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Author Topic: Bolt Action Goes Ape  (Read 3757 times)

Offline Phil Robinson

  • Scatterbrained Genius
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    • http://newsfromthefront-phil.blogspot.com/
Bolt Action Goes Ape
« on: November 04, 2013, 08:41:52 PM »
A recent game at OHQ featured a Weird War II encounter using Bolt Action as a basis, adding bits for Tesla weapons, constructs, walkers etc. We also gave the troops wound ratings as the units were all small to temper the casualty rate, we also did away wuth pinning treating the wounds as giving the same effect.  A bit of a work in progress with on the hoof additions as we went along, good fun none the less and we will certainly have another go refining things we did today. Some pics below with more on Dave's blog http://talesfromghq.blogspot.co.uk/

The scene is set

American new technology takes the field

Doktor Von Hutte's creations advance to engage them

The Doktors constructs engage the American Walker

Offline Yankeepedlar01

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    • http://talesfromghq.blogspot.com/2011/11/you-are-very-welcome-at-tales-from-ghq.html
Re: Bolt Action Goes Ape
« Reply #1 on: November 04, 2013, 10:13:13 PM »
New camera, super pictures! It was funny, wonderful game! Bring on more weirdness!
"There is no point in being stupid unless you show it!"

http://talesfromghq.blogspot.co.uk/

Offline joroas

  • Galactic Brain
  • Posts: 7803
Re: Bolt Action Goes Ape
« Reply #2 on: November 05, 2013, 01:04:25 AM »
Nice looking game, but, chaps, chaps....... If I'd known you were moving to the dark side I'd have given you first refusal on my 40K stuff..........  :o
'So do all who see such times. But that is not for us to decide. All we have to decide is what to do with the time that we are given.'

Offline spevna

  • Scientist
  • Posts: 355
Re: Bolt Action Goes Ape
« Reply #3 on: November 10, 2013, 07:40:11 AM »
Great looking game there.

Any chance you might post what kinds of stats or rules you used for the various weird stuff?

Offline aggro84

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    • Noble Pursuits
Re: Bolt Action Goes Ape
« Reply #4 on: November 10, 2013, 02:25:03 PM »
Gorgeous work!
I am very impressed.
The minis and terrain look amazing!
 :-*

Offline Phil Robinson

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    • http://newsfromthefront-phil.blogspot.com/
Re: Bolt Action Goes Ape
« Reply #5 on: November 11, 2013, 08:25:26 PM »
Great looking game there.

Any chance you might post what kinds of stats or rules you used for the various weird stuff?

We played it on the hoof really, from what I recall the walker was treated as an armoured car/carrier, for its Tesla gun I used the template from the AEWII rules with all within it hit and just rolling for damage, the US robot troopers and German constructs did not need to take order tests.

 All troops were given wound levels, each wound would take the place of pin markers for order tests and firing, the German Doktor figure was treated as a medic, but when in contact a D6 was thrown, 1 to 2 would inflict a further wound, 3 - 4 would remove a wound, 5 would remove two wounds whilst a 6 would make the recipient "impervious" this meant that it could throw a D6 when receiving further wounds and on a 4+ ignore them.

 The US had a mechanic, which when in contact with the walker or a robot trooper it could remove a wound on a 4+, the US rocket troopers could ignore terrain and move at the run to simulate hopping over obstacles. To fire on a target you had to acquire it, for this we used the spotting table from "Battlegroup Kursk".

 The German genetically modified ape could throw 5 dice in close combat and could take 6 wounds, if it rolled a FUBAR on a 1 or 2 it would panic, if a 3 to 6 it would go into a blind rage and attack the nearest unit/figure regardless if US or German.

 Thats about it from what I can remember, I will try and note these down more formally for future games.  
« Last Edit: November 11, 2013, 08:27:14 PM by Phil Robinson »

Offline spevna

  • Scientist
  • Posts: 355
Re: Bolt Action Goes Ape
« Reply #6 on: November 17, 2013, 12:08:22 PM »
That's all very helpful mate, cheers :)

 

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