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Great Britain

This document provides the details of a British reinforced platoon in Bolt Action, including the unit types, weapons, and special rules. It lists the point costs and weapon profiles for units like infantry sections, an artillery observer, armoured cars, tanks, and more. It also provides the special rules for British forces like increased bombardment and artillery support.

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Jesse L'angelle
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0% found this document useful (0 votes)
26 views8 pages

Great Britain

This document provides the details of a British reinforced platoon in Bolt Action, including the unit types, weapons, and special rules. It lists the point costs and weapon profiles for units like infantry sections, an artillery observer, armoured cars, tanks, and more. It also provides the special rules for British forces like increased bombardment and artillery support.

Uploaded by

Jesse L'angelle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Great Britain

Reinforced Platoon 994 pts 9 Order Dice

Platoon #1
Special
Artillery Forward Observer (Forward Observer) Regular (20pts)
Composition: 3 Soldiers
Weapon Range (") Shots Pen Special Rules
3 x Pistol 6 1 - Assault
Options: Attendant x 2
Special Rules: Assault

Required
1st Lieutenant (Officer) Veteran (116pts)
Composition: 1 Officer + 2 Soldiers
Weapon Range (") Shots Pen Special Rules
2 x Pistol 6 1 - Assault
1 x Submachine gun (SMG) 12 2 - Assault
Options: Submachine gun (SMG), Attendant x 2
Special Rules: Assault

Veteran Infantry Section (Early/Mid War) Veteran (153pts)


Composition: 1 NCO + 9 Soldiers
Weapon Range (") Shots Pen Special Rules
7 x Rifle 24 1 - -
1 x Submachine gun (SMG) 12 2 - Assault
1 x Light machine gun (LMG) 36 4 - Team Weapon
Options: Additional Soldiers x 5, NCO: Submachine gun (SMG), Light machine gun (LMG)
Special Rules: Assault, Team Weapon

Veteran Infantry Section (Early/Mid War) Veteran (153pts)


Composition: 1 NCO + 9 Soldiers
Weapon Range (") Shots Pen Special Rules
Weapon Range (") Shots Pen Special Rules
7 x Rifle 24 1 - -
1 x Submachine gun (SMG) 12 2 - Assault
1 x Light machine gun (LMG) 36 4 - Team Weapon
Options: Additional Soldiers x 5, NCO: Submachine gun (SMG), Light machine gun (LMG)
Special Rules: Assault, Team Weapon

Infantry
Veteran Infantry Section (Early/Mid War) Veteran (153pts)
Composition: 1 NCO + 9 Soldiers
Weapon Range (") Shots Pen Special Rules
7 x Rifle 24 1 - -
1 x Submachine gun (SMG) 12 2 - Assault
1 x Light machine gun (LMG) 36 4 - Team Weapon
Options: Additional Soldiers x 5, Light machine gun (LMG), NCO: Submachine gun (SMG)
Special Rules: Assault, Team Weapon

Light Mortar Team Regular (35pts)


Composition: 2 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Light mortar 12-24 1 - Team Weapon, Indirect
Fire, HE (1")
Special Rules: Team Weapon, Indirect Fire, HE (1")

Boys Anti-Tank Rifle Team Regular (30pts)


Composition: 2 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Anti-tank rifle 36 1 2 Team Weapon
Special Rules: Team Weapon

Armoured Cars
Humber Armoured Car MK II (Humber Armoured Car Mark II & IV) Veteran (114pts)
Damage Value: Armoured car/carrier (7+)
Weapon Range (") Shots Pen Special Rules
1 x Turret-mounted light automatic 48 2 2 HE (1")
cannon
1 x Coaxial medium machine gun 36 5 - -
(MMG)
Special Rules: Recce, HE (1")

Tanks and Tank Destroyers


M3 Lee I (M3 Lee/Grant) Regular (220pts)
Damage Value: Medium tank (9+)
Weapon Range (") Shots Pen Special Rules
1 x Hull-mounted medium AT gun 60 1 6 HE
covering the front and right arcs
1 x Turret-mounted light AT gun 48 1 4 HE (2")
1 x Coaxial medium machine gun 36 5 - -
(MMG)
1 x Turret-mounted medium 36 5 - -
machine gun (MMG)
Special Rules: Easily Catches Fire, Vulnerable, HE, HE (2")

Faction Special Rules


BOMBARDMENT

British tactical doctrine called for extensive preparatory bombardment prior to any attack. When
rolling for the effects of a Preparatory Bombardment instead of rolling one die on the results
chart for each enemy unit (rulebook, p.118) roll two dice and choose the best result.

ARTILLERY SUPPORT

British forces were supported by well-coordinated gun batteries and were able to call down fire to
support an attack or discourage the enemy’s advance. British and Commonwealth armies can
include one Regular Artillery Forward Observer for free. This officer does not count towards the
limit of Observers in the reinforced platoons; he is additional and free. However, the free
Observer cannot be included in a force whose selector does not include Artillery Observers in the
first place (like a small Commando force, for example).

A NATIONAL CHARACTERISTIC

The British Army was far from being uniquely British including troops from all corners of a far-
flung Empire as well as national contingents from all the occupied nations of Europe. Rather than
suggest a single bonus rule to cover this whole array of fighting men, we offer a choice of one of
the following special bonuses. We will not allocate a rule to each nationality – mostly because
we could not bear the arguments over who was the toughest the Australians or Canadians, or
who the most disciplined the British or Indians, who the better shots, who the most determined
to rid their homeland of the invader, and so on. So, any British army – whatever its national make-
up – can choose any one of the following rules to represent it as you – its commander –
chooses to see it. The only limit is that you can only choose one rule – and that rule applies to
the whole army.

Up and ‘at ‘em: If the army has this rule then any order given to make an assault is
automatically treated as having been passed – the unit is assumed to have rolled whatever
order die score is needed to pass its order. This rule does not apply to Inexperienced troops –
including any units that start out as ‘green’.
Blood curdling charge: If the army has this special rule then enemy units cannot react to an
assault by shooting at them – they are simply transfixed with horror at the sight of their foe.
This rule does not apply if the units launching the assault are Inexperienced – including any
units that start out as ‘green’.
Tough as boots: If the army has this special rule then all Regular or Veteran infantry units roll
bonus attack dice when fighting at close quarters. For every three men fighting in the combat
roll one extra die – so seven men would roll two extra dice, and ten men would roll three extra,
and so on. This extra attack can be assumed to come from any of the men fighting.
Rapid Fire: If the army has this special rule then all rifle armed Regular and Veteran infantry
units roll bonus dice when shooting. For every three men shooting rifles roll one extra die – so
four riflemen would roll one extra die, for example. These extra shots can be assumed to
come from any of the men fighting.
Vengeance: If the army has this special rule then every Regular or Veteran unit that has one or
more pin markers can make a test to lose one pin marker if there are any enemy within 12”
immediately before an order is given to it. For example, a unit of infantry has two pin markers
and there is a German tank within 12” – when the infantry are allocated an order they can test
to lose one pin marker immediately before the order test is taken. Roll a die: on a roll of 4, 5 or
6 the test is passed and the unit loses one pin marker; on a 1, 2 or 3 the test is failed and the
unit retains the pin markers it has. Once this has been done, continue to test to see if the unit
obeys its order in the usual way, even if they have lost their last pin marker (in which case the
Order test is taken without negative modifiers from pin markers).

Theatre Special Rules


None

Unit and Weapon Special Rules


Assault
This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, infantry models
armed with an assault weapon count as tough fighters (see page 91).

Assault
This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, infantry models
armed with an assault weapon count as tough fighters (see page 91).

Easily Catches Fire


If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers rather
than just 1 before taking a morale test
Easily Catches Fire
If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers rather
than just 1 before taking a morale test

HE
Instead of using the 1" template, an HE shell uses the 2" template

HE
Instead of using the 1" template, an HE shell uses the 2" template

HE (1")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.

HE (1")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.

HE (2")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.

HE (2")
The HE rule refers to weapons that can fire a high explosive shot. Some weapons, for instance
anti-tank guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The
player must declare which type of shot the weapon is firing as he declares the target. Some
weapons can only fire HE shots and their Pen value is indicated as HE. See p68 for full details.

Indirect Fire
The indirect fire special rule refers to weapons that shoots HE shells ‘indirectly’, which is to say
they lob a shot high in the air to land on top of the target unit, for example a mortar rather than a
rifle that shoots ‘directly’ at its target. These indirect fire weapons cannot be fired at targets
within their minimum range (see weapon profiles), measured from the centre of the weapon
itself. If a target is found to be within this minimum range the shot misses automatically and is
ignored.

The crew of an indirect firing weapon must still be able to see their target unit to shoot, unless a
spotter is employed – see the spotter rule below. However, the crew can direct their fire against a
target even if friends are in the way, as shots pass far over the heads of intervening friendly
troops because of the high trajectory. When firing HE shells using indirect fire, a 6 is required to
hit, regardless of any modifier. In the following turn, if the shooter fires at the same target unit,
and if the shooter has not moved from their position (i.e. it receives a Fire order), and if the target
unit has not moved from their position (to count as ‘moved’, the entire unit must be at least 2”
away from the area that it was covering before), a hit is scored on a 5+. This represents the
shooter adjusting his aim by observing where shots are falling. If the shooter continues to fire
under the same conditions explained above, a hit is scored on a 4+ in the next turn, then 3+ and
finally 2+ in all subsequent turns. However, if a hit is scored in any turn, the shooter is zeroed in
on the target and as long as it does not move, all further shots hit on 2+, even if the target unit is
then lost from view (obscured by a moving vehicle, a spotter is killed, etc.).

When fired against vehicles, hits from indirect fire weapons always strike the vulnerable top
armour, counting the +1 penetration modifier to damage regardless of the actual position of the
firer. If an open-topped armoured vehicle is hit by indirect fire add the +1 penetration modifier to
the roll to damage, and also add +1 to the die roll on the damage results table (see page 108).
Weapons cannot be fired indirectly by a unit that was in Ambush that turn – indirect fire takes
time. Howitzers and mortars can also fire smoke shells to lay a smoke screen – see page 97 for
rules covering this. If a unit includes both normal weapons and indirect firing weapons (such as
one or more light mortars inside a unit of riflemen), any mortar in the squad can pick a target
individually, regardless of what the rifles and other mortars in the squad are doing. Ranging in is
kept track of separately for each mortar (you might have to write things down…).

Indirect Fire
The indirect fire special rule refers to weapons that shoots HE shells ‘indirectly’, which is to say
they lob a shot high in the air to land on top of the target unit, for example a mortar rather than a
rifle that shoots ‘directly’ at its target. These indirect fire weapons cannot be fired at targets
within their minimum range (see weapon profiles), measured from the centre of the weapon
itself. If a target is found to be within this minimum range the shot misses automatically and is
ignored.

The crew of an indirect firing weapon must still be able to see their target unit to shoot, unless a
spotter is employed – see the spotter rule below. However, the crew can direct their fire against a
target even if friends are in the way, as shots pass far over the heads of intervening friendly
troops because of the high trajectory. When firing HE shells using indirect fire, a 6 is required to
hit, regardless of any modifier. In the following turn, if the shooter fires at the same target unit,
and if the shooter has not moved from their position (i.e. it receives a Fire order), and if the target
unit has not moved from their position (to count as ‘moved’, the entire unit must be at least 2”
away from the area that it was covering before), a hit is scored on a 5+. This represents the
shooter adjusting his aim by observing where shots are falling. If the shooter continues to fire
under the same conditions explained above, a hit is scored on a 4+ in the next turn, then 3+ and
finally 2+ in all subsequent turns. However, if a hit is scored in any turn, the shooter is zeroed in
on the target and as long as it does not move, all further shots hit on 2+, even if the target unit is
then lost from view (obscured by a moving vehicle, a spotter is killed, etc.).

When fired against vehicles, hits from indirect fire weapons always strike the vulnerable top
armour, counting the +1 penetration modifier to damage regardless of the actual position of the
firer. If an open-topped armoured vehicle is hit by indirect fire add the +1 penetration modifier to
the roll to damage, and also add +1 to the die roll on the damage results table (see page 108).
Weapons cannot be fired indirectly by a unit that was in Ambush that turn – indirect fire takes
time. Howitzers and mortars can also fire smoke shells to lay a smoke screen – see page 97 for
rules covering this. If a unit includes both normal weapons and indirect firing weapons (such as
one or more light mortars inside a unit of riflemen), any mortar in the squad can pick a target
individually, regardless of what the rifles and other mortars in the squad are doing. Ranging in is
kept track of separately for each mortar (you might have to write things down…).

Recce
Some scout cars and light armoured vehicles operated in a scouting, recon or recce role (short
for reconnaissance). Recce vehicles would advance ahead of a formation to probe out the
enemy’s defences – as such they are superalert to the enemy presence and prepared to avoid
trouble. When reversing, either voluntarily or because of a failed order test (with enemy in its
front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12” or 9”) rather than at half
rate, and can manoeuvre as if driving forward, i.e. a wheeled vehicle or half-track can make two
90° pivots or and a tracked vehicle can make a single 90° pivot. Some recce vehicles can even
reverse at their Run rate if they are especially small and manoeuvrable or if they have dual
direction steering – as did some German armoured cars. These exceptions are indicated in the
Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate. Recce
vehicles will also spot hidden enemy at longer ranges than other vehicles – as noted in the rules
for hidden units – see page 131.

Recce
Some scout cars and light armoured vehicles operated in a scouting, recon or recce role (short
for reconnaissance). Recce vehicles would advance ahead of a formation to probe out the
enemy’s defences – as such they are superalert to the enemy presence and prepared to avoid
trouble. When reversing, either voluntarily or because of a failed order test (with enemy in its
front arc), a recce vehicle can reverse at its full Advance rate (i.e. 12” or 9”) rather than at half
rate, and can manoeuvre as if driving forward, i.e. a wheeled vehicle or half-track can make two
90° pivots or and a tracked vehicle can make a single 90° pivot. Some recce vehicles can even
reverse at their Run rate if they are especially small and manoeuvrable or if they have dual
direction steering – as did some German armoured cars. These exceptions are indicated in the
Army Lists. If they fail an order test, these vehicles will always reverse at a Run rate. Recce
vehicles will also spot hidden enemy at longer ranges than other vehicles – as noted in the rules
for hidden units – see page 131.

Team Weapon
This special rule (often shortened to just ‘team’) indicates that the weapon requires two or more
men to shoot at full effect. There are three types of team weapons – squadbased team weapons
(team weapons imbedded inside infantry squads, like a squad LMG); support team weapons
(which form an infantry unit of their own, such as a medium machine gun team or a bazooka
team); and artillery team weapons.

We will list here the generic rules that apply to all three, and then list the exceptions that apply to
support team weapons and squad-based team weapons. Team weapons normally have a crew
of two, three or more members, comprising one man to fire the weapon and a number of loaders
or other crewmen to help operate it, move it about, carry ammunition or act as lookouts. All the
crew members are fully occupied whether carrying equipment, serving the weapon, or keeping
watch. Note that although in reality crewmen often carried small-arms, and many crew models
will undoubtedly do so, in the game crews of weapon teams never fire these weapons and are
therefore not allocated personal armament in the army lists.
A team weapon shoots at full effectiveness so long as there are at least two men to serve it. A
minimum of two crew is always needed to fire at full effect. If only one man remains to serve a
team weapon then the weapon can still be fired but suffers a –1 ‘to hit’ penalty. Remember that
sometimes a team weapon and its crew might be mounted on a single base for ease of use. If
the crew suffers casualties, simply place a die on the base and rotate it to show how many
models have been killed.

Team Weapon
This special rule (often shortened to just ‘team’) indicates that the weapon requires two or more
men to shoot at full effect. There are three types of team weapons – squadbased team weapons
(team weapons imbedded inside infantry squads, like a squad LMG); support team weapons
(which form an infantry unit of their own, such as a medium machine gun team or a bazooka
team); and artillery team weapons.

We will list here the generic rules that apply to all three, and then list the exceptions that apply to
support team weapons and squad-based team weapons. Team weapons normally have a crew
of two, three or more members, comprising one man to fire the weapon and a number of loaders
or other crewmen to help operate it, move it about, carry ammunition or act as lookouts. All the
crew members are fully occupied whether carrying equipment, serving the weapon, or keeping
watch. Note that although in reality crewmen often carried small-arms, and many crew models
will undoubtedly do so, in the game crews of weapon teams never fire these weapons and are
therefore not allocated personal armament in the army lists.

A team weapon shoots at full effectiveness so long as there are at least two men to serve it. A
minimum of two crew is always needed to fire at full effect. If only one man remains to serve a
team weapon then the weapon can still be fired but suffers a –1 ‘to hit’ penalty. Remember that
sometimes a team weapon and its crew might be mounted on a single base for ease of use. If
the crew suffers casualties, simply place a die on the base and rotate it to show how many
models have been killed.

Vulnerable
Because of the riveted construction, all shots to the side and rear of the vehicle get an additional
+1 penetration modifier (i.e. in total, +2 for side hits and +3 for rear hits)

Vulnerable
Because of the riveted construction, all shots to the side and rear of the vehicle get an additional
+1 penetration modifier (i.e. in total, +2 for side hits and +3 for rear hits)

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