Friday, October 18, 2024

Bolt Action v3: Second trial

 We set up two games on the big table with a divider down the middle.
Game 1:  Jim's Grenadiers v.  SteveD's Brits.


Game 2: Renfrey's Italians v. Chris' Soviets.

Both games were free for alls.  The Axis won both battles.

After two goes at V3, I have some  ore comments to make:

In the main the changes are good.  The less good bits IMO are:

Saving throws:  I dislike saving throws because it's frustrating to throw good dice to hit, good dice to kill, then the enemy throws good dice & suddenly you've got nothing.  It detracts from enjoyment of the game.  

Going Down:  In V1 Down gave you -1 to hit. V2 made it -2.  This was a bad change then as it made it too easy to get out of trouble.  The change to saving throws is similar in effect to going back to -1 for Down, so in this respect good.  

Snap To:  Snap To is gamey device that allows smart aleck manoeuvres that can turn a game.   It masquerades as skill, but mostly just magnifies the luck factor in who pulls the first dice out at the start  of a turn.  

Multiple platoon leaders:  These are mostly just a waste of time.  It increases the number of command dice to the extent that you often have nothing useful to do with them after the first few.   It also makes using the Mickey Mouse Snap To more necessary to speed up the game.

Halving MMG fire from vehicles:  The problem with vehicle MMG fire was vehicles with multiple MGs being too powerful.  This fixes that a bit, but knackers vehicles with just 1 hull & 1 coax. 

Panzerfausts: Cost has gone from 5 to 15 pts.  5 was too low, but 15 is too high.  Should be 10. 

No short range:  I'm not sure I like the sudden jump from 5+ to hit moving firing at 7" to 3+ at 6".  It also makes extra range if weapons less an advantage as on most tables fire is less than max anyway & you lose the possibility of gaining advantage by being in close range yourself while the enemy is still at long.

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