As readers of this blog will probably have picked up, I have been a fan of Warlord Games’s Bolt Action rules for a long time. The first edition of this game was what I started with when I first came back to wargaming around ten years ago. It was also the first time I had really tried miniature wargaming in a historical setting. I liked the game right away, but I have to admit, I have always been a figure painter first and a gamer second. So for me the visual look of the game was a big part of the appeal. And the Bolt Action rules books have always looked fantastic, and the new edition does not disappoint in that regard, that is for sure.
Soon after having played a few games of 1st ed. Bolt Action, I realized that this game was much better than some of the sci-fi and fantasy games I had played as a teenager. What I liked about it was the basic mechanic: the drawing of dice from the bag, which creates a tension and dynamic type of game. Also, the fact that stats for individual units were extremely simple speeded game play up a great deal. The rules were quite transparent. Indeed they were so transparent that it was very easy to work out for yourself what sort of stats a unit would have from the historical facts: a light tank with an AT gun and two machine guns was, in game terms, exactly that, a light tank with an AT gun and two machine guns. For me, the game could have worked just as well without nation-specific army lists or army books. The relatively few special rules for individual units just bogged the rules down – in my opinion.
The third edition of Bolt Action was released in late 2024 and most of the army books for the new edition have now been published as well. If it hadnt been for the fact that I happened to participate in a tournament recently, I might not have even bothered with the new edition – I was happy enough with the old versions that I already have. But, as I was going to play by them, I needed to get a rule book and get acquainted with the rules. There have been quite a few changes since 2nd ed.: more, I think, than there were between 1st and 2nd ed.
Now, first of all, I want to say that the game is still very much the same as it has been. The basic mechanic is the same and it has that fast game play and excitement, as well as the simplicity (in the positive sense) that I liked. However… There are some changes that I dont like, and some that seem rather pointless. There are several reviews of the new rules out there already, so there is no need to go into every last detail. Ill just point to the things that I found most conspicuous.
The thing that bugs me the most is a change in the way tanks and armoured vehicles work. There is a back story to this which is not apparent just from reading the rules themselves. Bolt Action is a popular game, one of the most popular games in the historical genre in fact. This means that BA also has an active tournament scene going on, not just in the UK, but even here in Sweden, where I live. This is of course a great thing, as it makes it a lot easier for people to get together and play, especially for those who may live in areas where there arent many players.
However, tournaments in BA have apparently come to resemble some other games, in which the construction of lists to maximise your chances of winning have become an important part. OK, so no harm in that, people play the way they like and I am sure different events are organized differently. In tournament lists it has become common (I dont know how common exactly?) to bring one or more cheap early-war light tanks which feature multiple machine guns. A similar choice is anti-aircraft guns or mgs in multiple mounts, sometimes mounted on a truck or half-track. Now, as BA is a historical game, it has to be kept in mind that light tanks with multiple mgs were not successful: they were too vulnerable to light AT-guns and all those mgs were of no use, rather the opposite. One mg in the hull and one in the turret was the most common solution, because that was sufficient to get the job done. As for AA guns and mgs, these were used, you guessed it, for anti-aircraft defense and not as cheap tanks. There were of course instances where AA guns were used against ground targets, but they were hardly designed for that. They had a much higher profile than, for example AT guns or even tanks, while also often being entirely unprotected. That means that they would have been very exposed if within machine gun range of the enemy. I think this is well known and rather obvious. I should add that this would hardly be a problem in a game between friends, who would stick to reasonably historical forces, where light tanks would only be used as recce vehicles in the late war. AA guns would be higher level support units at some distance from the front lines, in most cases; probably not relevant to a skirmish game at all really.
Anyway, one can still see that there was a problem here. That is where I and the designers of BA agree. It was sensible that something would be changed. Where I dont agree is in how the change was made. In third ed. BA, vehicle mounted mgs have simply had their shots halved (compared to their man handled equivalents), across the board. This obviously has a massive impact on the game, and that became pretty clear as soon as I tried the new rules. Normal tanks have become very bad at fighting infantry, even infantry that is out in the open. We should add to this the fact that even relatively powerful tank guns, like the 76mm gun in the T34 and KV tanks, are very weak in BA. A 76mm gun is exactly as effective as a 50mm mortar, i.e., not very effective. This is in itself quite ridiculous. I suspect that this has gone partly unnoticed by the designers and many players, as Soviets are still not played as much as other nations (they are relatively popular here in Sweden though). Because it just happens to be the case that the American and British 75mm guns, which as far as I know were almost identical in performance historically, have a special rule making them significantly more powerful. So, for British and American players the impact of the rule will not be as noticeable – they can always use the high explosive round to combat infantry, which is also what they were intended and used for.
But for other tanks this rules change will have frankly bizarre effects. Just do the maths: a T34 driving up to point blank range in front of a squad of infantry in the open, will at most kill 6 soldiers, that is, if you score hits with every roll to hit and roll successfully with every roll to damage. That has never happened to me in a game as far as I can remember, but then again, I am a notoriously poor dice roller. However, I think that you get the point. This is not a good rules change and it unbalances the game overall. Incidentally, it also does not really address the problem with multiple mg tanks, because they will still be as effective in a relative sense, i.e., a historically useless tank such as the T28 will be a very interesting choice on account of its multiple mgs and howitzer compared to the T34s normal arrangement of two mgs and a 76mm gun. One of the best tanks of the war, therefore, is one of the worst choices one could make for the points paid. Of course in real life the 76mm fired the same HE round as the 76mm ZIS-3 field gun (a howitzer in BA terms) – which makes the whole thing just obviously wrong. Of course the HE thing was there already in 1st ed., its just gotten even worse now with the mgs as well!
OK, so maybe I have gotten a little bit too hung up on this detail. And yes, I like the idea of bringing a classic force of T34s and tank riders to a BA tournament, so I am a bit biased. However, there is more. Another thing that bugs me is the new platoon structure, i.e. the way the army list is built. Now, again, there has always been a bit of a problem here, in that ww2 wargames at the 28mm skirmish scale are bound to be based around a single infantry platoon, but everyone still wants to have some fun stuff like tanks, armored cars, AT guns etc, in the game as well. Problem is, most heavy weapons were organised in separate units of their own. Having your rifle platoon supported by a single tank or a single AT gun is therefore somewhat odd. (Although one might also argue that heavy weapons were sometimes spread out along a fair bit of front line, so that this perhaps isnt so strange after all…)
In earlier versions, the basic element of a BA force was the ”reinforced platoon”. That was a pretty flexible unit, consisting of a minimum of an officer and two infantry squads. Added to that were different support choices, which were limited, so that you could often have just one of each typ, be it AT gun or tank or whatever. This did not exactly mirror real life organisation, but for the basic infantry platoon I suppose it worked. In a supplement, the option of fielding armored platoons was added, so that you could also field groups of tanks instead of just one.
Now, in the new edition the reinforced platoon is gone, and instead we have more restricted infantry and armored platoons, supplemented by three other types of platoon: recce, artillery and heavy weapons platoons. In practice this means that you will likely be fielding several smaller platoons rather than just one large one. And now you can have a platoon of artillery pieces just like you can field a platoon of tanks. In principle, I think that this is a reasonble move. However, there are some things that dont work so well. Maybe these are just oversights on the part of the designers, I dont know. Again, I am talking as a Soviet player. For example, if I want to field a German panzergrenadier platoon, I can easily have a single platoon of infantry squads and an officer and I have the option of mounting them in armored half-tracks (SPWs) if I wanted to. Now, for the Soviet player who wants to field tank riders with his T34s it works less well. First, the tank riders cant be added to an armored platoon, so I will need two separate platoons. That means I will need both a command tank and a commanding officer of the tank riders. Now this is where I think that the designers may have simply missed something. If I have a platoon of tank riders led by an officer, the infantry squads will ride on the tanks. However, as written, the rules do not make it possible to have an officer ride on a tank! As far as I can remember, this was the case in the old versions as well. The problem only becomes more obvious now that the tank riders must be a separate platoon, which must have their own officer.
The new platoons are generally not historically ”worse” than the old ones. The heavy weapons platoons for instance include light, medium and heavy mortars as well as machine guns. All of those weapons would in most cases have been fielded in separate platoons (in separate companies). But of course, with this structure you can at least field a platoon of mgs rather than just a single one, which some may find to be more historical. In any version, it is certainly very easy to tweak the rules in any direction you want. Other games, Chain of Command comes to mind in particular, do indeed have similar problems, only they deal with them in a different way.
There are other changes to the game that I find less successful. The way ”pinning” works, for instance, has been changed both from 1st to 2nd and from 2nd to third editions. The trend has been to move away from a situation where pins had a massive impact on the game to one in which they are much less important. I dont think that this move is wise, and it makes issues such as the one mentioned above with mgs worse. In earlier versions, putting sufficient numbers of pin markers on units was a viable strategy for effectively putting them out of action. This was an appealing aspect of the game in my view, one of the strength of the system.






Having said all this, the changes to the rules are still not the main problem with BA v. 3. The main issue for me is the miniatures which the rules are meant to support. Warlord Games are also, after all, a producer of figures first and foremost. As I said before, I am myself a miniature painter first and gamer second. To me the decline in sculpting quality is drastic, but it has been going on for some time. Just compare the metal US airborne, BEF British, Chindits or even the older plastic sets of Soviets or Blitzkrieg Germans to the latest stuff. Among the less well made newer figures, the metal Mongolian cavalry, plastic German SS and plastic British 8th army stand out. The issue is not fine detail or quality of castings, those may well have improved. The problem is proportions, poses and the general look and feel of the figures. At first, I thought that there was some issue with plastic sets in particular. Maybe they had moved to a different method of digital sculpting or something. But, apparently there are some metal figures that are just as bad. I dont know what is going on. Some of the old stuff was acquired from smaller producers that WG took over when they went out of business, including the original Bolt Action miniatures. But that doesnt seem to explain all of it, as some miniatures that have been produced under their own name are absolutely fine. And some of the new stuff looks absolutely fine, like the NKVD for example. Anyway, judge for yourself. As always, beauty is in the eye of the beholder. But I for one would never choose the WG 8th army British over the Perry set – and the Perry set has more figures for the same price too.



































































