After posting the GhatGPT generated Tiny Troops; Fast and Furious Wargame Rules and the battle report after playing them, several have commented that the rules have similarities and references to the 'Bolt Action' rules. As I haven't played Bolt Action before I couldn't tell, but it made me curious about the Bolt Action rules. These are actually not another free wargame rules you can just download and play for free, and therefore actually not within my scope of this blog focusing on 'Budget Wargaming'. -But, can you make Bolt Action a budget Wargame and play 'Bolt Action' without having to buy the 'Bolt Action' rules? -Not by illegal copying or anything, but just by using information found in open and public sources??
I've found the rules summary for free online on several sites and combined with so many different 'how to play Bolt Action' videos found on YouTube I've decided to have a try to see if it provides enough information to play the commercial Bolt Action game by Warlord Games for free, and within my scope of 'budget wargaming'. The reference and rules summary can be found on Warlord's own site, and on the blog Jay's Wargaming Madness for even further details. For YouTube reference there are tons of 'how to videos' out there when it comes to BA. - I don't know if BA is considered to be a particularly difficult game to play since there are so many different 'how to play it videos' on YouTube? For this game I used the Bolt Action Basics playlist.
Since I don't have any Bolt Action items such as order dice or pin-markers, some kind improvisation was necessary. For pin-markers I used some 'fire markers' I initially made for 'Wargame in a Bag'. For order dice I considered just using ordinary D6 in 2 different colors in a bag, but decided to go fancy here and 3D-print some order-bullets I found for free at Thingiverse simply colored as 'Team Blue' and 'Team Red' (just like the oposing teams were marked during my own service). They're good for 3D-printing as they don't need to be balanced or anything (like throwing-dice). The bag to draw the order 'dice' from is actually the just the bag which came with my army men (never throw anything away!). For miniatures I just used regular 54mm army men.
As I was going to play this game SOLO I was curious if 'Bolt Action' had some Solo-mechanics. After searching Google I didn't find that Bolt Action had such, but there are others that has made mechanics to play it solo, so I chose some Bolt Action Solo Play Cards by Martin Otten.
I had pretty high expectations to this game as there seems like a lot of gamers considers this as a kind of leading game and reference for easy and realistic tabletop wargame rulesets for miniatures and was eager to try them out. Perhaps it would be fair to play it with my earlier 'Battle of Lumbaya'-scenario, but a normal game of Bolt Action seems to be about only 6 to 7 turns, and that is too few for my previous 'Lumbaya-scenario', as it would almost just take that number of turns just to get all the units into positions. Besides, after about 16 games with the same scenario and setup I'm (more than) ready to play some new scenarios and setups. To have something to compare them with, I'll attempt to play the Bolt Action rules with the same scenario and setup as I did with 'The One Page Rules' and the ChatGPTs 'Tiny Troops: Fast and Furious Wargame rules':
The scenario
- Katangese:
- 1 regular rifle-squad with 8 members, armed with 1 smg, 6 rifles (Mauser 98k) and 1 LMG (FN MAG)
- 1 inexperienced rifle-squad with 8 members, armed with 1 smg, 6 rifles (Mauser 98k) and 1 LMG (FN MAG)
- 1 regular rifle-squad with 8 members, armed with 1 smg, 5 rifles (Mauser 98k), 1 sniper rifle and 1 LMG (FN MAG)
- UN:
- 1 regular rifle-squad with 8 members, armed with 1 smg, 6 rifles (M1 Garand) and 1 LMG ( MG3)
- 1 regular rifle-squad with 8 members, armed with 1 smg, 6 rifles (M1 Garand) and 1 LMG (MG3)
- 1 regular rifle-squad with 8 members, armed with 1 smg, 5 rifles (M1 Garand), 1 bazooka and 1 LMG (MG3)
- Katangese: To find the immobilized UN vehicles and search them for valuable things such as secret UN documents, orders, maps, SOPs and radio-codes
- UN: To find the missing reconnaissance-patrol and save the members of the unit, and make sure no graded documents in the vehicles fall into the hands of the enemy.
AAR
Pros
- Easy to learn wargame rules on platoon level.
- I really like how units being fired at or charged immediately can react on the action taken against them by going down, or fire back at the charging unit unless they have already activated that turn.
- Intentionally for 28mm figures, but works well for 54mm figures too. I've even read about people using these rules with 1:72 scale figures.
Cons
- Difficult to build armies with different qualities without the rule-book regarding their options and points. I just made 2 armies of the same size and quality, so they were balanced.
- I suppose veteran units have higher motivation than inexperienced ones, and therefore would be easier to activate first or earlier in a game. When activating in Bolt Action, you don't get any benefits for trying to activate a higher leveled unit as far as I can see, as you just pull order-dice from the bag and activates randomly. Perhaps players with veteran units shoul be able to pull two dice from the bag, choose the best one of them and put the other back into the bag again?
- This con is not on the Bolt Action rules themselves, but on the Solo Play Cards. They don't include 'AMBUSH' action as an option on their cards. This makes the AI-player more likely to push his troops faster and deeper into combat, than perhaps would be in reasonable. In my game this resulted that a card-driven team did a very stupid move and just ran into the kill-zone. These solo cards will perhaps not work so well for scenarios where the card driven opponent are supposed to be defending.