMG for +25pts.
Page 25, Ranger squad. Change ‘Rangers Lead the Way!’ Special
Rule to: Add the following option:
Rangers lead the way! Units of Rangers are allowed to make a Run move - May be a Recce vehicle for +10pts.
after both sides have finished set-up, but before the first turn of the game.
Page 41, LVT(A)1. Add option to downgrade the coax HMG to
During this move, the unit cannot assault enemy units, and cannot be
targeted by enemies in Ambush.
MMG for -10 pts.

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.

- May add a gun shield for +5 points.


Page 52, LVT-4 ‘Water Buffalo’ landing vehicle.
Add following options:
Page 37, Culin hedgerow cutter box-out. Change 2nd
paragraph to: - May upgrade both pintle-mounted MMGs to pintle-mounted HMGs for
+20pts
- Any tank that has the option of adding a Culin hedgerow cutter may do so
- May have an additional forward facing hull-mounted MMG
for +10 points per model.
for +10pts
A tank so equipped…

VETERAN INFANTRY SQUAD


Due to the relatively short amount of time at the front, and particularly because of the constant influx of replacements, regular
US infantry units never got quite as ‘seasoned’ as those of some other countries that lacked the American manpower, training and
organisation. Nevertheless, some regular Army units did fight on enough fronts to become true veterans, like the famous Big Red One
(1st Infantry Division), or the ultra-decorated Nisei units, renowned for their courage and stubbornness under fire.

Cost 78pts (Veteran).

Composition 1 NCO and 5 men.

Weapons M1 Garand rifles.

- Add up to 6 additional men with rifles for +13pts each.


- The NCO and up to three additional men can have submachine guns instead of their rifles at a cost of +3pts each.
Options - Up to 2 men can have a BAR M1918A2 automatic rifle instead of a rifle for +5pts each.
- The squad can be given anti-tank grenades for +2pts per man.
- Any veteran infantry squad can be Tough Fighters for +1 pt per man.

- Tank hunters (if anti-tank grenades taken).


Special Rules
- Tough fighters (if option is taken).

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.

Last update: February 28th 2024 7


The entries below replace the M4A2 Sherman ‘Zippo’ or ‘Ronson’ Crocodile Flamethrower entry on p.41 of the Armies of
the US.

Sherman ‘Zippo’ or ‘Ronson’ and


Sherman Crocodile flamethrower tanks
In the Pacific Theatre a flamethrower tank was needed to root out the Japanese from their well-protected defensive positions. The
M4’s main gun was replaced with a heavy flamethrower to create the Zippo variant. In Europe the 2nd Armoured Division also used
a version derived from the British Crocodile. The main difference, in this case, was the position of the flamethrower and the separate
fuel-trailer with its larger fuel capacity.
Principal service: 1944–45.
Numbers manufactured: unknown (‘Zippo’), 4 (Crocodile).

Sherman Zippo (earlier version)


Cost 188pts (Inexperienced), 235pts (Regular), 292pts (Veteran)

Weapons 1 gyro-stabilised turret-mounted medium anti-tank gun with co-axial MMG and 1 forward facing hull-mounted flamethrower.

Damage value 9+ (Medium Tank)

Options - May add a pintle-mounted HMG on the turret for +25pts.

- 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 Zippo (LATer version)


Cost 140pts (Inexperienced), 175pts (Regular), 210pts (Veteran)

Weapons 1 turret-mounted flamethrower with co-axial MMG and 1 forward facing hull-mounted MMG.

Damage value 9+ (Medium Tank)

Options - May add a pintle-mounted HMG on the turret for +25pts.

- 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.

Damage value 9+ (Medium Tank)

Options - May add a pintle-mounted HMG on the turret for +25pts.

- 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.

Last update: February 28th 2024 8


E7-7 Mechanized Flamethrower
Based on the chassis of the M5A1 Stuart light tank, only four of these flamethrower light tanks were produced. They were deployed
in the Pacific sector and saw use in the last stages of the war. Notably, in April 1945, they took part in the fighting at Balete Pass
(Luzon, Philippines) supporting the 25th Infantry Division. They all had names starting with the letter ‘F’, such as ‘Flaming Fanny’
and ‘Fire Buggy’.
Principal service: 1945.

Cost 116pts (Inexperienced), 145pts (Regular), 174pts (Veteran)

Weapons 1 turret-mounted flamethrower with coaxial MMG

Damage value 8+ (light tank)

- 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.

Quad 50 gun truck


This vehicle was a GMC CCKW 2½-ton 6×6 truck mounting an M45 gun turret.
This is a US Anti-aircraft vehicle for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost Inexperienced (80pts), Regular (100pts), Veteran (120pts)

Weapons Four turret-mounted HMGs

Damage value 6+ (Soft skinned)

Special Rules - Flak

M51 Multiple Machine Gun Carriage


The M51 was composed of the M17 trailer and the M45 gun turret.
This is a US Anti-aircraft gun for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook.

Cost Inexperienced (84pts), Regular (105pts), Veteran (126pts)

Team 4 men

Weapons Four platform-mounted HMGs

- Team weapon
Special Rules - Fixed (counts as a heavy gun for the purposes of movement)
- Flak

Last update: February 28th 2024 9


Armies of great britain – errata
Page 24, Paratroop section. e following Option and Special Page 62, LVT-4 Buffalo. Add following options:
rule should be added:
- May upgrade both pintle-mounted MMGs to pintle-mounted HMGs for
- The entire squad may be mounted upon bicycles or welbikes for +1 pt +20pts
per man - May have an additional forward facing hull-mounted MMG
Bicycle/Welbike-mounted infantry: These follow the same rules as infantry, for +10pts
except when moving entirely on a road, in which case they double their
Page 69, Raiders! Selector. e anti-tank team entry will be
Run move to 24" (this move cannot be used to assault). In addition, the
first time they receive any order other than Run, or if they receive a pinning
changed as follows:
marker, they dismount and abandon their bicycles for the rest of the game 0–1 Anti-tank team: Boys anti-tank rifle team, PIAT team.
– replace the models with models on foot.
Page 76, Fall of Singapore selector. Add all transport and tows
Page 24, Paratroop section. Change the second sentence of the options from the Burma theatre selector on page 67.
‘Stubborn’ rule to read:
Page 77, Burma selector. e anti-tank team entry will be
If forced to check their Morale, then they always test on their full morale
changed as follows:
value, ignoring any pin markers.
Page 25, Commando section. The submachine guns option will 0–1 Anti-tank team: Boys anti-tank rifle team, PIAT team.
be changed as follows: Page 77, 1942-45 Burma theatre selector.
Add to ‘Tanks, Tank Destroyers, etc’
NCO and any other soldiers may have a submachine gun for +2pts each.
• Sherman V
Page 35, Polsten gun. Add that the gun is platform-mounted. • Valentine Mk III/IV
• M7 Priest
Page 38, Littlejohn adaptors. The rule will be changed
as follows: Add to Infantry:
• 0-1 Flamethrower team
[...] However, it is not terribly reliable. If you roll a 1 (before modification) • Boys anti-tank rifle team (to ‘anti-tank
when you are rolling to hit then it has broken. The main weapon cannot be team’ line)
fired again until the crew repair it. Whenever you give an order to the tank Add to Tows:
again, you can give it a Down order to represent the repairs. When you do • Matador artillery tractor
this, the vehicle does not move and counts as open-topped for the rest of • Scammell Pioneer Artillery Tractor
the turn, but the main gun becomes fully operational again. • Jeep
Page 42, Cruiser Tank Mk VIII Centaur CS. Delete ‘1 hull- Add to Field Artillery:
mounted MMG’. e points values is correct as is. • Medium artillery
• Heavy Artillery
Page 44, Infantry Tank Mk IV Churchill I-VI & IICS. Change
the fourth Option to read: Add to Armoured Cars:
• Humber light reconnaissance car
- May replace the 6-pdr with a 95mm medium howitzer at no points cost • Stuart III Recce
(making the vehicle a Churchill Mk V)
Add to Anti-tank Gun:
Page 45, Infantry Tank Mk IV Churchill VII-VIII. Replace the • QF 2-pdr
armament Option to read:
Add to AA Guns
- Replace the 75mm gun with a 95mm medium howitzer for -10pts • 20mm Polsten cannon
(making the vehicle a Churchill Mk VIII)
Page 80, Normandy selector. e Infantry sections entries will
Page 50, M10 Wolverine. The cost is wrong and should be: be changed to:
Cost: 144pts (Inexperienced), 180pts (Regular), 216pts (Veteran) 2 Infantry sections: Regular Infantry sections
(mid-/late-war), Inexperienced Infantry sections, Veteran Infantry sections
Page 51, Bishop and Sexton. Add the following option to
(late-war), Paratroop sections, Commando sections.
both vehicles:
0–4 Infantry sections: Regular Infantry sections
– May add AT rounds for the main gun for +10 pts. These allow the light (mid-/late-war), Inexperienced Infantry sections, Veteran Infantry sections
howitzer to be alternatively fired as a light anti-tank gun. Declare which round (late-war), Paratroop sections, Commando sections.
is chambered if the vehicle is put on Ambush.
Page 56. M8 Greyhound. Add the following Option:
- May instead replace the light anti-tank gun and coaxial MMG with a
pintle-mounted HMG with 360° arc of fire (M20 variant) for a reduction of
–30pts.
Page 60, M5 Half-track. e Tow options should be changed to:
Tow: Any anti-tank gun or anti-aircraft gun; light or
medium howitzer.

Last update: February 28th 2024 10


SAS Armoured Jeep
Cost 56pts (inexperienced), 70pts (Regular), 84pts (Veteran).

Weapons 1 forward-facing HMG, 1 forward-facing LMG and 2 rear-facing LMGs.

Damage value 6+ (soft-skin).

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.

SAS INFANTRY Section


Captain David Stirling’s SAS (Special Air Service) had carved their for which they had no experience in fighting over. Supremely
regiment’s name in the annals of history through their daring raids flexible, as ever, the SAS men quickly adapted and they would
in the Western Desert. With the North African campaign won by retain the regimental philosophy of setting up bases behind
the Allies, the SAS were split up to prey on German and Italian enemy lines, gathering vital intelligence and, if the opportunity
forces in other theatres. Whilst some units fought in Sicily, Italy and presented itself, wreak havoc before slipping away.
other areas of the Mediterranean, it is the squadrons that relocated
to fight in north west Europe that interests us here. Those units that During the actions in France the SAS often had four-man units
joined the war against Hitler and his armies became a brigade under working with local French Resistance cells, with bridges, railway
Lt-General Boy Browning’s Allied Airborne Corps. It consisted of lines, supply dumps, etc all becoming favoured targets as they
two British, two French and one Belgian SAS Regiments. continued to harass and disrupt the enemy. The SAS Brigade
would continue in this role through Belgium, the Netherlands
In the open deserts of the North African campaign the highly and into Germany itself. It can certainly be said that the
mobile SAS patrols reigned supreme but on entering the war in remarkable men of the Special Air Service live by their regimental
Europe they would face an entirely different type of terrain – one motto, ‘Who Dares Wins’!

Cost 72pts (Veteran).

Composition 1 NCO and 3 men.

Weapons Pistol and rifle

- 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.

Last update: February 28th 2024 11


Wasp Flamethrower CarRier
The Universal Carrier was converted to carry many weapons, and amongst the most dangerous (not only for the enemy!) was a heavy
flamethrower. The original Mk I and Mk. II designs were improved by the Canadian army, leading to the Mk IIC version, that had
a single fuel tank at the back and an extra crewman that could operate either a Bren gun or a 2" mortar. Although the Wasp is not
strictly speaking ‘artillery’ we’ve included it in this category as its role most closely approximates to that of a support weapon rather
than, say, an armoured car or tank.

Cost 80pts (Inexperienced), 100pts (Regular), 120pts (Veteran).

Weapons Forward-facing flamethrower firing to the front arc.

Damage value 7+ (armoured carrier).

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.

Cost 40pts (Inexperienced), 50pts (Regular).

Weapons One Lewis LMG with a 360° arc of fire.

Damage value 7+ (armoured carrier).

- 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.

Special Rules - Open-topped.

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.

Last update: February 28th 2024 12


COMMANDOS LMG TEAM
The Commandos LMG team is a Machine Gun Team for the purposes of the generic Reinforced Platoon selector from the Bolt Action
rulebook. It is also a Machine Gun Team for any theatre selectors that include Commando squads.

Cost 65pts (Veteran).

Composition 2 men.

Weapons 1 Vickers K gun LMG.

- 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.

Last update: February 28th 2024 13


Armies of the soviet union – errata
Page 28, Siberian Squad. Change the cost to the following: Page 45, T-28 tank. Change the Weapons section as folows:
Cost: Regular Infantry 50pts or Veteran Infantry 65pts Replace the pintle mounted AA MMG with a turret-mounted rear-facing
MMG
Change the first line in the options to:
Add the following option:
- Add up to 7 additional soldiers at +10pts each (Regular) or +13pts each
(Veteran). - Add a pintle-mounted MMG for +15pts
Page 32, Assault Engineer Squad. Add the following option: Page 66, Sevastopol reinforced platoon.
- Up to two soldiers can have a (captured) panzerfaust in addition to their Add the following option to the Infantry choices:
weapons for +5pts each.
0-1 sniper team
Page 33, Motorcycle squad. Remove the Tank Hunters rule, as this
squad does not have the option to purchase anti-tank grenades. Page 75 onwards. In all theatre selectors from the Battle of
Stalingrad onwards, add the KV-8S tank to any that include a
Page 40 onwards. All light anti-tank guns artillery units should have KV-8 tank.
a 3-men crew.
Page 41, ZIS3 divisional gun. The cost for the Inexperienced
unit is going to be changed to 64pts.

FAI light armoured car


Built on the chassis of the GAZ A car (itself a licensed copy of the US Ford A), the FAI’s initials stand for Ford-A-Izhorskiy (after
the factory of manufacture). The civilian chassis could not carry too much weight so the vehicle’s armour was only strong enough to
resist light arms fire and shrapnel. Armed with a 7.62 mm DT machine-gun in a revolving turret, the FAI was primarily fielded by the
Soviet Union where it was the most numerous armoured car in service until the start of the Great Patriotic War. This light armoured
car also saw service during the Spanish Civil War on both sides as well as during World War II with Finnish and German forces (at
least one German operated FAI was taken under control of the Polish Home Army during the Warsaw Uprising too!).

Cost 52pts (Inexperienced), 65pts (Regular), 78pts (Veteran).

Weapons 1 turret-mounted LMG with 360° arc.

Damage value 7+ (armoured car).

Special Rules - Recce.

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.

Armies of imperial japan – errata


Page 14: Reinforced Platoon. Add the following line to the list Page 26: Suicide anti-tank team. Add the following Special Rule:
of units:
Tank Hunters
0-1 Kempeitai Political Officer.
Page 36: Type 92 tankette. Change the Weapons line to read
Page 17: Forward Observer. In the list of weapons available, as follows:
change ‘assault rifle’ to ‘rifle’.
Weapons: 1 turret-mounted MMG and 1 forward-facing
hull-mounted HMG

Last update: February 28th 2024 14


Armies of france and the allies – errata
Page 47, Bofors 40mm L/60. Pages 93 & 94, Greece army list and Battle of Greece selector.
Add to the available Transports and Tows an artillery tractor,
Page 59, Bofors 40mm. which uses the same entry as the Laffly heavy tractor on page 31
Page 82, Bofors 40mm. Amend (or add) the weapon’s Team of the same book.
entry to read: Pages 94, Battle of Greece selector. Add Cavalry Troop to the
Team: 4 men units that can be chosen for the 0-4 additional infantry units.
Page 21, Renault FT. Add the following option: Page 97, Partisan Reinforced Platoon. Delete the ‘0-1 Captain
• Upgrade the MMG to a low-velocity anti-tank gun (+3 Pen)
or Major’ line line.
for +30pts. Page 100, Inexperienced Partisan Squad. Delete the option
Page 27, AMC Schneider P16 Half Track. Change the Recce to make the Inexperienced Partisan squad Shirkers at -3 pts
special rule to read: per model. (Partisans cannot be shirkers, otherwise they simply
wouldn’t have joined the partisans, would they?)
- Recce (dual direction steering)
Page 61, Cars and Light Utility Trucks. Change the vehicle’s Page 103, Partisan Infantry teams. Add the following entry:
weapon line to:
Weapons: None
SNIPER TEAM
Add the following to the list of Options: This entry represents anything from an untrained civilian out for
- Add a forward facing or rear facing hull-mounted light anti-tank gun for
revenge on the occupiers to a seasoned hunter that has decided to
+50pts join the resistance.
Page 69, Norwegian Inexperienced Infantry Squad. e basic Cost: 35 pts (Inexperienced), 50 pts (Regular),
cost of the unit is listed as 70 pts. Change this to 35 pts. 65 pts (Veteran)
Team: 2 (sniper and assistant)
Page 77, 10th Motorized Cavalry Brigade Infantry Section.
Change the second option entry to read: Weapons: Sniper has a rifle and assistant has a pistol
Special rules:
• Up to 1 man can be armed with a BAR automatic rifle for +5 pts. - Team weapon
Page 86, The Battle of Poland 1939. Add to the Transport and Tows section - Sniper
the following missing line:
0-1 Tow from: C4P half-track tractor, C2P artillery tractor, C7P artillery tractor
Page 85, Half-Track Truck & PZINZ 302 Field Car entries.
Change the transport capacity to 6 men.

Last update: February 28th 2024 15


ARMIES OF POLAND
Wz.29 ‘Ursus’ heavy armoured car
Designed in 1929, the Samochd Pancerny wzr 29 (‘armoured car 1929 pattern’), was more commonly known as Ursus or CWS. Based
on the chassis of a 2-ton truck, the Ursus mounted a 37mm anti-tank gun and multiple machine guns. Although adequately armoured
for the inter-war period, the Ursus was the poor relation when facing more modern opposition in 1939. From the beginning of the
German invasion of Poland in September 1939, the Polish 11th Armoured Battalion, containing the Ursus, was in action performing
valuable reconnaissance and patrolling duties. The Ursus performed well in action, largely due to its 37mm gun, but its relatively slow
speed and lack of all-wheel drive compromised its effectiveness. No wz.29 armoured cars survived the war.

Cost 72 pts (Inexperienced), 90 pts (Regular), 108 pts (Veteran).

One turret-mounted low-velocity light anti-tank gun, one turret-mounted rear facing MMG, and one hull-mounted rear facing
Weapons
MMG.

Damage value 7+ (armoured car).

- 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.

POLISH MOTORBIKE SECTION


In an attempt to respond to the changing nature of warfare, whereby forces were becoming increasingly mechanized, Poland attempted
to create mechanized units of their own, including sections mounted on motorbikes like the CWS M-111 (Sokol 1000) and the Sokol
600, with or without sidecar. Most famously, the 10th Motorized Cavalry Brigade or “The Black Brigade” (for their distinctive black
leather jackets) fought throughout the war. They were reformed in France after the fall of Poland, and again in the United Kingdom
after the fall of France. The 10th Motorized Cavalry Brigade earned the respect of peers and enemies alike.

Cost 90pts (Regular), 115pts (Veteran)

Composition 1 NCO and 5 Men on motorcycle/sidecars

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.

Special Rules Motorbikes

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.

Last update: February 28th 2024 16


POLISH Sniper Team
The Polish Sniper Team is a Sniper team for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook. It
can also be used in any Polish theatre selectors that include a Marksman.

Cost 50pts (Regular), 65pts (Veteran).

Team 2 – sniper and assistant.

Weapons Sniper has a rifle and assistant has a pistol

- Sniper
Special Rules
- Team weapon

Last update: February 28th 2024 17


Armies of Italy and the Axis – errata
Page 1, Credits. Sincere apologies to Jonathan Baber, whose Page 61, War in Lapland. e Special rules will be reworded
name was omitted from the credits of the book. e Credits will as follows:
be amended as follows:
Best in Reserve. Only tanks and assault guns can be bought
Written by: Steven MacLauchlan, Judson MacCaull, Jonathan Baber, Vesa as Veterans.
Nenye, Anton von Wirtzenau and Peter Munter
Page 65, Infantry Section. Remove the special rule which states
Panzerfaust. In all instances in the book, the cost of the that units gain Tank Hunters if equipped with a Panzerfaust.
panzerfaust option will be changed to +5 pts (rather than +10pts).
Bulgarian, Hungarian and Romanian Cavalry units. Replace
Page 15, Camicie Nere militia infantry section. e last their rifles with Cavalry Carbines. Cavalry carbines: these short-
sentence of the ‘Non Testati’ rule has been truncated and should barrelled rifles count as pistols when used on horseback and rifles
be reworded as follows: when used on foot.
Apply the ability before resolving the shooting or close combat. The result Page 66, Bulgarian Mounted Section, Special Rules. e
rolled then applies for the rest of the game. second sentence should read:
Page 17, Paracadutisti. e ‘ski troops’ rule should be deleted, Bulgarian cavalry units may not move into contact with an enemy unit
as the Paratroopers don’t have the option to take skis. while mounted.
Page 28, Trucks. Under the heading ‘Tow:’ the second instance Page 68, 20mm Flak 38. e following should be added to the
of ‘light anti-tank gun’ will be changed to ‘light anti-aircraft gun’. Special Rules:
Page 28, BREDA 61 ARTILLERY TRACTOR. Replace the - Gun shield.
profile with: Page 68, Renault R35 tank. e entry is incorrect. Use instead
Cost: 35pts (Inexperienced), 44pts (Regular), 53pts (Veteran) the entry for ‘Captured Renault R35’ on page 24-25 of the same
book (Italian list), which is correct.
Weapons: None
Page 70, 1941-44: Occupation Force
Damage Value: 6+ (soft-skin carrier) ‘Sd Kfz 232 (8-rad)’ should be changed to ‘Sd Kfz 231 (8-rad)’.
Transport: Up to 12 men Page 74, Infantry Section. Change the Special Rule to read:
Tow: Any anti-tank gun, howitzer or anti-aircraft gun. - Tank Hunters if unit equipped with anti-tank grenades.

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.

Last update: February 28th 2024 18


Lancia Ansaldo IZ and IZM
The most numerous Italian armoured car to be produced during World War I, the Lancia Ansaldo IZ and IZM saw action in both
World Wars as well as during the inter-war period. Ten Lancia IZ were produced in 1916. Characterised by its two-tier machine-gun
turrets, the Lancia IZ’s other most recognisable feature were the cutting rails designed to deal with barbed wire and similar obstacles
prevalent on the battlefield of the Great War. Seeing the success of the IZ, the Italian army ordered 110 more, but after concerns
about stability the top machine-gun turret was removed. The rear fighting compartment was equipped with an extra port for a third
machine-gun, and a rack for a liaison bicycle. The resultant IZM became available in 1917. The two versions of the Lancia armoured
car were used well guarding against Austrian incursions, playing an important part in the rearguard action covering the retreating
Italian forces at Caporetto in 1917. Following the action at Caporetto, it wasn’t uncommon to see Lancias in service with German and
Austrian armies as spoils of war.
During the twenties and thirties, the majority of IZMs were sent to East Africa and Libya as the Italians looked to protect their
eastern colonies. The IZMs saw action during the Ethiopian Campaign in 1935, acting as reconnaissance units. The small Corpo
Truppe Volontarie Italia also fought in the Spanish Civil War of 1936-38, supporting the Nationalists, although these all but obsolete
armoured cars fell prey to the Russian BA-3 and BA-6 armoured cars.
These completely outdated machines were still in service in Libya and other East African colonies when the Second World War broke
out. Most fought in Eastern Africa where they met equally vintage British and Australian armoured cars, and were all but wiped
out during the course of those actions. Some were deployed with Italian troops in police and antipartisan operations in the Balkans,
primarily in Yugoslavia. By November 1943, those that survived were captured and pressed into German service. Some were sent to
the army of Hungary. Most were destroyed or captured in 1944 during the Yugoslavian uprising and Allied conquest of Italy.

Cost 64 pts (Inexperienced), 80 pts (Regular), 96 pts (Veteran).

Weapons Two turret-mounted MMGs.

Damage value 7+ (armoured car).

- Add one hull-mounted rear facing MMG for +10pts.


- Add one MMG mounted in a second, independent turret for +5pts.
Options
This is the original IZ version, which also suffers the ‘Too many turrets!’ rule (see below) and cannot have the optional
rearmounted MMG.

- 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’.

Last update: February 28th 2024 19


Late War Paracadutisti (paratroopers) Infantry Section
This entry covers late-war units of Italian paratroopers, like the newly formed Nembo division that took part in the defence of Anzio
and Rome, and the units that kept fighting on the Axis side until the end of the war.

Cost 70pts (Veteran).

Composition 1 NCO and 4 men.

Weapons Rifles

- Add up to 5 additional soldiers at +14pts each


- The NCO can replace his rifle with a pistol for -3pts, or a submachine gun for +3pts, or an assault rifle for +5pts.
- Any man can replace his rifle with a submachine gun for +3 points each.
Options - One man can have a light machine gun for +20pts – another man becomes the loader.
- Up to 3 men can have a Panzerfaust in addition to other weapons for +5pts each.
- The entire section can be given anti-tank grenades for +2 points per man.
- The entire section can be Fanatics for +2 points per man.

- 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.

P26/40 ‘HEAVY’ TANK


This is a Tank for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook. Alternatively, it can be added
to selectors for scenarios set in Italy from late 1943 to the end of the war.

Cost 148pts (Inexperienced), 185pts (Regular).

Weapons Turret-mounted medium anti-tank gun & co-axial MMG.

Damage value 9+ (Medium Tank).

Options - Add a pintle-mounted MMG with 360° line of fire for +15pts.

Fiat 665NM Protetto


This is a Transport for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook. I Alternatively, it can be
added to selectors for scenarios set in Italy or the Balkans.

Cost 72pts (Inexperienced), 90pts (Regular), 108pts (Veteran).

Weapons None.

Damage value 7+ (Armoured Carrier).

Transport 20 men.

Tow Light howitzer; light or medium anti-tank gun, light anti-aircraft gun.

- Add a forward-facing hull-mounted MMG for +10pts.


Options
- Add a forward-facing pintle-mounted MMG for +15pts.

Last update: February 28th 2024 20


Armies of Hungary,
Romania & Bulgaria – errata
flamethrower Team
This is a Flamethrower team for the purposes of the generic Reinforced Platoon selector from the Bolt Action rulebook and for any
Hungarian, Romanian or Bulgarian theatre selectors in this book.

Cost 50pts (Regular), 65pts (Veteran).

Team 2 men.

Weapons 1 flamethrower

- Flamethrower
Special Rules
- Team weapon

tank war – errata


Page 13. Vehicles and Pinning box-out. The entire box-out has Page 59, Hell’s Highway. Under Set-up, replace the second
been superseded by BA 2nd edition and no longer applies. It will sentence with:
be deleted and replaced with a pretty picture of tanks in action.
The German player chooses at least half of his force and deploys it within
Page 39, Michael Wittmann. In his list of skills, change 6" of either or both long table edges. German reserves may move in from
Bloodlust to Eye for Terrain. either long table edge when they become available.

Last update: February 28th 2024 21


Frequently asked questions
A heavy autocannon on rotating platform is shot at by a sniper and If my army can take up to three bikes with sidecar as a single Armoured
a model is removed so that crew are no longer in squad cohesion. Car entry, can I take 15 such bikes in a single Armoured Platoon?
Rules state that the unit must get back into cohesion by either an Yes, you can, but note that you must give the Command Vehicle
Advance or Run order. My view was that the artillery unit could rule to all three bikes purchased as the platoon’s HQ slot.
be given an Advance order to be able to keep the gun in place,
but move crew. I also pointed out that the errata confirmed that
if autocannons were on a rotating platform, they could rotate In some scenarios, it’s unclear when we are allowed to deploy
on a Fire order and the crew could relocate from gun barrel. My ‘forward units’ such as spotters, observers, snipers, etc. For example:
opponent stated that on an Advance, the gun does not move and you are the defender in a Surrounded! scenario. Do you have the
the only way to get back into cohesion was to move the artillery right to deploy your forward units and where?
unit by giving it a Run order. Please could you advise how this
should be played in terms of artillery units, and if this is different Simply first decide which units are in Reserve and which are
for those that are on a rotating platform. starting the game on the table (or in First Wave for scenarios
that use First Wave). Forward units in Reserve cannot use their
An Advance order would suffice - allowing the crew to redeploy deployment special rules, while those starting on the table or first
and the gun to rotate and fire. For weapons on a rotating wave can use their deployment special rule. In the example, any
platform, a Fire order could be used to rotate and fire, and defending forward units that are not in Reserve can be deployed
move crew as well, but only the crew that would be in the line anywhere more than 12" from the enemy after set-up is finished.
of fire, so whether that would get the crew in formation or not
is situational.
“Do pins on Shirkers count as double for the purpose of Order
Checks only, or for all purposes?”
An armoured car (7+) is assaulted by an enemy infantry unit which
does not have AT weapons (after successfully rolling for Tank Fear Pin markers on Shirkers always count as double for all purposes,
and passing the test). 4 hits are scored, then on a D6 a further 4 is including order tests, morale checks, and indeed even Routing!
rolled, resulting in a penetrating hit. A roll was then made on the
Vehicle Damage chart with a -3 modifier resulting in Stunned. A Bolt Action player has multiple units assigned to flanking. When
It was my view that Pins are only given from shooting attacks not he FIRST attempts to bring on an outflanking unit, does he have to
hand-to-hand so that the vehicle would only take 1 Pin from the reveal which side that SOLE unit is flanking on from, or does he have
damage result. My opponent argued it should take 2 Pins – 1 from to declare which side / sides ALL flanking units are on, as it states in
the hit and the other from the damage charge (my opponent pointed the rulebook (page 132, right hand column, first para of ‘Outflanking
out the Damage chart states take an additional Pin – to which Manoeuvre’) “The player must reveal his written instructions only
I countered this was written in mind of damage from shooting when the first outflanking force arrives on the table.”
attacks). In this instance should vehicles take just 1 Pin or 2 Pins.
He must reveal all flanking units’ instructions - they’ve been spotted!
1 Pin (from the damage result). Attacks/hits from close quarters
don’t cause pins.
Flamethrowers ignore the “Fanatics” special rule because they’re
forced to take a morale check regardless of models lost with all
I intended to move a wheeled armoured car. When turning the negative modifiers to morale applied. But, units with the “Stubborn”
vehicle I rotated on the vehicle’s centre, and then measured the rule ignore all modifiers to morale when making a morale test.
move distance from its hull. My opponent felt this was wrong as by Am I right in understanding that units with the “Stubborn” special
rotating on the centre I gained 1-2” due to the length of the vehicle. rule are far less likely to route from flamethrowers than “Fanatics”
My opponent suggested measurement should be taken from the centre units, who would normally fight to the last man?
of the vehicle.
The Morale test caused by FTs simply overrules the 50%
Vehicles can indeed gain a couple of inches when pivoting, this is casualties rule, but the Fanatics ignore the test for taking
fine, measurements are from the hull, not the centre, casualties altogether (as long as there’s two of them left...), so
Fanatics do not take tests when attacked by a flamethrower.
If an infantry unit is in a building, does the 1" distance between
units rule still apply? If so, can another unit come within 1" of this
Do heavy and super-heavy artillery get a 6" Move when dismounting
building (without charging/initiating melee)? Also if a unit (assume
a tow? Or do they have to drop exactly behind the tow because on a
opponent) is already within 1" of the building, would this unit
normal Run move they cannot move?
prevent the unit from entering the building, as the unit entering the
building is breaking the 1" gap rule? They get the 6" move, representing the tow manoeuvering them
In general, it’s good practice to keep units at least 1" away from into place.
any building they have not assaulted, to make things clear.

Mountaineers assaulting into cover.... do they go first?


If a unit treats rough ground as open and assaults a unit through/
in rough ground, the assaulting unit goes first in the assault.

Last update: February 28th 2024 22


Scenario 12 – Sectors.This is listed as an Attacker/Defender mission If a transport vehicle is destroyed, transported unit suffer D6 hits.
but the description then does not include either army becoming an Do these hits use the PEN value of the weapon that hit and destroyed
attacker or defender (which makes sense given the mission). So... the vehicle?
When forward deployment is done (ie snipers) is it done with the No, the roll to damage is made without PEN modifiers.
defender setting up first (p.131 of the book) or one at a time? Also
presumably observers and snipers etc can set up outside the quarter of
the board that is the set up area for normal units- presumably though Do generic units that can be taken by several armies get the army’s
they can not set up in the centre 12" radius bubble? special rules of the army they are fielded in? For example, do
Looks like this scenario is in the wrong section. It is definitely Irregular natives of the Japanese army (Empires in Arms book) have
a Battle Scenario, not a Attacker/Defender scenario. Treat it as the Banzai Charge rule, etc.?
such for all rules purposes. For example, snipers/observers/etc are For simplicity’s sake, we rule that all Generic Units (like the
set up alternating, anywhere in the player’s half of the table (as natives, ambulances, horse-drawn limbers...), do NOT use any
defined by their table edge), as normal in battle scenarios. army special rules.

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.

Last update: February 28th 2024 23


Rules say flamethrowers have half chance of catching building on fire In early army books, AA Bofors gun and other similar guns don’t have
if “used” on targets in the building. Does this mean it has a chance to the ‘platform mounted’ description, even if the models are very obviously
set fire even if it fails it’s “to hit” roll? platform mounted (for sound historical reasons!). Are we really supposed to
use these guns with just a 45° arc of fire or can they be used with 360°?
Yes, if the flamethrower is found to be in range of the building,
then roll to see whether the building catches fire, regardless of Base the use of the gun onto the actual model. If the gun is sold
whether it scores a hit on the target unit or not. mounted on a turntable or rotating mount, then follow the rules
for 360° arc of fire.

When a building is set on fire by a flamethrower, it says that ‘any


and all surviving infantry units will abandon it in the same way as If an artillery unit is deployed in rough ground (like a forest), and it
disembarking from a destroyed transport’. Does this mean the unit receives an Advance order, can it turn to fire?
also suffers the D6 hits that come with exiting a destroyed transport? Yes, it can, but it cannot move from its position with a Run move.
No, they do not take additional hits.

Let’s imagine a sniper is located in a building and it shoots from a


Leading on from that, in those rare occasions where we use 3 or even window. If in the following turn it wants to shoot through another
4 storey buildings, if a unit occupies the top floor of the building window, does it count as having moved?
when it is set on fire, how does it exit? The maximum run order only No, the sniper can indeed fire as a sniper from any opening on that floor
allows it to reach the bottom floor at most and not exit the building. with a Fire order. Only infantry with fixed weapons (i.e. with limited arc
Are they just assumed to evacuate from the bottom floor anyway
of fire) must be ordered to Advance from one opening to another.
regardless of distance or are they destroyed?
Evacuate from the bottom floor anyway – fear gives you wings!
What angle of fire should infantry squads, snipers and similar units get
when firing from windows and doors, 180° or something else? Do fixed
When targeting a soft-skin vehicle with heavy weapons with a penetration weapons like MMGs get their usual 45° on each side of the barrel?
modifier, it states that ‘these additional modifiers do not apply to soft skin
As inside a building we cannot see the model and its position is
vehicles’. Does this mean that even a super-heavy anti-tank gun with a
abstract, we suggest using 180° for all weapons, including fixed ones.
penetration value of +7 still needs to roll a 6 to penetrate a soft-skin?
The Pen of the weapon does apply. What does not apply against
soft skins are the Additional Modifiers (i.e. those listed in the If an artillery unit is deployed inside a building and therefore chooses
chart on page 107), because soft skins have no armour. an opening to fire out of, can it choose a different opening after
receiving an Advance or Run order?
Yes, the artillery unit can choose a different opening to fire from
Most entries for medics in army lists stipulate the medics can take a
if given an Advance order. However, it cannot leave the building
pistol for self-defence. However, under the Geneva Convention rules,
it’s deployed in, so there is no point issuing a Run order to it.
they can’t fire any weapons. Does this mean they can shoot with the
pistols? If so, in what situations?
They cannot fire it, but when assaulted, the pistol gives them When a vehicle with more than one weapon fires, I must choose all
Tough Fighters (assault weapon). the targets BEFORE I start shooting, or I can shoot a weapon and if
I want I can choose to shoot the same objective or another one?
Declare all targets before you resolve fire.
During preliminary bombardment, if an infantry unit is inside
a transport at the start of the game, are they still targeted by the
bombardment? If so, is a separate dice rolled for them and they take Some units from first edition books, like Sgt Kenshiro, or Polish
separate pins from the transport they are riding in? Moreover, if they lancers, have additional attacks. And most of these are tough fighters
suffer an ‘incoming!’ result, is the one automatic hit resolved against too. How does this work in the second edition?
the infantry unit riding or against the transport?
If a rule states that a unit has additional attacks in melee, that rule applies
Do not roll separately from units that are onboard transports. as normal, literally (so lancers get two attacks rather than one). Then, if
Roll just for the transport unit, and if any pins are inflicted the unit are also Tough Fighters, they get to re-roll all hits as normal.
on the transport, then the same amount of pins are inflicted
on all units on board. If the transport is hit and destroyed, the
passengers are affected as normal. The rules give the carrying capacity of a Schwimmwagen as 3 men and if
you fit an MMG the vehicle loses all transport capacity. Does this mean the
vehicle is not an empty transport and is permanently ‘FULL’ when fitted
The weapons chart shows that flamethrowers have D6 or D6+1 with the MMG, which also means it would NOT have to be removed if
shots. Is that correct? Or should that be a 1 instead? closer to an enemy unit than a friendly unit at the end of the move.
Yes, it should be a 1 in both cases. The issue is that the weapons Correct, as the transport no longer count as a transport (see
chart tries to be helpful by stating ‘D6’ for the number of shots. page 152-153), it loses both weakness of empty transports,
D6 (or D6+1) is the number of hits caused by a hit, not the as explained on page 114-115 of the rulebook – so it is not
number of shots. You roll once to hit, and then, if you hit, the destroyed by the proximity of enemies and can fire all weapons.
hit is multiplied into D6 hits.

Last update: February 28th 2024 24


Page 153 says the transport loses ‘transport/tow’ capacity, but the Jeep So, we normally just select officers and support teams of the
entry (page 176) just says it loses ‘transport capacity’. Which one is it? same quality as the relative infantry squads – in the case of
All vehicles that lose transport capacity also lose tow capacity, as they paratroopers for example, choose all of your officers and support
can no longer carry the crew of the towed weapon, and basically change teams as Veterans – they are not going to be as hard as the men,
their role from that of transports into that of mobile weapons platforms. but still not bad. Also, when possible equip them with weapons
that make them as similar as possible to their ‘main troops’. For
example, equip Gurkha HQs with submachine guns, so they
When allocating orders out by using an officer’s ‘You men, snap to become exactly as effective as Tough Fighters in close quarters.
action’ special ability, can I allocate Order dice to other officers’ teams
within range? If so, can these other officers also then in turn use their
‘You men, snap to action’ special ability to order more units within If my platoon includes cavalry squads, can I mount an officer and
range (including potentially other officers and so on?)? the men in his team on horses?

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.

Last update: February 28th 2024 25


Does exiting the map satisfy the requirements for an escape When playing a scenario where a portion of your forces are deployed
reaction move? prior to the start of the game, and a portion are held back to form
Models cannot normally move off the table (normally it’s either a first wave or in reserve, does the spotter and his associated
impassable terrain). In scenarios where they are allowed to do so, mortar/artillery team count as 1 or 2 units for the purposes of
calculating the aforementioned portion?
it would be acceptable to leave the table as an escape move.
They count as 1 (because they only have 1 dice).

Can cavalry and motorbikes manoeuvre when executing an escape


move or do they have to go in straight line away from the enemy that At what point exactly do units hit by an artillery barrage or by an
is targeting them? air strike decide whether to go Down or not?
They can manoeuvre, but remember that this escape move is The principle is that units must normally decide to go Down when
executed at normal speed, and not at double speed. they are targeted, before they know whether they have been hit or not.
In case of an artillery barrage, you should decide this when the unit has
been determined to be within range of the barrage, but before rolling the
Is it really intended that a Panzer IV costs only 5 pts more than a dice to see whether you suffer a direct hit (6) or not (1-5). In the case of
Stug III? They have the same gun and same armour, but the Panzer an air strike, however, we will have to make the exception that the unit
has a turret and an extra MMG which are surely worth more than must decide to go Down after the ‘Here it Comes’ result has been rolled,
5 points. but before the type of Warplane is rolled for.
In the case of expensive vehicles, points values are sometimes
rounded up or down to the nearest 5, so it is possible that in this
case the two vehicles were further apart in cost, but the rounding If player A calls for an airstrike, gets it, and rolls ‘Rookie Pilot’.Then
up/down process has by chance brought them so close together the opposing player takes it, places it on player A’s unit. Should player
that the difference may not seem enough. In other words, the A have to roll to hold fire of his flak capable weapons? Or could he
Panzer IV might have been two points more expensive and the instead choose to automatically fire his flak at his own plane?
Stug might have been two points cheaper, which would have made Flak units must test to hold their fire against friendly planes, even if
the real difference more like 10 points, but the rounding up/down the plane is attacking their own troops by mistake (i.e. Rookie pilot).
process might have caused them to be only 5 points apart.

If you target a unit in a building or an empty building with a multiple


Does the Motorcycle with machine-gun sidecar (BMW R75, launcher, how do you work out how many templates hit the building?
Zündapp KS 750, etc.) follow the movement rules for armoured cars When firing a multiple launcher against a unit in a building (or
(wheeled) or for motorbikes? an empty building), measure the 6" for additional targets from the
The rules for wheeled vehicles with the exception specified in building itself. Note that only one of the rockets can hit each building,
its entry. even if it includes multiple enemy units on different floors. Then
resolve a normal indirect fire heavy mortar shot on each target. You
cannot fire if any potential target building includes any friendly units.
Cavalry and motorbikes cannot react to shooting by going Down,
but can escape move instead, and afterwards are assigned down
order. So in fact they’re down anyway? If a fixed weapon changes firing point from one window/door to
The dice is placed to show Down to mean their turn is over, but as another on the same floor of a building, does that count as an
long as they are mounted, they do not get the benefits of being Down. Advance (so it can fire with -1) or a Run (no firing)?
An Advance, so they can fire with an additional -1 to hit modifier.

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.

Last update: February 28th 2024 26


I have a query regarding what exactly happens to a unit on a transport HE weapons can target empty buildings (to demolish them). However,
if it is assaulted, I know they dismount but...how? How does the unit with multiple launchers, because they also can hit anything within 6"
dismount? Where do you place them? What happens if they win the of their primary target, they can target an empty building and then be
assault? Can they act if the owning units player gets the next order dice? able to hit anything within 6" of that building. Is that correct?
The units in the assaulted transport follow the rules for units that Yes, you can target an empty building with a multiple rocket
are ‘forced to dismount’ from a transport – so they are placed launcher, just as you would target a unit inside the building.
D6" away from the transport as per regrouping, and then go/ Measure the range to other potential targets from the building
remain Down. The assaulting unit is then considered in assault itself. Then roll to hit potential targets and roll for an indirect
range, regardless of where the troops are placed – simply move shot against the building, as normal. This might indeed make
the closest assaulting model to the closest dismounted model that multiple launchers slightly more effective when fired this way.
is fighting and then continue as per a normal assault.
Note that the dismounting unit can only benefit from the A unit ‘A’ is in rough ground (at the very edge of a forest). An
advantages of defending cover if the assaulting unit had to cross attacking unit ‘B’ is in open ground, 9" away. Attacking unit ‘B’
cover to reach the transport vehicle in the original assault move orders run to assault the ‘A’ unit. Does it work?
against the transport.
By the letter of the rules, if the base of the ‘closest model’ in the
In other words, if the transport was ‘in cover’, then the target unit is slightly inside the terrain, the attacker cannot move at a
passengers are. If it was not, then they aren’t. run, so the charge is not allowed, even if there is only 1mm of terrain
to cross. If the base is even slightly outside it, the charge is allowed.
The grey area only arises when the base of the ‘closest model’ and the
If my infantry squad includes a flamethrower, and the squad fires at edge of the terrain are perfectly overlapping... which I think it’s what
an enemy, can I choose not fire the flamethrower? it’s meant by the words ‘at the very edge’ in the question. In such a
You can decide whether to fire the FT in the unit or not marginal situation we recommend rolling a die for it.
before measuring range to the target. If you fire the FT, then Note that this is different from the case of a unit defending a linear
you have to roll to see if it runs out of fuel, even if you find it obstacle. Such unit can be assaulted at a run of up to 12" as long as
was out of range. the run brings the assaulting unit in contact with the linear obstacle.

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.

Ambush by a unit with panzerfaust: when reacting and firing, can


the panzerfaust fire against a different target? For example, if a If a recce vehicle is charged by an enemy that starts the assault from
unit disembarks and my Ambushing unit fires at the disembarking within 6", which rule takes precedence, the Surprise charge (so the
passengers, can my unit also fire a panzerfaust at the transport they vehicle cannot react with either a shooting or an escape move), or the
are disembarking from? escape reaction (so the vehicle cannot react by shooting, but can react
No, you cannot. The ambushing unit can only fire at the unit that is by escaping)?
currently moving, and whose moment the ambushers are interrupting. The Surprise charge takes precedence, so if a recce vehicle is
assaulted from within 6", it cannot react with either a shooting
or an escape reaction.
When I fire a multiple launcher, do I have to hit the target unit in
order to then measure range to other targets?
When firing a multiple launcher at a unit, you put the template
on the unit as usual and then measure 6" from the edge of it for
any other units. You don’t have to hit the first unit to be able to
target the others, you get to roll a die for each target.

Last update: February 28th 2024 27


I have a question about the kettenkrad and lg/41 in the armies of TANK RIDERS
Germany V2 book and the QF6pdr and the Jeep in the armies of
great Britain. In both cases they mention the towing vehicle being
When tank riders are riding on a “Recce” vehicle that is fired on,
able to tow said gun in the intro text, but under the vehicle stats
which happens first, the escape move, or the disembarkation?
they can’t actually tow it with rules as written. In cases like these is
it acceptable to have them towed by said vehicle as long as it’s theatre The escape move. After that, if the vehicle is fired on, and found
specific (i.e. Market Garden or German paras at Monte Cassino)? to be within range, the tank riders must dismount before the shot
is taken.
We think it’s perfectly acceptable to allow those vehicles to tow
them, but you should first agree this with your opponent.
Same as above, but escape move takes the transport vehicle out of sight
or arc of fire, but not out of range. Do the riders have to disembark?
If units with special deployment rules are part of the first wave then
their special deployment rules take precedence. However, in certain No.
scenarios with first wave it also says no units are allowed on the
board during the start of the game. Do forward deployment units still
deploy in that situation? The scenario in question is Key positions, When disembarking because their transport was fired at how far
but there are a few others with the same wording. from the vehicle can the riders be placed? Do they follow the regular
disembarkation rules and get to move an advance or run distance
If they are part of the first wave, these units (snipers, spotters, before going down (Dismounting from Transports rule, page 116)?
observers...) can deploy as stated even in scenarios that say Are they placed D6 from the vehicle as if it had been damaged
‘no units start on the table’, because their special rule takes (Effects of Damage on Passengers rule, page 116)?
precedence. If instead they’re held in Reserve, they cannot.
Models forced to dismount must be placed within D6" of their
transport, following the rules for regrouping after a close quarters
Snipers ignore all to hit penalties except pins and losing their partner. combat, and then go/remain Down.
So, if you are using Hidden Setup, does anything in hidden setup not
gain the benefit if shot at by a sniper?
Can riders that are forced to disembark use this movement to exit the
Correct they gain no benefits against the sniper shot – they map if the scenario allows units to exit?
obviously were not as well hidden as they thought!
Yes.

Would a one-man turret vehicle that fails to come on in the First


Wave be moved into reserve automatically, or would it be forced to A T34 with tank riders is in a deployment zone and there is going
come on the second turn with the -1 morale test? to be a preliminary bombardment. Do they stick or jump off and go
down? Also, if a FAO picks the T34 as a target, do the tank riders
The simplest solution is to move it into reserve (no skedaddle or stay on the tank and hope for the best? And the same
outflanking allowed). question for an artillery barrage near their tank. Do they jump
before the dice rolls or wait to see if their tank gets a direct hit if the
artillery comes in?
Can you please offer a clarification on when the bombs get placed for
partisan armies? In all three cases chosen above, the tank riders have to disembark
before there is a chance for the tank to be hit and damage
The simplest solution is that the bombs get placed after both sides
caused. This means before you roll for that tank for a preliminary
have finished set-up, but before the first turn of the game (before
bombardment, For an airstrike, as soon as the type of aircraft
the ‘Rangers lead the way’ and ‘Preparatory bombardment’ rules).
attacking the plane is determined. For an artillery barrage, as
Good one! There are some vehicles that have two FT as well, I soon as the tank is determined to be within the radius of the
believe, and they could fire both at the same unit... artillery barrage.

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.

Last update: February 28th 2024 28


Armies of germany - FAQs
Tiger Fear: does a unit being transported have line of sight to the The Panzerspähwagen P204 (F) (page: 72) is not mentioned in any
vehicle causing Tiger Fear if the transport itself has it? theatre selectors. In which can be fielded?
Passengers do not have a LOS to the Tiger Fear-causing vehicle, Any selector that allows armoured cars from the Operation
or indeed to anything else. Barbarossa selector onwards.

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.

Last update: February 28th 2024 29


Armies of the US - FAQs
According to the book, the M3 White Scout Car is in ‘transport & If Rangers are deployed on the table in games with Preparatory
tows’ section with an option to be Recce vehicle. In the book’s theatre Bombardment, do they get to ‘lead the way’ out of the deployment
selectors there is no M3 White Scout Car as a ‘transport & tows’ zone before the bombardment is resolved, or must they wait and be
option, but only as ‘armoured car or recce vehicle’. Is it possible to bombarded first?
take one M3 White with Recce as ‘armoured car or recce vehicle’ and As both the Rangers’ special move and the preliminary
one per infantry unit in the reinforced platoon? bombardment happen in-between the Set-up and the First Turn,
The M3 White Scout car should be in the Transport and Tows we think the best (and most exciting!) solution is to leave that
section of the selectors. If an M3 is upgraded to recce status it on a dice: If you roll a 4+, your Rangers make their move before
counts as the platoon’s recce vehicle. the bombardment and therefore will escape it if they move out of
their Set-up area. If you roll 3 or less, they are caught flat-footed
and will be rolled for during the bombardment, and then make
I have a Hellcat M18 TD. They were unbelievably fast and you attest their special move.
on your site, but you have no speed rule listed with it. So how many
inches does it move and will you put it into the errata if it’s more than
the usual 9"? If it is only 9" (normal tracked vehicle), why? If Rangers are in the First Wave, can they make their special Run
We have chosen not to go into the differences in maximum move before the first turn of the game (and so, are out of the table
speed, as it was often a theoretical value and not a reality of real before the beginning of the game)?
battlefields littered with terrain, mud etc. If we change this policy, If Rangers are in first wave, they can make their way onto the
of course the Hellcat will be one of the first vehicles we’ll look at. table AFTER preliminary bombardments, but BEFORE the first
dice is drawn.

US Engineers squads. In which theatre selector can I take them as


Veterans (i.e. late war)? I was reading the armies of the United States book and under the
As the theatre does not offer any strict ruling about whether the entry for the 57mm anti tank gun M1 it says the airborne one had a
engineers are the early or late war ones (i.e. Reg or Vet), you are special carriage that allowed it to be towed as if it were a light gun as
absolutely free to take either – you make the call, you pay the opposed to a medium one. Is this an actual rule? As currently I have
points. Personally, as I play US myself, I’d use the Infantry in been playing as my jeeps cannot tow the guns, however if they count
the theatre as a guidance, so if the available infantry is not late as light in an airborne army then they could tow them.
war, I’d take the regular engineers, if the available infantry is late It is actually not a rule, because there is no way to tell apart (in
war, I’d take the Veteran engineers (so just in the 1945 European rules terms) between a normal Jeep and a Jeep used by airborne
selectors and Iwo Jima). But of course one could argue that their troops. With opponent’s approval, on the other hand, if you had
training was superior and so one could take them as Veteran even an all-airborne force including Jeeps, it’s perfectly fine to allow
earlier... I would not have a problem with that either, as there is your Jeeps to tow a 57mm AT gun.
no strict right or wrong ‘by the rules’.

Last update: February 28th 2024 30


Armies of Great Britain - FAQs
Looking at the 25-pounder model, it looks like the model is platform- If I field a model of a British light howitzer that is not a 25-pdr (like
mounted, but in the Armies of Great Britain it doesn’t have the a 3.7-inch mountain howitzer, for example), can I use the same AT
platform-mounted rule. So is the 25 pdr platform-mounted or not? shell rule as the 25-pdr?
No it is not, that rule refers to guns mounted on fast-rotating Yes, as you pay the same points. We assume that some AT shells
platforms designed to track aircraft in flight. were available to all guns of this type.

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.

Are there rules for Tulip Sherman rocket launchers?


Tough as boots vs Gurkha? The unit calculates its attacks (counting No, but how about trying the following rules with your
‘tough as boots’), then it halves its attacks. opponent’s consent:
Tough as boots, some with SMGs, vs Gurkhas? The unit
‘Tulips’ are allowed in the 1945 – Into the Reich British army book selector
calculates its attacks (counting Tough as Boots), then it halves its and optional for all Sherman tanks.
attacks, then the player can re-roll as many hits as there are tough
fighters (i.e. men armed with SMGs) in the unit. Options: May add one or two additional tulip rockets for +25 pts per rocket
Special Rules:
Tulip rockets. These count as a turret-mounted heavy howitzer with the
Can the free Regular Artillery Forward Observer from the Artillery following additional rules:
Support special rule (page 17) be upgraded to Veteran by paying
the difference in points? Particularly in the Market Garden selector, - inaccurate. The tulip only hits on a 6, no modifiers apply.
where it is mandatory (if possible). - one-shot rocket
No, the free Observer is included in the army as normal, but - complex operation: the tank may fire either one rocket or the main gun
cannot be upgraded, not even in Market Garden. per turn.

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.

Last update: February 28th 2024 31


Armies of IMPERIAL japan - FAQs
If I mount my senior Japanese officer on a horse, can I mount any of In a Banzai move the unit must move directly towards the enemy or
his attendants on horses as well? can it go around rough ground?
Normally, the option can only be taken by an officer without any The unit must go around impassable terrain and friendly
attendants. However, if the platoon includes cavalry squads, then the vehicles, but must otherwise go through other types of terrain,
other men in the officer’s team can have horses at +5 pts per model. which can slow it down. So, for example a squad in rough
ground can use the Banzai rule to Run/charge 6" towards the
nearest enemy.
Banzai charge (p.14 Armies of Imperial Japan and p.201 of Bolt
Action Rulebook) states: ‘...If a Japanese infantry unit is ordered to
run (or charge) the closest visible enemy, any order test for that move Does a squad NCO modelled with a sword count as an officer for the
is automatically passed as if the unit had rolled a double one.’ Does purposes of gaining the Tough Fighters special rule?
this trigger Incredible Courage (p.42 BA2 Rulebook) on the auto
No, only the officers do. There is a big difference between
double one and the unit would also lose D6+1 pins, or not?
carrying a sword and being trained to use it!
No, it does not, the unit only loses 1 pin marker – the words ‘as
if the unit had rolled a double one’ refer just to the to the passing
the test automatically (just as if it had rolled a double 1), not to
the other effects of rolling a double 1.

ARMIES OF THE SOVIET UNION - FAQs


I was wondering about the Ampulomet’s special rule regarding In the Stalingrad selector, can I make use of the Fanatical Defence
setting vehicles on fire. Since they can set a tank on fire on a roll of 6 special rule to modify the free Soviet Inexperienced squad?
(even where their +2 pen wouldn’t allow them to damage, say vs. a Yes, you can.
Vet Pz.IV), should we consider they technically CAN “damage” any
armor value and thus allow them to pin Veteran crews regardless of
armor value”? Or is this special rule ignored regarding pinning and Leningrad selector: ‘[…] Scout squads or a maximum of 2 Assault
they don’t get to pin any 9+ vet tank ? The rules say you get to pin IF Engineers squads, Ski Troops squads’. It’s not clear if the maximum of
you can “damage” the target vehicle. Is this to be read as “any sort of 2 applies only to the Engineers or also to the Ski Troops.
damage” or as in “enough Pen to actually penetrate”?
Only to the Engineers.
The Ampulomet counts as a weapon that CAN damage any
vehicle, and thus even veteran vehicles can be pinned by it.
In the ‘Siege of Sevastopol’ selector there are Veteran squads allowed
amongst other infantry units. At the end of the selector there is the
Does the body armour bonus apply against hits suffered in close special rule ‘Baptism of fire: No Soviet forces can be veteran’. So the
combat? And what about against hits from a destroyed transport the question is: Can I field Veteran units in this selector?
engineers were riding in?
No Soviet forces (except for veteran infantry squads, see above)
Yes to both, as most damage in close combat is caused by small can be Veteran.
arms, and damage from burning transports does not have a Pen
value and thus counts as small arms fire.
I have recently purchased a Soviet starter box and an additional
Soviet trooper box, as well as the Soviet forces book. On the weapons
Does the body armour stack with the Extra Protection special rule? sprue, there are Automatic Rifles, however in the Armies of the Soviet
No, troops in building with body armour are still damaged on 6. Union book, there are no options for that weapon. Is it this correct
that the Soviet units cannot take Automatic Rifles?
Correct, treat the Tokarev semi-automatic rifle as a normal rifle.
In the book Armies of the Soviet Union, on Page 56, it is possible If you prefer, you are welcome to agree with your friends to use
to use other Tanks via Lend Lease. But which variants can I use? for the Tokarev the same rules as a Garand M1 rifle from the
For Example: M4 Sherman is a substitute for the T-34, but which Armies of the US (i.e. no penalty for moving and firing).
variants of the M4 Sherman or Stuart (for T-70) etc, can be used?
All Variants like the M3A1, M3A3 etc? Or only the original M3?
We suggest using only the most common variants of these
vehicles. If you look at the production quantities of the US and
British vehicles, stick to the ones produced in thousands rather
than the ones produced in hundreds. For example, Shermans
equipped with 75mm and 76mm guns are fine, and maybe even
the most common 105mm version, but do not include the rarer
ones like the Jumbo, the Zippo, the Calliope...

Last update: February 28th 2024 32


Armies of Italy and the Axis - FAQs
For the Italian rule ‘Avanti Savoia’, do Veteran infantry go to ‘Super- Finnish Sissi recon squad and snipers have the Master of the Hunt
Vet’ at morale 12, or does it simply stay at 10 when the rule swings rule meaning they can advance and go into ambush. Mixed with the
to the positive modifier trained huntsman which gives them a +1 to-hit bonus, this would
The morale goes higher, and can then be modified down by pin mean a non-moved unit in ambush would be hitting on a 2 (plus
markers and other modifiers to tests. However, do remember addition hit modifiers). My question, as the ambush rule is: The
unit does not move or fire. When the sissi recon squad open fire from
that a result of 11 or 12 on a test is always a failure, regardless
ambush after advancing that turn, do they count as having moved
of modifiers.
(do they get the -1 to hit for moving and shooting) and if they do
count as moving. Would a Finnish sniper be allowed to use his scope?
On page 22, the 90/53 flak gun’s entry states: ‘this entry can also be No, they do not count as having moved, they count as stationary
used for German 88mm Flak 36 in use by Italians’. Is that the ‘model’ (so yes to sniping and no -1 penalty for moving and firing.
to use? Or is the intent to use the listing from the German book?
It means you can use the profile of the 90/53 Dual-Purpose AA
Can the Romanian army take a heavy anti-tank gun for free using
Gun to represent a German 88mm model crewed by Italian
the French Artillery doctrine?
artillerymen. It does not allow you use of the entry from the
Armies of Germany book. Players may of course want to allow No, they can only have light or medium artillery units.
this instead, as long as they both agree!
Do the additional German units in a Hungarian army, for example,
If I play with an Italian army in a attacker-defender scenario, the benefit from the German army special rules?
enemy can’t do a Run order in the first turn if the Italian is the Yes, they would benefit from all four German army special rules.
defender. Can an artillery unit move onto the board in the first turn
if it is in the first wave (it only can move with a run order)? And a
fixed weapon (it only can move with a run order)? In ‘Armies of Italy and the Axis’ – (page 40) the Finnish Army
By a strict application of the rules, those units would not be able Special Rule ‘Sisu’ states: ‘...Veteran units increase their base Morale
to enter the game, so you must leave them in Reserve instead, to 11..’ While... in the Second Edition Bolt Action Rulebook, in the
even in scenarios that do not allow reserves. ‘Maximum and Minimum Morale’ section (on page 43) – it states:
‘Regardless of....bonuses or penalties...a unit cannot have a morale
value of greater than 10 or less than 2. Ten is the best value possible.’
So… do Finnish Veterans get bumped-up to 11, or do they stick at 10?
Special rules always trump core rules, so the Finnish Veterans ‘in
Sisu’ make exception and have Morale 11, as stated.

Last update: February 28th 2024 33


Armies of France and the ALLies - FAQs
If a Partisan army takes a German vehicle with a medium machine Does the Fanatic rule on the Polish HQ units have any effect, as these
gun, will that MMG have 5 shots or 6? units are so small?
The vehicles from the Italian and German lists used by the Only in the rarest of circumstances – when a three-man HQ
partisans do not bring with them the German/Italian army team loses an assault by suffering a single casualty! So yes, the rule
special rules, but rather use the Partisans army special rules. is there more for colour than for real effect.

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!

Last update: February 28th 2024 34


Last Levy: the defence
of Berlin boxed set - FAQs
What are the rules for the Luftfaust and for the Krumlauf assault rifle? Krumlauf assault rifle: Any unit included in the 1945 – Last
These weapons will be covered by future supplement books, but Levy selector of the Armies of Germany book can take a
in the meantime use the following get-you-by rules. Krumlauf assault rifle. Up to one model in the unit can replace
his weapon with a Krumlauf for +10pts. The Krumlauf counts
Luftfaust: Any unit included in the 1945 – Last Levy selector of as an assault rifle. In addition, when the unit has a Down order,
the Armies of Germany book can take Luftfaust rocket launchers. every time you remove the Down order from the unit at the end
Up to two models in the unit that have been equipped with a of the turn (or even if you decide that the unit stays Down for
panzerfaust can replace their panzerfaust with a Luftfaust for free. the next turn), the model with the Krumlauf can fire his weapon
The Luftfaust counts as a light autocannon that only fires HE as normal. This represents him firing the weapon while remaining
rounds and has a range of 24" instead of 48". It also has the Flak in cover.
and One-shot special rules.

TANK WAR - FAQs


When you are using Crew Skills the vehicle starts at Inexperienced For a Radio Network (p.13/14) it mentions taking the three
and is bought at the Inexperienced cost. once they have two skills, compulsory vehicles from the same entry, does this mean the variant
the vehicle goes up a level to Regular. do you then pay the increase in doesn’t matter? i.e. you can take three Churchills and get the Radio
cost for it? E.g. if you buy an Inexperienced Chinese Panzer I for 56 Net regardless of taking a Churchill Mk I, Mk II and Mk III?
points and then get two skills, do you then pay 70 points for it, or do Absolutely yes. The variant does not matter, if the tanks are taken
you get the Regular upgrade free? from the same entry in the book (as is the case for the MkI, II
If you need to ‘buy’ the vehicle again (or just in order to balance and III Churchill tanks).
forces), use the points for the relative Quality level – so pay for a
regular vehicle if the crew is now regular, and veteran cost when
the crew is veteran. What theatre selectors can the Legendary Crew be used in? And what
about ARVs?
Assume that they are available in the theatre selectors that their
Does the Force Selector on page 11 override theatre selectors (e.g. base vehicle is available to.
Soviets take extra armour choices in the Berlin theatre, Americans
can take 3 MGs, etc.)?
Yes, if you use the Armoured Platoon selector, you are not using What do I do if a vehicle gets enough skills to be promoted to veteran,
another selector. Army special rules still apply however (so but the selector I’m using does not allow veteran versions of that vehicle?
the Soviets get an additional inexperienced squad for free, but Such unique veteran vehicles are allowed, overruling the
remember that you must buy a transport for them). limitations for the selector.

Last update: February 28th 2024 35


THEATRE & CAMPAIGN BOOKS
– ERRATA & FAQS
With the few exceptions in the section below, there are no plans For this reason, when organising a Bolt Action tournament, we
to consistently compile all errata and FAQs for these books. recommend to choose armies from the ‘Armies of ’ series of
Rather, only the major errata&FAQs will be covered. books only (as well as this Errata & FAQs PDF). The other
books are more suitable for themed campaign days and other
This is because, even more than the rest of the BA range, these non-competitive events.
books are written in a spirit of fun and cooperation between
the players. Some of the rules in them are fairly extreme and Of course, organisers are free to add more books/armies/units to
game changing (amphibious assaults, snow & ice, Maginot Line their tournaments, as long as they are ready to resolve any rules
fortifications…), and to be honest the normal rules of BA struggle queries that might arise on the day.
to accommodate such different situations and had to be pushed
to the limit… and beyond! We assume therefore that players will
resolve any conflict arising from rules included in these books in a New Units
friendly and fun manner, or roll a die and move on with the game. These books occasionally introduce new units without the
For example, when using a legendary, named character (such as accompanying text explaining in which selectors they can
John Frost, Wittmann, or Dick Winters), what slot do they take in be used.
a reinforced platoon? Well, use common sense. For example, if they As a general guidance in these cases, unless the rules in the unit’s
are an officer, they should use up the slot that most closely represents entry say otherwise, new units in these books are limited to use
their rank. If the character fought with several different ranks for scenarios and selectors from that book only. Unless of course
throughout the war, choose the rank that best suits your force. you get opponent approval, or Tournament Organizers’ approval.

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.

Last update: February 28th 2024 36


Battle of the Bulge
Page 27: I&R Platoon HQ. Insert new Special Rule: are also subject to the ‘Erstaz appearance’ rule as described below in
the Panther Ersatz M10 and Ersatz German vehicles; this is due to the
Note – Whilst this entry is listed as a ‘Platoon HQ’ it is acting in the German occupants having less than perfect American uniforms and
intelligence and reconnaissance role and so is still subject to the note procedures. However, their detection range is only 6” due to the difficulty
on page 26; i.e. this is an intelligence officer, not an infantry officer and in visually detecting this.’
therefore does not confer morale bonuses or give the ‘You Men, Snap to
Action!’ rule.
Page 109: Prevot Militaire Squad Weapons. Delete ‘Rifles and
pistols’ and replace with ‘Pistols’.
Page 27: I&R Selectors. Add the following text at the end of the
existing narrative:
Note that both the I&R Platoon HQ and the I&R Squad count as standard
A note on Gyro-stabilizers. If you play the French from this book,
infantry squads for the purposes of Theatre Selector restrictions; for you’ll have to pay the points for the gyro-stabilizer as you take the
example, if a Theatre Selector allows 0-4 Infantry Squads, both the I&R unit from the AotUS book.
Platoon HQ and I&R Squad come out of this allowance, they are not an
additional allowance. The question is; do the Free French forces get the gyro-stabilizer
special rule as they have to pay the points for it or do they just simply
pay 10 points more for a US lend lease veteran tank than what the
Page 65: Captured Vehicles special rule. Should read: Soviets and British do?
Captured American vehicles listed in the Theatre Selector above may They do get the special rule as well.
be used. These cost an additional +10pts per vehicle due to their
scarcity, and armoured vehicles must be Inexperienced due to the crew’s
unfamiliarity with their use. In addition, open-topped American vehicles

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.

Last update: February 28th 2024 37


D-Day: British & Canadian Sectors
Page 176: Horse Wagon. Amend Special Rules to read: Slow: if towing a gun.

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)

DUEL IN THE SUN


Page 84. 999th Light Afrika Division (Strafbattalion) squad. • Add up to 5 additional men with rifles at +7pts each (Inexperienced) or
The first line in the options should be changed to: +10pts each (Regular)

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.

Page 46, Jeep. Add the following:


The Sparrow Tactics’ wording is very similar to the US Rangers
“Rangers lead the way rule”, presumably the two FAQs relating to Transport: 3 men
“Rangers lead the way” under the Armies of the US FAQ apply to the
“Sparrow tactics” as well?
Yes, they do.

Last update: February 28th 2024 38


Page 79, Native Irregulars. Their entry will be changed as follows: • Remove transport and add one forward facing medium mortar
for​​+40pts​(the​​vehicle counts as ​a self-propelled gun rather than
Cost: 30pts (Inexperienced), 39pts (Regular), 48pts (Veteran)
a transport)
Options:
• Add up to 7 additional native irregulars +10pts (Inexperienced), +13pts
each (Regular), +16pts each (Veteran). Page 80, Merrill’s Marauders. Additional men cost 14pts, rather
than 13pts.
Selectors
Native irregulars are an infantry choice for the following Theatre Selector in
the Armies of China; X and Y Force, Burma 1942–45. Page 82, Bhanbhagta Gurung. The entry states he gets 4 attacks
They also count as an infantry choice for the following Theatre Selectors rather than the usual 2, the old rule for tough fighters. Replace with:
in the Armies of Imperial Japan: The Fall of Singapore, 1942, and Burma,
He gets 3 attacks instead of the normal 1. And has tough fighter as well,
1944; and the Armies of Great Britain: 1942 – Fall of Singapore, and
being in a Gurkha squad.
1942–45 – Burma.

Page 104, USMC Raiders. Their entry will be changed as follows:


Page 46, Universal Carrier. The last two Options (MMG and
mortar carrier) will be changed as follows: Cost: 42pts (Veteran)

• Remove transport and add one Vickers with 360° firing arc​​Vickers Options:
MMG for +15pts​​(the​​vehicle 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:

Italy: Soft Underbelly


Page 115, Ranger Force Squad. Replace the cost of Submachine Wespe, Hummel
guns to +3pts per man, rather than the +2pts per man displayed.

Page 146, Eighth Army Reinforced Platoon (Sicily);


Page 126, Colonel William ‘El Darbo’ Darby. Change the Page 148, X Corps Reinforced Platoon;
points cost to 195pts. Page 151, Termoli Assault Force Reinforced Platoon;
Page 152, 8th Indian Division Reinforced Platoon;
Replace the second sentence of the Artillery Training special rule Page 153, Canadian First Division Reinforced Platoon (Italy, 1943);
with the following: If he chooses to do so, pull two friendly order Page 153, Eighth Army Reinforced platoon (Italy 1943)
dice from the bag, place one next to Darby and the other next to
the artillery unit Darby is spotting for. Replace all mention of the M5A1 Stuart VI with M3A3 Stuart V
in the six selectors above.

Page 136, Kampgruppe Schmalz; Page 137, Panzergrenadier


Reinforced Platoon (Sicily); Page 139, Hermann Goring
Page 145, Special Forces Reinforced Platoons
Division Reinforced Platoon (Sicily and Salerno);
Add the paragraph below after the Airborne paragraph:
Page 142, Panzergrenadier Reinforced Platoon (Italy, 1943)
Replace all mentions of the SdKfz 251/22 Pakwagen with SdKfz Commandos
251/2 (mortar carrier) in the four selectors above. Commandos do not benefit from the National Characteristic you
have chosen for the rest of your army; they instead use the Up
and ‘at’ em national characteristic.
Page 142, Panzergrenadier Reinforced Platoon (Italy, 1943)
Add the following units under Tanks, Tank Destroyers,
Self-propelled artillery and Anti-Aircraft vehicles:

Last update: February 28th 2024 39


Italy: TOUGH GUT
Page 111. RSI Officer. Above the second point in the options
NEW UNITS insert the following:
Page 74. Maori Infantry Section. Cost should be 55pts
(Regular) and 70pts (Veteran). Additional men should cost 11pts Players may choose only one of the following options:
(Regular) and 14pts (Veteran).
Page 111. Nembo/Fogore paracadutisti section (Anzio).
Page 75. An Intimidating Force. Change the last sentence to: Third point of options. Change the cost of the LMG from +25pts
to 20pts
Units fighting in close combat with the Ghurkas treat draws in
close quarters as defeats (except if they are Fanatics, in which Page 112. Paracadutisti MG42 team. Change the cost from
casse the fight is still a draw). 76pts to 71pts
Page 82. FEC officer. Change the second point in the options
section to read:
NEW THEATRE SELECTORS
Make the officer an FEC officer leading Goumiers, giving him Page 123. Delete the following bold text found in the
tough fighter, Mountain warriors and fanatics for +5pts. special rules: American equipment
Page 82. FEC officer. Above the second point in the options Page 131. In the Infantry 0-4 area, following the FSSF Scout
insert the following: Teams entry; add the following:
Players may choose only one of the following options: (page 114, Campaign: Italy Soft Underbelly)
Page 82. FEC officer. Change the Foreign Legion officer option Page 146. The issue here is repetition of the line “Including
to read as follows: a maximum of 1” further up the Armoured cars, Tanks, Tank
Make the officer a French Foreign Legion officer and his Destroyers, Self-propelled guns etc selections for this list. The
companions French Foreign Legion soldiers for +2pts per man, second repetition of the line for Flakpanzer T34(r) entry needs to
giving them the Legion and Esprit de Corps special rules. be deleted.

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"

Page 106. Borgward B-IV Remote


controlled demolition vehicle. 7"

Change the Heavy Charge rule to read


dy Water

as follows: Roa
d
dirt
Mud

Heavy charge: The heavy charge can


only be used once per game, but it does
indeed go off with a huge bang. In order
barbed wire

to use the charge, the Borwald must be


Cairo-Cassino Road

ld

successfully ordered to Advance. Before


Minefie

moving, place a 4" template in contact


Rapido River

with the centre of the front hull of the 3"

vehicle, then execute a reverse move


straight back. After this, any model 5"

hit by the template counts as hit by a


heavy howitzer, except that the Pen is
+5 and that units in buildings (and the
buildings themselves) suffer 4D6 hits
instead. 7"

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

Initial force deployment

ba
rb
ed
wi
re
Attacker’s Edge 28th maori 1st & 2nd wave entry

Scenario 5: Scenario 5 - Counter-attack at castle hill


Counter-attack at Castle Hill 4th indian
New map (right). retreating
forces
& 1/4 FJ
Last paragraph of the introduction to battalion
entry point
Cour
tyard 6"
the scenario. tower
objective

Change the following: “The


castle
Germans charged down the slopes, house

surprising the British and Indian 8"


5"
7"
troops and overwhelmed them in a 4"
Attacker’s Edge

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"

slopes, surprising and overwhelming battalion


entry point
2"
1"

their enemies. the survivors ran


headlong back to the castle. One
of the participates described the Scenario 7
battle for the castle that followed Albaneta Edge

as: “Nothing less than the last


phase of a Medieval siege, the only 6" German deployment zone
difference being that machine guns
were substituted for crossbows and
Albaneta
grenades for boiling pitch. Farm

Scenario 7: Operation Revenge 4"


sh Road
en d i
New map (right). 2"
Cav
Allied Edge

2"

4"

6"

MG
German deployment zone panzernests 8"

10" Snakeshead
point ridge
r 10"
bunker 569 point bunke
593
Snakeshead Edge

Last update: February 28th 2024 41


Scenario 8: For the Scenario 8
Freedom of our Nation! 2" Attacker’s Edge
New map (right).

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

MARIANA & PALAU ISLANDS


The US Marine Saipan list is the only list in this book that does not The 320mm Japanese spigot mortar on page 126 doesn’t say it can be
include an option for USMC War Dog Teams. The War Dog was taken in a generic platoon or any selectors.
introduced in the Empire in Flames book and states: It can be taken as a field artillery unit in generic Reinforced
“Extra selection. You may take 0-1 war dog team in addition to the platoon and it is also allowed in any selector for the battles of
normal infantry allowed for any reinforced platoon that includes at Bataan, Iwo Jima and Okinawa.
least one unit of US Marines.”
So, may I include a War Dog tem in the Saipan list?
The Dug In Rule on page 146 state that a Dug In unit counts as
Yes, you can. being Down when shot at, even if it has not been given a Down
order (additional -2 to hit and the number of hits from HE is
halved, rounding down). If the unit is issued a Down order whilst
37mm M2 Canister Round. The rules for the use of this ammo Dug In, the benefits are doubled (I.e. -4 to hit and hits from HE
type do not have any provision for blocking terrain. As written the quartered). Should this not be amended to say rounding up?
canister round will shoot through, for example, a stone building
potentially hitting units behind it. This doesn’t sound right... Yes, it should be rounded up.

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!

Last update: February 28th 2024 42


NEW GUINEA
Page 13: Deployment should read: ‘The Japanese Player deploys KNIL Guerillas. Choosing your officer from the France and
first. The entire force may be deployed within 18" of any landing Allies book, you only get the option of inexperienced or regular. But
craft, but no more than 12" from the waterline.’ considering the officer is leading a group of guerillas, surviving in the
jungle who can all be veteran, can the officer be a veteran?
Not by the strict application of the rules, but of course in a
Page 85: Jungle Engineer Section options. Amend flamethrower:
friendly game I would have no problem allowing you to do that.
(Regular or Veteran only)

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.

Page 91, Scout. Add the following:


- Any man may exchange rifle for SMG for +3pts

OPERATION MARKET GARDEN


Page 18-19, US Reinforced Parachute platoon. Page 22 and 23. Add to both selectors:
Add the following to Special Rules:
Armoured Cars
Jeeps can tow 57mm AT guns. 0-2 Airborne Recce Jeeps

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)

Pegasus bridge booklet


For scenario 3 it is mentioned that the British deploy in the Uhm... let’s say that the British force can deploy ‘anywhere on
shaded area. However there is no shaded area on the drawing. Am the table, more than 12” away from the German set-up area’.
I missing something?”

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).

Last update: February 28th 2024 43


NAVAL OBSERVERS
Campaign: D-Day – Overlord) to U.N. forces. This reflects the
As long as both players agree and the scenario being played would presence of USS Missouri and other naval assets from multiple
be close to coastal areas, you may include the Naval Observer (see U.N. nations just off the coast bombarding Communist forces.

JASCO/FAC (Forward Air Control) Team


A small tactical team of highly trained personnel comprising a potential mix of either U.S. Air Force, U.S. Army or USMC Officers
and NCOs. These small teams of 4-6 personnel would operate at the Company level in any U.N. combat force. The team would have
1 to 2 Jeeps or a Jeep and a trailer with multiple of radios enabling communication with United Nations ground units, aircraft and
surface ships.

Cost 200pts (Regular), 260pts (Veteran) for All U.N. Forces.

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).

Weapons Pistol, submachine gun, or rifle.

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:

Cost 63 (inexperienced), 80 (regular), 96 (veteran).

Weapons None.

Damage value 7+ (Armored Carrier)

Transport 8 men.

Tow Any artillery unit

- 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.

Last update: February 28th 2024 44


ROAD TO BERLIN
Is the kubus from Road to Berlin considered a transport or armoured car? Pages 22 and 23. I took interest in the new motorcycle units. But
Treat it as an armoured car. as I read their options they comment that any lMG is considered to
be on a motorcycle with sidecar. But I don’t see the option for the
On page 52 and 53, KEDYW SQUAD & AK MILITIA unit to buy the LMG. So I was wondering if that was something
SQUAD. Add to both entries the following: that was missed and needs errata saying they can take one or two at
20pts or something.
Up to 2 men can be armed with submachine guns at +3pts each
It is indeed a mistake, the squads can indeed buy up to two
LMGs at +20pts each.
Page 109, Extended Last Levy theatre selector. Add
STRAFBATTALION PENAL SQUADS to the list of units
available under 0-4 Infantry Squads. Page 67 – bottom right – Transports and Tows. ‘0-1 Transports per
infantry unit in the reinforced platoon’ – it doesn’t say which ones.
Should it just be ‘Truck’ which is mentioned under ‘Tows’?
Yes, that’s correct.

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

Last update: February 28th 2024 45


will always be a legal choice. In this case the Off-Map Battery the Soviet Union book Soviet players have the option to use lend-lease
rule refers to field howitzers being unavailable - not Artillery as a vehicles. Can I use a lend-lease tank instead of the free T-60 or T-70?
Bolt Action unit type. No, as lend-lease units have different point costs and attributes,
this would create balance issues. The intent of this rule is to give
The “Mobile Formation” special rule for some Soviet theatre selectors Soviet players a historically-appropriate unit for these Soviet
allows the Soviet player to take an Inexperienced T-60 or T-70 tank armoured formations, which in this case would be a T-60 or
instead of the usual free Inexperienced Rifle Squad. In the Armies of T-70 tank.

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 [...]

Example 1: A South African force would have the free


observer, the barrage reroll, and then both traits listed: Bloody Regarding the Camionettisti Arditi X Forces, they have the ‘must be
Mindedness, and Quick Reaction. mobile’ rule but their selections do not include transports. I assume this is
an error and they should have the same list as Compagnia Sahariana?
Example 2: An Indian force would have the free observer,
That is correct, the selectors should include the SPA AS37
the barrage reroll, and then both Unsurpassed Bravery and
or similar captured commonwealth transport vehicle.
Manpower of the Empire.
Page 93, MMG Aufklungs Gruppe vehicles. Remove the
‘Recon Vehicle’ and the ‘Open-toppd’ special rules, and replace Regarding Compagnia Sahariana. Squads are set at an NCO and 3
them with the ‘Recce’ special rule. men. Up to 2 men may upgrade to SMG, Up to 2 men may upgrade
to LMG. Is the NCO meant to be able to upgrade to an SMG? Also,
if 2 LMGs are taken one will be automatically without a loader
Page 98 & 99 The Commonwealth and Jock Column theatre (unless the NCO can load)?
selectors. Tows. The NCO can have one of the two SMGs, and can act as the
loader for an LMG.
“0-1 Tow from: Bren carrier, 15cwt truck, 30cwt truck, quad tractor.”
Replace with:
Regarding Aufklarungs Gruppe on page 93, are the Kubelwagen
“0-1 Tow Per Artillery unit in the reinforced platoon, from: Bren supposed to be played as a unit of vehicles?
carrier, 15cwt truck, 30cwt truck, quad tractor.” No, they are purchased as presented on the selector, but then play
the game as normal separate vehicles. Alternatively, players can
Page 121, Regular infantry. Add the Option: One soldier may choose to use the optional rules on page 217 of the rulebook.
have a VB launcher for +20pts

Page 136, SAS Infantry Section.


The composition reads “1 Officer and up to 3 further men.”
Change to: “1 NCO and 3 men”

Last update: February 28th 2024 46

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