The Italians have been a long running joke in the Bolt Action community. At first glace, they are easy to write off. Although in game terms the Italians are the largest and most fleshed out of the so-called ‘Minor Powers’, you rarely see them on the table. For years I would be the sole Italian commander are events. And I can see why. The Army Special rules presented in Armies of Italy and Axis are laughable. Although Defensive Strategy is legitimately good, it only applies if you are the Defender. Needless to say, folks rarely play Attacker/Defender games so you almost never get the benefit. As for Avanti Savoia! – it’s a joke. An Army Special Rule that actually makes your faction worse? How fun.
But do not despair! Why limit ourselves to the injustices of Armies of Italy and the Axis? We have other options! Duel in the Sun, Campaign: The Western Desert and Campaign: Italy: Soft Underbelly all present (although often confusingly) some alternative rules for Il Duce.
Thus, presented in this article, I have done what I could to consolidate the rules for the short-lived Kingdom of Italy. My goal with this article is to collect the scattered Italian rules in a manner that is easy to scan and digest.
I do not pretend to be the final authority on rules interpretation. If you think any of these need to be updated or amended or missed, let me know! I am happy to discuss.
Armed with four Warlord paperbacks and a copy of the Sept. 2022 FAQ let’s unpack the Kingdom of Italy rules in Bolt Action.
Army Special Rules for Armies of Italy and the Axis Platoons
- ‘Avanti Savoia!’ – At the beginning of each game turn, subtract the number of units lost by the Italian army from the number of units lost by the enemy (keep track of the Order die lost by both sides). If the number is -3 or worse (i.e. the Italians are losing three units more than the opposition), all friendly Italian units have their basic Morale reduced by 2. If the number is +3 or better (i.e. the battle is going really well for the Italians), all friendly Italian units have their basic Morale increased by 2.
- Defensive Strategy – In scenarios with an attacker and a defender, first roll as normally to determine which side is going to be the defender. If the Italian player is not the defender, you must re-roll that dice – the second results stands. Not that in an Italian versus Italian battler neither player gets to re-roll. If the Italian army is the defender (including against Italian attackers), it get the following advantages:
- During the first turn of the game, the enemy cannot order his unit to Run as they cautiously probe the terrain in front of the Italian line for minefields and make their way across the barbed wire.
- The player can re-roll the die on the Artillery Barrage and Smoke Barrage chart.
- During set-up, any Italian unit starting the game Hidden may start the game already in Ambush.
- After determining table edges, but before either side deploys any unit, roll a D3 – the result is the number of emplacements available to the player. Each emplacement is made of three linear obstacles up to 6″ long and 1″ tall, representing hard cover like sandbags, a section of low wall or earthwork. These are placed by the player so that they are all completely within 12″ of this table edge.
Army Special Rules for Duel in the Sun Platoons
Duel in the Sun is interesting. There are no changes to the Italian Army Special Rules but there are some very interesting Platoon/Theater Selector options that will have a dramatic change on your force.
Forging a New Roman Empire – p11
An update to the 1940-43: The War in Africa Theater Selector including:
- Cannot include Paracadutisti Sections.
- Cannot include any SPGs.
- Cannot include Autoblinda 41, Sahariana or Autoprotetto S37.
- Can add captured Renault R35 Tank.
Duke of Aosta’s East African Army – p11
An update to the 1940-43: The War in Africa Theater Selector including:
- Cannot include Paracadutisti Sections.
- Cannot include any SPGs.
- Cannot include Autoblinda 41, Sahariana or Autoprotetto S37.
- Can add captured Renault R35 Tank.
- Limited to 0-1 of any infantry section apart from Colonial Troops.
- Any Colonial Troop units can be upgraded to Regular for +3pts per man.
- 1 Colonial Troop unit can be upgraded to Somali Dubat skirmishers for +2pts per man. When Outflanking, they may enter from either the left/right or enemy table edge.
- Any Colonial Troops can be made Shirkers for -3pts per man.
- Can include the German Motorized Company:
- One truck-mounted Inexp. German infantry squad and one Inexp. Sdkfz 222 armored car.
- The German units are not affected by (but are counted for) the Italian ‘Avanti Savoia!’ Army Special Rule.
Fighting Operation Compass – p15
Another change for Italian forces giving a very unique three-game mini campaign for Operation Compass. Note, these are not new or updated Italian Army Special Rules are only intened for these three Operation Compass games.
- ‘Eight Million Bayonets’ – For every Regular or Inexp. Infantry section bought for the Italian Platoon, the Italian player can field an additional Inexp. Infantry Section.
- No Taste for the Bayonet – When an Italian infantry unit suffers casualties in close combat, an equal number of models are immediately removed as casualties. Combat then continues as normal, with the additional casualties unable to fight back and counted towards the combat’s resolution.
- Scenario 1: The Battle of Beda Fomm – The Italian player can have as many Inexp. Trucks as required to carry his infantry, for free.
- Scenario 2: The Capture of Kufra – The War in Africa Theater Selector with the following exceptions:
- Incldue a Forward Air Obsver for free.
- All Infantry section s must be Colonial Troops. Cannot choose Anti-Tank Rifle or Flamethrower Teams.
- Only include Light Artillery or Breda 20mm AA Gun.
- Cannot include Sahariana.
- Cannot include any Tanks, SPGs or AA vehicles.
- Can include as many Regular Trucks are needed to transport your infantry for free.
Army Special Rules for Campaign: Italy: Soft Underbelly Platoons
For the Theater Selectors presented in Campaign: Italy: Soft Underbelly (p.129-134), the Army Special Rules from Armies of Italy and the Axis are replaced with:
- Defeat After Defeat, Followed by Impending Defeat – At the beginning of each Turn, subtract the number of units lost by the Italian player from the number of units lost by the opposing player (keep track of Order Dice lost by both sides). If the number is -3 or worse (i.e., the Italians have lost three more units than their opponent), all friendly Italian units have their basic Morale reduced by 1.
- Defensive Strategy – In scenarios with an attacker and a defender, first roll as normally to determine which side is going to be the defender. If the Italian player is not the defender, you must re-roll that dice – the second results stands. Not that in an Italian versus Italian battler neither player gets to re-roll. If the Italian army is the defender (including against Italian attackers), it get the following advantages:
- During the first turn of the game, the enemy cannot order his unit to Run as they cautiously probe the terrain in front of the Italian line for minefields and make their way across the barbed wire.
- The player can re-roll the die on the Artillery Barrage and Smoke Barrage chart.
- During set-up, any Italian unit starting the game Hidden may start the game already in Ambush.
- After determining table edges, but before either side deploys any unit, roll a D3 – the result is the number of emplacements available to the player. Each emplacement is made of three linear obstacles up to 6″ long and 1″ tall, representing hard cover like sandbags, a section of low wall or earthwork. These are placed by the player so that they are all completely within 12″ of this table edge.
- Poor Officers – Italian Officers may only add their morale bonus to Ambush, Fire and Rally Order Tests.
- Forza D’Animo – All Italian Artillery, SPGs, Folgore Paracadutisti infantry and X Reggimento Arditi units remove D2 Pins whenever they pass an Order Test.
Army Special Rules for Campaign: The Western Desert Platoons
The Italian Army in the ‘Armata Corazzata Africa’ Army Special Rules – p103
For the Theater Selectors presented in Campaign: The Western Desert (p.103-109), the Army Special Rules from Armies of Italy and the Axis are replaced with:
- Avanti! – Italian Infantry units may reroll failed Order Tests to Advance or Run if the Italian player is currently winning the game (use the Victory Points accrued by both sides already when a unit takes the Order Test for the purposes of this rule).
- Avanzare – Italian Anti-Tank Guns may forward deploy as per Snipers and Forward Observers in any mission (even those that prohibit forward deployment) and does not count towards totals for determining First Waves, if they do.
- Poor Officers – Italian Officers may only add their morale bonus to Ambush, Fire and Rally Order Tests.
- Prudente – Italian Infantry units take an additional -1 penalty to all Order Tests (not to Morale Checks).
- Testardo – Italian Infantry units have the Stubborn special rule.
- Forza D’Animo – All Italian Artillery, SPGs, Folgore Paracadutisti infantry and X Reggimento Arditi units remove D2 Pins whenever they pass an Order Test.
The Compagnia Sahariana Patrol Army Special Rules – p141
For the Theater Selectors presented in Campaign: The Western Desert (p.141-143), the Army Special Rules from Armies of Italy and the Axis are replaced with:
- Behind Enemy Lines – All units in this army ignore the -1 modifier to Order Test when Outflanking.
- Sgonfiare Le Gomme! – All vehicles in this army may Advance through Rough Ground designated as sandy or rocky at a rate of 6″, with a single 90-degree turn.
- Must be Mobile – All Sahariana Infantry, HQ and Artillery units must be provided with transport.
- Desert Dweller:
- Any unit that can be given the Desert Fighters special rule for +2pts per man. These soldiers ignore the Desert Climate Effects (p158).
- If the Weather Effects table is used then units with this trait ignore the effects of Haze and Mirage. If a Sandstorm is rolled, the unit only gains 1 Pin and still retains the Desert Fighters rule.
- Note – This is a tricky one. The way the rules are written I’m not sure if the Compagnia Sahariana Patrol units need to pay the +2pts per model for Desert Fighters or not. Sahariana units certainly get the second part for free – Haze, Mirage and Sandstorm – but I’m not sure on the rest.
The Arditi X Patrol Army Special Rules – p144
For the Theater Selectors presented in Campaign: The Western Desert (p.144-147), the Army Special Rules from Armies of Italy and the Axis are replaced with:
- Behind Enemy Lines – All units in this army ignore the -1 modifier to Order Test when Outflanking.
- Sgonfiare Le Gomme! – All vehicles in this army may Advance through Rough Ground designated as sandy or rocky at a rate of 6″, with a single 90-degree turn.
- Must be Mobile – All Arditi X Infantry, HQ and Artillery units must be provided with transport.
- Out of the Blue – Any vehicles that are Outflanking may enter on their designated table edge one Turn earlier than normally permitted (i.e. from up to 24″ on Turn 2, 36″ on Turn 3, etc.).
- Hit and Run – Any vehicle in this list that is currently assigned an Advance Order may react to enemy shooting or assaulting by executing a single 9″ move with one 90-degree turn if it passes a special Morale Test. If the Test is failed, the opposing player gets to choose what happens: either the driver loses control and the opposing player may move the vehicle instead, or the vehicle stalls, remains stationary, and takes a Pin. Either way, the Order Die is then changed to Down.
- Desert Fighters:
- Any unit that can be given the Desert Fighters special rule for +2pts per man. These soldiers ignore the Desert Climate Effects (p158).
- Note – Again, not sure if these units are given the Desert Fighters rule for free or if they need to purchase it for +2pts per man.
- Any unit that can be given the Desert Fighters special rule for +2pts per man. These soldiers ignore the Desert Climate Effects (p158).
I would just like to say, one fine gentleman playing at the 23′ Adepticon’s combat patrol tournament, won all THREE of his games and was top ranked in generalship…and he did it with an ITALIAN list!
(No, this was not me, I was the 3rd round loss to this list of “Hey!I-don’t-know-what-my-skill-level-is-but-lets-go-to-war! weird green or black shirt or whatever” infantry squads).
It was a blast to lay against, best loss I have had!
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Haha no doubt! Cody is an excellent player and his Italian army list for Combat Patrol was both imaginative and unique – he really went outside of the conventional thinking. It was awesome to see!
Folks always be underestimating the Italians 🙂
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Warlord Games should be ashamed how they have portrayed the Italians. One of the few nations that fought in every part of WW2. On both Axis & Allies sides. Although frustrating, an accurate review of these terrible army rules for Bolt Action. Thanks Adam.
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It’s an interesting one for sure. One of the updates I’d love to see for Third Edition is an overhaul of the Army Special Rules across the board. I doubt it will happen but it would be a most welcome update!
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