I am definitely guilty of this too! I always think of great ways I can put it to use...and then just completely forget all about. War is definitely hell 😁
No worries Thomas, glad you liked it. Yes, ambush is definitely something that could be explained in a basic format. When to use it is a different factor altogether as I'm not exactly one for tactical thinking 😁
@@OnPointHQ The very reason I suggested it because the mechanic explanation in the rule book seems murky about when it is good to use vs. not and what happens if not used, etc. Thanks again.
Hey buddy, good to hear from you. I've got a few more planned but I think I sort of ran out of ideas after the first lot! I probably still need to cover movemoment, HE, vehicles and I've been asked to make one to cover the ambush order. Definitely a few ideas in the works. Really glad you find them useful though 😊👍
Hey Nick, great question! Yes he can. So if the officer takes an advance order he can do everything that an advance order does - move and shoot. Using the 'Snap To' isn't an order per se but allows the officer to issue extra orders. So he can use snap to to issue an order to himself and other units based on his rank (between two and four if I remember correctly) In addition, nearby units can use his bonus for rallying break tests and taking order tests. So yes, officers can be very busy! Hope that helps buddy and I'm glad you're enjoying the series 😃👍
Can officers order troops AFTER performing advance/run actions? Let's say I wanted 2 squads to advance but my officer is 12" away, do I run my officer forward, THEN use 'snap to' and get those squads moving? Or do the squads being 'snap to'd need already be within command range, before the officer takes an action?
Interesting question but I would probably say no. The rules state that the order is given to units within the command range of the officer at the start of of the snap to process and then these are completed in any sequence. So a First Lieutenant could issue two orders to units within 6 inches and complete these orders in any way he sees appropriate. But I guess it's certainly a rule that you could 'house rule' as it would represent an officer quickly relocating to a position and shouting orders at units that need them 😊
sorry, i have a question: if you use "snap to" to issue a order to a unit with significant pin markers, do they still have to test to obey (IE snap to is just a way to get two or three activations at once?), or does the snap to "override" the pinning?
Hey Peter, thanks for the question. Short answer is they would still need to pass an order test if they have pins. Orders given through 'snap to' are essentially normal orders so, as with any orders, they would need to take a test if the unit had pin markers against it. Hope that helps 🙂
@@OnPointHQ that's very helpful, thanks. I'm brand new to bolt action, just about to invest in my first models, and your series is quite helpful for understanding the basics
Good question. No, you look into the bag and take out the dice. For example, you draw a dice and allocate it to your officer. Before deciding what order he's going to take, you choose to snap to and issue orders to two units within range. You would then take two dice from the bag and choose which order these two units will have. You can then activate these in any order you wish. Hope that helps 🙂👍
That's awesome, thank you! Really glad it helped clear it up, the snap to rule can be a little tricky to get your head around at times! Any other questions, feel free to give me a shout :D
@@OnPointHQ it does, I'm learning the game with my son, and I didn't want to mess up by letting one of us have a double activation on a unit in one turn. Otherwise I would probably put a Lt. By a machine gun and spam machine gun fire. So that helps a lot.
Thanks Dario, glad you liked the video. With regards to the faction dice, it doesn't really matter what colour dice you to take as long as they are different from your opponents 😃👍
@@OnPointHQ Yeah, we have a ton of German Faction Players all with Grey Dice. I got myself the German Grenadier Starter last Friday...I get myself some different color style Order Dice?
@@NSYresearch There are no rules for unit consolidation that I am aware of. Part of the challenge is that you have different unit types, so regulars can't suddenly become veteran. Then there are unit weapon and size limitations to consider. House rule for me is that you can use a Ralley to pull a small unit into a squad provided they pass a morale test (all pins and penalties / bonuses applied), don't violate a weapon limit, don't violate a unit type, don't violate a unit size limit. If morale test fails, they leave the battlefield. iI they pass they fold into the requesting unit , bringing any remaining pins, and an order die is removed as appropriate. If any limits are accidentally violated, the unit leaves the battle field as if it failed a morale test.
Hey Tim. As Thomas has said, there is currently no rule mechanic in Bolt Action to allow units to combine. In Chain of Command you can split sections but Thomas' suggestion for house ruling it would certainly work 😊