Sunday, May 25, 2025

Bolr Action v.3 with some house rules

In many ways v3 is an improvement on v2, but in my opinion it has a few anoying flaws.  So we are trying out a few hoiuse rules to make v3 evewn better.

1. No saving throws for cover:  Instead: -1 to hit for cover & for down, & -1 to kill for hard cover.  The saving throw slows the game down with an extra step & the need for both players to make a test.  It is also frustrating to throw good dice & see your kills evaporate with the enemy's saves.  The difference in the odds is negligible in nearly all situations.

2. No need for more than 1 command team.  The proliferation of command teams slows the game for no gain in realism.

3. No Snap To rule.  It's Mickey Mouse with no basis in reality.

4. Stick wiythe v2 AFV damage table for minor damage.  The extra complication in the v3 table wastes time while adding nothing to the game.

5. Making 7 to hit 6 then 4+ & only 8+ to hit being 6 then 6.

Chris' Soviets v. Jim's Germans
1250 pts. Key positions scenario on big table with Fog of War deployment.


The Germans are on the near side.
The objectives are the bridge, the 2 houses & three ridge tops (2 at the far end & 1 on the right).
The Germans rushed forward in the centre & on the right to sieze 4 objectives.  The T34 took out teh MK IV but that was the Soviet's only siccess as the German veterans mowed down all attempts at counterattack.
The Soviets conceded after turn 5 with half their force destroyed & no way of getting the enemy off any of the 4 objectives they held.

The house rules worked well.  The game was so much easier & faster to play than with the straight v3 we tried last tuesday.

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