VBCW Bolt Action
VBCW Bolt Action
VBCW Bolt Action
This is my attempt at putting together some basic army lists for VBCW games using the excellent Bolt-action rules by Warlord
Games. They are only my take on things and if there are bits you dont like just ignore or change them!
The lists are pretty generic and can be used for any faction.
FORCE SELECTION
The basic force selection follows the same format as per Page 124 of the Bolt Action main rule book. This is, however, not
set in stone and I use it as guide-line rather than rigidly sticking to it. Most factions (and players!) will be making use of what
theyve got with the emphasis on having a fun game.
Personally I like having a few armoured cars but dont tend to use field artillery. Certain units may unbalance a game so
more than one sniper team or multiple heavy machine guns might not be a good idea.
Hard As Nails
Any regular or veteran infantry unit which has this special ability gains +1 attack dice when fighting in close quarters for every three
men - so seven men fighting would gain +2 dice and 10 would gain +3 dice etc.
This special rule represents units which are especially handy in close combat but not to the same extent as tough fighters from
the main rule book. I can see this useful for Peoples Army type factions with tough steel-workers, miners etc.
Get em boys!!
Any regular or veteran unit with this ability never need to pass an order roll to carry out an assault action irrespective of casualties,
pin markers etc.
This going over the top type mentality could be used for WW1 veteran units.
INFANTRY
Headquarters Units
Each platoon is centred upon a core that includes a
headquarters unit in the form of a First or Second Lieutenant.
Other HQ units can be added to the force, including higher ranking
officers, as well as medical units and supporting
observers.
Officers in vehicles:
As the main rule book (page 81) except this
rule does not apply to open topped vehicles or
those fitted with a loud-hailer system.
Officer
The middle ranks of officers of the regular army of this time
were almost invariably drawn from the upper-middle classes.
This isnt necessarily the case for the different factions
involved in VBCW. I have included point costs for
inexperienced officers to represent that odd bank manager
promoted above his ability.
An officer unit consists of the man himself and can
include up to two other men acting as his immediate attendants.
Officers can be rated as Inexperienced, Regular or Veteran.
Cost: (Second Lt.):35pts (Inexperienced), 50pts (regular), 65pts (veteran)
(First Lt.): 60pts (Inexperienced), 75pts (regular), 90pts (veteran)
(Captain): 95pts (Inexperienced), 110pts (regular), 125pts (veteran)
(Major): 135pts (Inexperienced), 150pts (regular), 165pts (veteran)
Team: 1 officer and up to 2 further men.
Weapons: Pistol, submachine gun or rifle as depicted on the models.
Options: The officer may be accompanied by up to 2 men at a cost of
+7 pts per man (Inexperienced)+10 pts per man (regular) or +13 pts
per man (veteran).
One of the men may be a HQ standard bearer for +10 Points.
Special Rules:
HQ Standard: Any friendly units within LOS of the banner bearer gain +1 Morale bonus when attempting to Rally.
Headquarters Unit
Forward Observer
Forward observers are liaison officers responsible
for coordinating the attack of heavy artillery batteries
from behind the lines or aircraft strikes. They are
likely to be accompanied by a radio operator and
other immediate attendants. Because of the experience
required to carry out their role, forward observers are
rated as regular or veteran.
Cost: Artillery Forward Observer: 100pts (regular), 115pts (veteran)
Air Force Forward Observer: 75pts (regular), 90pts (veteran)
Team: 1 Forward Observer and up to 2 further men.
Weapons: Pistol, submachine gun, rifle, or assault rifle as depicted
on the models.
Options: The observer may be accompanied by up to 2 men at a cost
of +10pts per man (regular) or +13pts per man (veteran).
Medic
The field medic presents the wounded soldier with
his best chance of surviving serious injury and can
ensure that lightly wounded soldiers are returned to
fighting fitness as rapidly as possible. Junior
medical staff such as stretcher-bearers can
accompany medics in the field. Generally medics
are un-armed although some carry a pistol for
self-defence.
Cost: Medic 23pts (regular), 30pts (veteran)
Team: 1 medic and up to 2 further men.
Weapons: Pistol or none as depicted on the model.
Options: The medic may be accompanied by up to 2 men at
a cost of
+10pts per man (regular) or +13pts per man (veteran).
Walking Wounded
Shotguns:
Infantry/Militia Section
Bicycles:
Bicycle-mounted infantry follow the same rules as
infantry, except when moving entirely on a road, in
which case they double their Run move to 24 (this
move cannot be used to assault). In addition, the
first time they receive any order other than Run, or if
they receive a pinning marker, they dismount and
abandon their bicycles for the rest of the game
replace the models with models on foot.
Cavalry
This covers Regular Army cavalry units as
well as mounted militia. Generally cavalry would
be rated regular or veteran. Cavalry are armed
with carbines which are treated as pistols whilst
mounted and rifles whilst on foot.
Cost: Regular Infantry 60pts
Composition: 1 NCO and 4 men.
Weapons: Carbines
Options:
Add up to 5 additional men with carbines at +12pts each
One of the men may be a unit standard bearer for +3pts
One of the men may be bugler for +3pts
The entire squad can be upgraded to Veteran at a cost of
+4pts per man
Special Rules:
Standard Bearer: The unit gains a +1 bonus to morale when
attempting to Rally
Bugler: The unit gains a +1 bonus to morale when attempting
to Run/Assault
Cavalry: As per Page 71 Main Rules
MMG Team
Boys AT Rifle
Sniper Team
The sniper team consists of a marksman armed
with a scoped high-powered rifle and a loader/
observer.
Cost: 50pts (Regular), 65pts (Veteran)
Team: 2 sniper and assistant
Weapons: Rifle
Special Rules:
Team weapon
Sniper
Flamethrower Team
Dear me.. I cant believe you are even looking at using
this dastardly weapon! Sort of thing Johnny Foreigners
would use not decent British chaps! Ah.your BUF.that
makes sense then.
Cost: 50pts (Regular), 65pts (Veteran)
Team: 2 men
Weapons: 1 Infantry Flamethrower
Special Rules:
Flamethrower
Team weapon
2 Pound AT Gun
VEHICLES
The following lists for vehicles are in no way exhaustive. I have backward engineered a lot of vehicles from the Bolt Action
rule book and allocated points costs. The point costs are pretty close and at worse will be a few points out on some of the
builds. If you want to add options I have missed, feel free!! I have given options I feel would be reasonable without
unbalancing the game.
When Building a vehicle work out the points cost for a Regular vehicle and add 20% for a Veteran version or
subtract 20% for an Inexperienced version.
Some of the vehicles are lifted straight out of the Bolt Action rule book or one of the supplements. Vehicles like the French
tanks have certain traits which I havent listed in my generic options as these are peculiar to a specific vehicle only. For a
very nice list of French armour see the French Army List PDF download from Warlord Games (theyve got the Char 2C
my favourite tank!!!!)
New Traits
I have added a few extra vehicle traits which I believe fit in with the VBCW genre.
HUGE
The vehicle is so big it is like firing at the proverbial barn door. All shots directed at this vehicle gain an additional +1 to hit.
Because of the vast size of the vehicle it is also harder to score a decisive hit to disable it. When rolling to damage this
vehicle any shot which doesnt beat its damage rating by 2 or more is treated as superficial damage.
POOR HANDLING
The vehicle is unwieldy and difficult to drive. This can be used to represent vehicles which have been overburdened with
makeshift armour or are just really hard to control. For game purposes they move at the same speed as wheeled vehicles
(with the same restrictions for terrain etc) but TURN as a tracked vehicle (one 90 degree turn per move and they cannot turn
at all if they run)
UNRELIABLE
The vehicle is required to make a Morale roll EVERY time it runs or crosses rough ground (even if it has no pin markers).
A failure means that it has stalled and does not move this turn whilst a natural roll of 12 means that the vehicle has broken
down and cannot move for the rest of the game
Soft Skinned
For soft-skinned vehicles I have kept the weapon options limited to machine guns. If you want more guns or the odd
mounted auto-cannon you can use the weapon costs from the armoured car and tank lists.
For Heath Robinson type armoured vehicles I would use the Armoured Car list and add the Poor Handling trait.
Generic Truck
This is your standard truck or large van.
Cost: 31pts (Inexperienced), 39pts (Regular), 47pts (Veteran).
Weapons: none.
Damage Value: 6+ (soft-skin)
Transport: Up to 12 men
Tow: light howitzer; light or medium anti-tank gun; light anti-aircraft
gun.
Options:
May have a pintle-mounted MMG covering the forward arc for
+15 pts.
May upgrade the MMG to a HMG for +10pts
Special Rules:
Flak (Pintle-mounted HMG if fitted)
Generic Car
This is your standard car or small van.
Cost: 17pts (Inexperienced), 21pts (Regular), 25pts (Veteran).
Weapons: none.
Damage Value: 6+ (soft-skin)
Transport: 3 men
Tow: light anti-tank gun
Options:
May have a pintle-mounted MMG covering the forward arc for
+15pts, losing all transport capacity
Generic Truck
Loud-hailer Option
The loud-hailer upgrade costs 3pts and
permits an officer to give their morale bonus
from within an enclosed vehicle as if they were
on foot.
Motorcycle Combination
A very handy infantry support vehicle. Its excellent
handling and MMG make it ideal for hit and run
tactics.
Cost: 32pts (Inexperienced), 40pts (Regular), 48pts (Veteran).
Weapons: One forward facing MMG
Damage Value: 6+ (Soft Skinned)
Special Rules:
Recce
Turn on the spot- the combination can turn on the spot allowing
the vehicle to execute a full speed run rate reverse, finishing
the move in the direction of travel.
Motorcycle Combination
Ambulance
The ambulance is a purely non-combatant vehicle
and has no offensive capabilities. It still has a morale
rating and a damage value as some dastardly types
may wish to target it!!!
Cost: 40pts (Inexperienced), 50pts (Regular), 60pts (Veteran).
Weapons: none.
Damage Value: 6+ (Soft Skinned)
Transport: none.
Special Rules:
Medical vehicle: Being in proximity of an ambulance means that
any wounded soldiers nearby have a chance of being treated by a
medic or stretcher bearer from amongst the crew of the
ambulance. All infantry and artillery units within 6 of the vehicle
count as within 6 of a medic.
Armoured Cars
Below I have created the costing for a Generic armoured car. From this it should be quite simple to make up quite a few
variations.
I have tried to keep within the realms of reality when it comes to weapon choices but if you want something with more punch
there are points costs listed for bigger guns under the tank headings.
Half-tracks and carriers cost the same as the wheeled version BUT they move at the speed of a tracked vehicle and turn like
a wheeled vehicle. They can also cross rough terrain like a fully tracked vehicle.
Sample Builds:
Lanchester 6X4 Armoured Car
Similar in design to the Rolls-Royce armoured car but
with a purpose built 6X4 chassis. It was armed with a 0.5
and .303 Vickers machine gun in the turret and a .303
machinegun in the front of the fighting compartment.
Reliable and easy to maintain, it was too big and heavy
to carry out the reconnaissance role that it was originally
designed for.
Cost: 84pts (Inexperienced), 105pts (Regular), 126pts (Veteran).
Weapons: Turret Mounted HMG with Co-axial MMG
Forward Facing MMG in hull
Damage Value: 7+ (armoured car)
Tanks
I have approached tanks in a similar manner to the armoured cars, with the cost of a generic tank to which you can add
weapons and special rules.
You will notice that I have only included the costs for Light and medium tanks as I believe the inclusion of heavier armour
would not be in keeping with the spirit of a VBCW.
Note:
Cannot take Recce if the Slow Tank trait is taken.
1
If the weapon covers the front Arc on a mount the cost is the same as a 360 pintle mounted one.
Sample Builds:
Vickers Medium MkII
The variant listed is the MkII* which was armed with
a turret mounted QF 3 pounder and a co-axial Vickers MG
as well as 2 hull mounted Vickers MGs (one left, one right).
It had a maximum speed around 15MPH. Im rating the
armour as very light as it was only 6.25 to 8mm thick!
Cost: 100pts (Inexperienced), 125pts (Regular), 150pts (Veteran)
Weapons: one turret-mounted Light Anti-Tank Gun and Co-axial MMG
X2 MMG (one left side , one right side)
Damage Value: 7+ (Very light Tank)
Special Rules:
slow
Sample Builds:
A11 Infantry Tank Matilda 1
Not to be confused with the later MkII (A12), the A11
infantry tank MkI Matilda was a development of a 1935
design by Carden at Vickers-Armstrong Ltd. It had a cast
turret with a single heavy machine gun and its armour was
up to 60mm thick but it had a top speed of only 8mph (road).
Cost: 96pts (Inexperienced), 120pts (Regular), 144pts (Veteran)
Weapons: one turret-mounted HMG
Damage Value: 9+ (Medium Tank)
Special Rules:
Slow
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The BEAST
Similar in design to the MKVIII (International) the Beast, as it is known by friends and foes alike is a real sight to behold.
Weighing in at just over 50 tons (dry weight) this monstrosity sports armour up to 40mm thick but has a top speed of only
8mph (road). The turret houses a QF 3 pounder with each of the sponsons carrying a *QF 6 pounder 6 cwt Hotchkiss. There
is also a 0.303 inch Vickers machine gun mounted centrally at the front as well another mounted laterally on each sponson.
The Beast was designed as a break-through tank having heavy firepower, self-defence capability, and superiority to
enemy weapons. It has a crew of 10 men, the commander communicating with the crew through an intercom system. Due to
the incredible strain on both the engine and transmission the tank is prone to mechanical failure and requires almost
constant maintenance just to keep it running.
Cost: 236pts (Inexperienced), 295pts (Regular), 354pts (Veteran)
Weapons: one turret-mounted Light Anti-tank Gun,
one sponson mounted *Light Howitzer covering the front and left side arc,
one sponson mounted *Light Howitzer covering the front and right side arc,
one hull mounted MMG covering the front arc,
one sponson mounted MMG covering the left side arc,
one sponson mounted MMG covering the right side arc.
Damage Value: 9+ (Medium Tank)
Special Rules: slow, huge, unreliable.
The BEAST
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Weird Stuff
Croydon Crusher
The Croydon Crusher is soooooo VBCW!!!!
This little vehicle is ideally suited for hit and run tactics
and ( in my opinion) a must for any VBCW force!
Cost: 28pts (Inexperienced), 35pts (Regular), 42pts (Veteran).
Weapons: One forward facing LMG
Damage Value: 6+ (Soft Skinned)
Special Rules:
Recce
Turn on the spot- the Crusher can turn on the spot allowing the vehicle
to execute a full speed run rate reverse, finishing the move in the
direction of travel.
Resources
Solway Crafts and Miniatures
Creators of the excellent VBCW sourcebooks which cover all
the factions involved.
http://solwaycraftsandminiatures.webs.com/books.htm
Copplestone Castings
Very nice collection of Interwar Vehicles including a cracking Vickers
Independent!
http://www.copplestonecastings.co.uk/range.php?range=VEH
First Corps
Small range of WW1 vehicles including some very nice motorcycle
combinations and their very nice Minerva AC.
http://www.1stcorps.co.uk
Sloppy Jalopy
Nice selection of Interwar vehicles.
http://www.sloppyjalopy.com/IWV.html
Renegade Miniatures
Extensive WW1 range with some really useful items such as
18 Pounders.
http://www.renegademiniatures.com/ww1br.htm
Company B
Produce some lovely interwar vehicles.
http://035f399.netsolhost.com/companyB_models_interwar.html
Scarab Miniatures
Suppliers of GreatWar Miniatures, Sloppy Jalopy, Musketeer to name
but a few. They also produce their own WW1 minis including the
Blackadder set!
http://scarabminiatures.com/
Musketeer Miniatures
One stop shop for VBCW Miniatures!
http://www.musketeer-miniatures.com/store.php?r=19&rule=Historical&id=49
All of the miniatures shown are from my own collection
and have been painted by me.
Page2: HQ Musketeer Miniatures & Muttonchop Miniatures
Page2: Anglican League Air Support- Converted 1:48 Model Kit
Page3: Militia Assault Section- Musketeer Miniatures, Warlord Games BA Range
Great War Miniatures.
Page3: Militia Lewis Gunner- Musketeer Miniatures
Page4: Cavalry- Musketeer Miniatures WW1 range & Warlord Games (horses)
Page4: MMG Team- Musketeer Miniatures
Page4: Boys AT Rifle-Musketeer Miniatures
Page5: 2 Pound AT Gun- Warlord Games Bolt-Action Range
Page6: Generic Truck- Unknown Diecast
Page7: Motorcycle Combination- First Corps Miniatures + converted gunner
(Warlord Games BA Plastic)
Page7: Minerva Armoured Car- First Corps Miniatures+ converted crew
(Warlord Games BA Plastics & Empress Driver)
Page8: Lanchester Armoured Car- Copplestone Castings
Page9: Not a Vickers Mk3 Medium Tank- Converted Large Multi Turret Tank
from Ebay Seller aylafred
Page11: The BEAST- Converted Large Indiana Jones Type Tank
from Ebay Seller aylafred
Page12: Croydon Crusher- Muttonchop Miniatures
Page12: Forbes and Layton Propeller Car- Converted Aerosan from
Warlord Games Bolt Action range.
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