Friday, October 30, 2015

Homebrew Rules: Close Quarters Combat

Most of the Wargamers I know are notorious for homebrewing* and modifying rulesets. As much as I love the Bolt Action Ruleset, one of the things I dislike about the rules is how Close Quarters/Assaulting works.

After a few games with the local group, we had a few things to say about the rules (not including the lack of grenades). Out of the discussions the biggest topic was how Close Quarters worked. As written they seem out of place considering how the Order Dice Activation System, that makes Bolt Action unique, effects gameplay.

For those of you unfamiliar with Bolt Action's Activation system; Each unit has an Order Dice, all of which are put into a bag or cup and drawn individually. This adds a level of unpredictability to the game which is common in real-life combat. To quote Helmuth von Moltke, "No plan survives contact with the enemy."


Here is how Close Quarters works as written:
1. Declare target
2. Target reacts
3. Measure move distance and move assaulting models
4. Fight first round of close quarters
     a. Attackers roll to damage
     b. Defenders take casualties
     c. Defenders roll to damage
     d. Attackers take casualties
     e. Loser surrenders and is destroyed
5. Resolve draws – further rounds of close quarters
6. Winner regroups

Now the Close Quarters rules don't seem to reflect this. They have one side attack and deal casualties, and then the other side goes. This seems silly to me. In what situation would a soldier just let himself get bayonetted? The answer is, under no situation would that happen.

So we decided that combat should be simultaneous.

Modified Close Quarters Rules:
1. Declare target
2. Target reacts
3. Measure move distance and move assaulting models
4. Fight first round of close quarters
     a. Both sides tally up the dice to be used in the combat
     b. Each player rolls their dice pool at the same time.
     c. Each side inflicts Casualties.
     d. Remove the appropriate dice from the pool
          i. If one or both sides loose more than half of their unit, roll morale check per base rules.
     e. Continue until one side is wiped out.
5. Winner regroups

I find that this allows for the possibility of either squad to come out on top and again adds chaos into the game.


* Homebrew (v.)- refers to a group/players making or 'brewing' his or her unique set of rules. The term 'Homebrew' can describe anything from customizing an existing commercial product (by adding or changing a few minor rules), to creating an entire standalone system.

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