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Order Dice: 14 Total Points: 1100
PLATOON #1
** VERSION 3 ** - U.S. - Rifle Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 220) Regular 50
Qty Weapons Range Shots Pen Special
1 Platoon Commander
2 Infantry (equipped as modeled) - -
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
with Submachine gun 12" 2 n/a Assault
INFANTRY
Marine Squad (Version 3 Rulebook page 223) full strength Regular 152
Qty Weapons Range Shots Pen Special
9 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
3 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
Marine Squad (Version 3 Rulebook page 223) full strength Regular 152
Qty Weapons Range Shots Pen Special
9 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
3 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
FORWARD OBSERVER
Forward Observer (Air Force) (Version 3 Rulebook page 221) Regular 86
Qty Weapons Range Shots Pen Special
1 Forward Observer (Air Force) Infiltrator
1 Infantry (equipped as modeled) - -
with Rifle 24" 1 n/a
with Pistol 6" 1 n/a
with Submachine gun 12" 2 n/a Assault
SNIPER
Sniper Team (Version 3 Rulebook page 224) Regular 52
Qty Weapons Range Shots Pen Special
Sniper Team (2 men), Sniper, Infiltrator, (Sniper has a rifle and a pistol, spotter has a
1 36" 1 n/a
Team pistol)
ANTI-TANK
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Bazooka Team (Version 3 Rulebook page 224) Veteran 78
Qty Weapons Range Shots Pen Special
1 Bazooka team 24" 1 +5 Team (2 men), Shaped Charge
PLATOON #2
** VERSION 3 ** - U.S. - Heavy Weapons Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 220) Inexperienced 21
Qty Weapons Range Shots Pen Special
1 Platoon Commander
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
with Submachine gun 12" 2 n/a Assault
HEAVY WEAPONS
Medium Machine Gun Team (Version 3 Rulebook page 223) Regular 50
Qty Weapons Range Shots Pen Special
1 Medium Machine gun team 36" 6 n/a Team (3 men), Fixed
Heavy Machine Gun Team (Version 3 Rulebook page 223) Regular 70
Qty Weapons Range Shots Pen Special
1 Heavy Machine gun team 48" 6 +1 Team (4 men), Fixed
MORTAR
Mortar Team (Version 3 Rulebook page 224) Regular 55
Qty Weapons Range Shots Pen Special
1 Medium Mortar team 12"-60" 1 HE Team (3 men), Fixed, Indirect fire, HE (2")
Spotter Spotter
PLATOON #5
** VERSION 3 ** - U.S. - Engineer Platoon
PLATOON COMMANDER
Platoon Commander (Version 3 Rulebook page 220) Regular 40
Qty Weapons Range Shots Pen Special
1 Platoon Commander
1 Infantry (equipped as modeled) - -
with Pistol 6" 1 n/a
with Rifle 24" 1 n/a
with Submachine gun 12" 2 n/a Assault
ENGINEERS
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Engineer Squad (Version 3 Rulebook page 222) Veteran 150
Qty Weapons Range Shots Pen Special
5 Infantry with Rifle 24" 1 n/a
1 NCO with Submachine gun 12" 2 n/a Assault
1 Infantry with Submachine gun 12" 2 n/a Assault
1 Infantry with Flamethrower (requires assistant) 6" 1(D6) +2 Team (2 men), Flamethrower
Engineer Squad (Version 3 Rulebook page 222) Regular 83
Qty Weapons Range Shots Pen Special
1 NCO with Rifle 24" 1 n/a
5 Infantry with Rifle 24" 1 n/a
1 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
TRANSPORTS
Transport Half-Tracks (Version 3 Rulebook page 230) Inexperienced 61
Vehicle Type Trans DV
Qty Weapons Range Shots Pen Special
1 M2A1 half-track
Half-track 10 7+ Open-topped
Tow: Light medium or heavy anti-tank gun; light or medium howitzer; light or heavy anti-aircraft gun
Pintle-mounted HMG 48" 6 +1 Flak, 360 degree arc
Unit Special Rules
Assault
(v3 page 96) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with
an assault weapon count as having the Tough Fighters special rule (Tough Fighters: When a model with this special
rule fails to damage in close quarters against enemy infantry or artillery units, it can re-roll the failed rolls to damage)
Fixed
(v3 page 96) When ordered to Fire, fixed weapons do not move from their position, but can instead be rotated on the
spot to face any direction, and can then fire suffering the normal -1 to hit for 'fire on the move'. When ordered to Run,
fixed weapons that are carried and crewed by infantry teams move the normal 12" over open ground or 6" or rough
ground, obstacles, etc. Fixed weapon units can never assualt other units. If assaulted by an enemy, the gun itself is
ignored and the crew models are assaulted as normal. Any artillery piece definded as light or medium can be moved by
the crew with a Run orders, as normal for fixed weapons - except that those units can only move 6" rather than 12" with
a Run order. Heavy and super-heavy anti-tank guns and heavy howitzers, as well as any lighter gun whose crew is
reduced to a single man, cannot be moved by their crew with a Run order.
Flak
(v3 page 117) All enemy with the Flak special rule automatically fire at the attacking aircraft if the token model lies
within their range and firing arc, regardless of whether they have already taken an action or not that turn. Flak fire does
not require an action and takes place outside of the normal turn sequence. Firing a pintle-mounted machine gun flak
weapon against an attacking aircraft does not make the vehicle count as open-topped for the turn. Any flak units in
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Ambush retain their Ambush status if they shoot at an aircraft. Hidden lose their hidden status. Friendly units must test
to hold their fire (Inexperienced 4+, Regular 3+, Veteran 2+) - in case of Rookie pilot all flak units open fire
automatically. Measure range - Line of Site ignored. Flak weapons not pinned hit on 5+, pinner hit on 6 - ignore all other
modifiers. If HE hits, multiply as for inside a building. If 3 or more hits, shot down.
Flamethrower
(v3 page 97) Hits from flamethowers allow no cover saves. When shooting with a flamethrower, roll a single die to hit as
normal, but if you score a hit, it is turned into D6 hits (or D6+1 in the case of a vehile-mounted flamethrower). As no
saves are allowed, simply roll for damaage in the usual manner. Flamethrowers always hit the top armour of vehicles.
Also, they don't suffer the -1 Pen penalty when firing at long range against armoured vehicles, nor the +1 Pen for firing
at point-blank range. Causes D3+1 pins to target, 1 pin to firing unit. A unit hit by a flamethrower must check its morale
regardless of casualties. After shooting roll a D6. On a result of 1 or 2 the flamethrower has run out of fuel. Infantry:
replace model with unarmed model, else remove the model instead (no morale check caused). Vehicles: no other
effects. When rolling on Vehicle Damage Results table against a vehicle equipped with flamethrowers, add an extra +1
to the roll.
HE (2")
(v3 page 97) PEN: +2, PIN: D2 (D6 if in building) - Infantry and artillery can go down to halve the hits taken (rounded
up).
Indirect fire
(v3 page 101) - cannot hit targets withing their minimum range, measured from the centre the weapon itself. Units hit by
indirect file receive no cover saves of any kind. However, if the target unit is or goes Down when shot at with indirect
fire, the number of hits suffered is still halved. When fired against vehicles, hits from indirect fire weapons always strike
the 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 Armoured Vehicle Damage Results Tables. Cannot fire indirect fire weapons from Ambush. Indirect
fire weapons can fire smoke (page 128).
Infiltrator
(v3 page 120) If the unit takes a cover save while it does not have an Advance or Run order dice on it, it receives an
additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario
being played (see page 161).
Open-topped
(v3 page 149) Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry, open-
topped armoured vehicles are destroyed automatically if the vehicle is damaged, in the same way as for soft-skins. If hit
against top armour then add an additional +1 to the damage result roll. Note that all hits upon the upper surface of
armoured vehicles count +1 penetration regardless of whether the target is open or not - so open-topped armoured
vehicles suffer a double penalty: +1 penetration and +1 damage result
Shaped Charge
(v3 page 103) Never suffer the -1 penetration modifier for firing at long range, nor the +1 Pen for point-blank range.
Sniper
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(p91) When a sniper shoots using a Fire or Ambush order, the player can decide to use his scope. Rifle range changes
to 36". If target is within 12" the shot misses automatically. Shot ignores negative to-hit modifiers except pinning
markers and for missing assistant. Shot ignores gun shield and extra protection rules. If successful, always counts as
exceptional damage and can pick any model in the unit. When not using scope, all members of team can fire any
weapon they have and in assault can use the assault rule if pistol/submachine gun.
Spotter
(v3 page 102) Cannot be placed within coherency of the weapon crew. Either the weapon crew or the spotter can be
given an order - but not both. Spotters can never assault or fire any weapon against enemy units. Spotter without an
order die next to it counts as Down. Cannot spot for inexperienced indirect fire weapon. When associated weapons unit
is destroyed, spotter is removed also. Spotters are always ignored for the purpose of victory conditions. If spotter
destroyed, does weapons team or artillery unit is not affected (other than no spotter). If already ranged in when spotter
destroyed, can continue firing at 2+.
Team (2 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If
only one man remains to serve a team weapon, then the weapon suffers a -1 'to hit' penalty. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
Team (3 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If
only one man remains to serve a team weapon, then the weapon suffers a -1 'to hit' penalty. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
Team (4 men)
(v3 page 103) A Team weapon shoots at full effectiveness so long as there are at least two team members to serve it. If
only one man remains to serve a team weapon, then the weapon suffers a -1 'to hit' penalty. For squad-based team
weapons, loader must remain within 1" or weapon suffers the -1 to-hit penalty.
United States Army Special Rules
Fire and Manoeuvre
All rifle/carbine-armed infantry units roll bonus dice when shooting. For every three men shooting rifles/carbines roll one
extra die - sor four riflemen would roll one extra die, for example. These extra shots can be assumed to come from any
of the men shooting.
Gyro-Stabilisers
When a weapon is described as gyro-stabilised in a vehicle's entry, it does not suffer the -1 'to hit' penalty for shooting
and moving if the crew are Veteran. This does not apply to vehicles with Inexperienced or Regular crw, nor does it
apply to any co-axial machine gun.
Air Superiority
The forward air observer unit may call an air-strike twice instead of once per game. Resolve the first air-strike as
normal. Then, after the first air-strike has been resolved, the FAO may call a second (when issued a Fire order).
Modern Communications
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When units take an order test to move from reserve onto the table, do not apply the usual -1 penalty, but use their basic
morale value instead.
PickList
United States Bazooka team 1
United States Forward Observer (Air Force) 1
United States Heavy Machine gun team 1
United States Infantry (equipped as modeled) 4
United States Infantry with BAR M1918A2 Automatic rifle 7
United States Infantry with Flamethrower (requires assistant) 1
United States Infantry with Rifle 28
United States Infantry with Submachine gun 1
United States M2A1 half-track 1
United States Medium Machine gun team 1
United States Medium Mortar team 1
United States NCO with Rifle 1
United States NCO with Submachine gun 3
United States Platoon Commander 3
United States Sniper Team 1
United States Spotter 1
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