Spring Offensive Bolt Action Doubles – Andrew & Joe’s Recap

The Spring Offensive took place on Saturday, May 13 at Golden Rhino Games – Michigan’s premier gaming store. Joe and Andrew joined forces and created Team Ready Spaghetti, a combined Italian Tank Platoon and East African Colonial Army set during the Invasion of British Somaliland in 1940. Our Commanders were confident in unstoppable power of Italian Light Tanks and Colonial Troops. Who among the 13 Teams at the event could even hope to stop this juggernaut?

At a high-level the event format was:

  • Three games of 2v2 – four Order Dice colors in the bag.
  • 1,200pts per Team. 600pts per Player. 16 Order Dice max.
  • Max one “free” unit of any kind per Team.
  • Theater Selectors allowed.
  • Restrictions on number of Flamethrowers, Howitzers, Multiple Launchers, Gurkhas per Team

Our Army – 1200pts, 13 Order Dice

Platoon 1 – Andrew, The War in Africa – Duel in the Sun, 600pts, 7 Order Dice

1st Lt – Reg – 75
1 Buddy – 10
2 Horses – 10
95
Inexp. Infantry Section – Inexp. – 42
6 men
Green
42
Inexp. Infantry Section – Inexp. – 35
5 men
Green
35
Colonial Troops Infantry Section – Reg – 110
10 men
Tough Fighters
110
Colonial Troops Infantry Section – Reg – 110
10 men
Tough Fighters
110
Colonial Troops Infantry Section – Reg – 66
6 men
6 Horses – 12
78
M11/39 Medium Tank – Reg – 130
Armor 8
Forward-facing Light AT Gun
2 Turret-Mounted MMGs
Vulnerable
130

Platoon 2 – Joe, 1940-41 Italian Armoured Brigade – The Western Desert, 599pts, 6 Order Dice

M11/39 Medium Tank – Reg – 130
Armor 8
Forward-facing Light AT Gun
2 Turret-Mounted MMGs
Vulnerable
Command Vehicle – 25
Radio Network – 5
160
M11/39 Medium Tank – Reg – 130
Armor 8
Forward-facing Light AT Gun
2 Turret-Mounted MMGs
Vulnerable
130
M11/39 Medium Tank – Reg – 130
Armor 8
Forward-facing Light AT Gun
2 Turret-Mounted MMGs
Vulnerable
130
Regular Infantry Section Reg – 60
6 men
60
Truck – Reg – 39
Forward-facing MMG – 15
54
Lancia 3 RO Breda 20mm – Reg – 65
Soft-skin
Light Autocannon
Forward-facing MMG
65

Game 1
Search & Scuttle vs Anthony & B (US)

Our Opponent’s Army

The husband-and-wife duo of Anthony & B rolled up with a double US list with a unit of Rangers, large Reg Infantry Squads, two Sherman 75mm (the early variant with Weak Sides and Easy Catches Fire), and an Engineer Squad with Truck Transport. We knew how effective Fire & Maneuver can be so seeing all those US Riflemen across the table was reason for concern. Oh, and we only have Light AT Guns so the Armor 9 Shermans would be tough to deal with.

The Mission

Each Team had to protect their single Objective while also attempting to disrupt their opponent’s objective. One Player on each Team fully deployed their force with the other Player on each Team arriving via First Wave and Reserve. Victory Point scoring was progressive, and Teams scored more points each Turn they held onto their Objective. The mission was good! We liked the twist on deployment and scoring but there were too many deployment steps. Only suggestion for improvement is to streamline the deployment phase.

Andrew’s Highlight

In classic Game 1 fashion, all four of us made a critical mistake on Turn 1. To score, at the end of each Turn, you checked to see if you had control of your objective (Infantry or Artillery within 3″). Considering that both myself and B deployed our entire force before Turn 1 started, you’d think we would have the objective covered no problem. Wrong. For whatever reason, we all abandoned our own objectives in the mad rush to put pressure onto our opponents. So at the end of turn when we checked for control, no one had their own objectives! Thus, the first Order Dice of Turn 2 had all of us scrambling to pull our own forces backwards to cover the objectives. Seeing a 0-0 tie at the end of Turn 1 was pretty hilarious.

Joe’s Highlight

For the first two turns of shooting we threw about 10 Order Dice worth of shots into B’s Rangers who were threatening our objective…and did nothing. We didn’t get rid of those pesky GIs till halfway through the game. But in other areas our dice were red hot! In successive turns we knocked out the Shermans with ease! Andrew even killed one on a Super Six roll! A late Outflank by the Spaghetti Bois in a Truck and two supporting M11/39s were able to capture the enemy objective to seal the victory.

Result – Win (7-4)

Game 2
Victory Through Combined Arms vs Jeff & Ed (Canada & US)

Our Opponent’s Army

Jeff & Ed brought a fast attack list with a US Tank Platoon (x2 MMG Jeeps, x2 Dakka Stuarts, x2 Reg Rifle Squads and a Bazooka Team in a M3 Half-track) and a Canadian Infantry Platoon (multiple units of Stubborn Regs, Vet. Engineers with a Flamethrower, 25-pdr Light Howitzer, SAS Jeep, M3 White Scout Car and Forward Artillery Observer). Their list had a ton of speed and maneuverability that really poured on the small arms fire.

The Mission

This mission was a very interesting concept. Teams scored 1 VP per enemy unit killed, but only if both Players on a Team caused a casualty on the unit in the same turn. To put another way, each Player had to “tag” the same target unit on the turn it was destroyed to score a VP. So if a big HE hit removed a unit outright, no VP. There was also a secondary objective for having a unit from both Players forces within 6″ of the middle of the table (The Hill) at the end of each turn also scored 1 VP.

It was incredibly difficult to score the VP for kills. The random activation so core to Bolt Action made it almost impossible to manage that high level of coordination. We loved the concept, I’ve played similar missions in Warhammer 40,000, but it needs some refinement. One adjustment would be to have the “tagging” last from one turn to another. This would make it more forgiving and allow for longer term plans to play out. Getting both players to tag and then destroy a unit in one turn was a bit much. Again, love the concept but some adjustments are needed.

Andrew’s Highlight

My squad of Green Inexp. Italian infantrymen managed to take cover in the woods on our right flank. As a squad of only six Inexp. troops they became a prime target for Ed & Jeff. Turn after turn this poor unit was blasted with fire. On their Green roll they boosted on up to Reg! These seemed to only motivate the combined US and Canadian forces more and eventually Jeff threw an entire squad of SMG + Flamethrower Engineers at the lone NCO. Sadly, the brave sergeant was not able to withstand the onslaught. He did draw a lot of fire though, and provided the rest of his comrades the opportunity to strike back.

Joe’s Highlight

We lost the hill half way through Turn 1. On our side of the table there was little cover leading up to, and near the hill. Jeff & Ed then started to push us back into our deployment zone. Down in VPs early, I desperately threw my lone Infantry Squad and Truck in the middle to try and stop the bleeding and gain some ground back. Over the course of two turns of enemy shooting my poor truck took on 7 Pins! I was able to pull off a successful Rally (rolled a 6!), cleared all the Pins, then with the Truck’s MMG – killed an enemy MMG Jeep! Then by its next activation it had an additional 4 Pins on it; lol. They really wanted that Spaghetti Wagon dead!

Result – Loss (2-4)

Game 3
Supply Drop vs David & Joseph (Soviet Union & US)

Our Opponent’s Army

Game 3 and our third game against combined Allied might. Interestingly, we ended up playing against a US Platoon in all three games (US & US, US & Canada, US & Soviet Union). David’s Soviets included a Lend-Leese Stuart with SMG Tank Riders, Katyusha, Sniper Team and a few squads of Reg Rifles. Joseph’s US hit the table with a couple big squads of Riflemen, an Engineer Squad with a Flamethrower (also the third time we saw one those!), and the massive Long Tom Heavy Howitzer.

The Mission

Supply Drop had four objective markers scattered 4d6″ in a random direction from the exact middle of the table. Based on the scatter alone, we knew we were facing an uphill battle (two of the objectives scattered almost directly back towards the Allies and both were within 2″ of each other). The objectives were “sticky” and once a Team captured one, it stayed captured until the enemy contested. To capture an objective, an Infantry or Artillery unit from both Players on a Team had to end a turn within 3″ with no enemy unit of any kind (excluding empty Transports) within 3″. Teams scored 1 VP per objective at the end of each turn (starting at the end of Turn 2) and had to win by two VP to secure victory.

We are big fans of this type of mission. Forcing players on a Team to work together to capture the objectives is a fantastic twist for Doubles. Having the objectives stay captured so you don’t need to babysit them is also a great update, it keeps the forward momentum going. However, the random scatter needs to be addressed. The random distance, that I can understand. But the random direction is just too much. A slight adjustment is to have each of the four objectives scatter a random direction to each of the four corners of the table. That way there will always be two objectives on each “side” and the objectives won’t clump up.

Andrew’s Highlight

During the final turn of the game, David had one chance to contest an objective and secure the win. His only unit within striking distance was his Soviet Lt. He had the distance and the initiative but forgot about one critical factor – the lone Italian NCO on Ambush covering the approach. Without any other options, David makes the Run with his Lt. And just as the Lt approaches, a single rifle shot rings out. Hitting on 6s the last remaining Italian Rifleman blasts the Soviet Commander off the table. This heroic action ensured the Italian stalemate and a Draw for Game 3. All four players erupted in cheers of both joy and defeat. It was a true “stand up” moment at the end of the game.

Joe’s Highlight

At the end of Turn 3, Andrew, with the last Order Die of the round, threw his horse-mounted Officer team forward, around obstacles and into the contesting range of the two objectives next to each other. This move allowed us to contest both of the objectives, which allowed us to even the score at the end of the turn. Also, nothing is scarier than having that Heavy Howitzer roll to hit. That Long Tom is so scary and with our light forces in the tournament, could wreak havoc on us: in fact it did twice in the beginning, both on my half.

Result – Draw (3-4)


Final Thoughts

Let me tell ya, Doubles is just the best. It’s damn near impossible to have a bad time during a game of Doubles. Joe and I were thrilled with our Even Steven result (1-1-1) – not bad for Double Italians, not bad at all. Big ups to Jackson (the TO) for not only running a smooth event but for really pushing the envelope with his mission design. The concepts were interesting, unique, and made use of the Doubles format. I’d say they may have been just a tad ambitious and probably needed one more pass of edits but I’d rather events just go for it with the missions. Putting in the time and effort to prep for an event to only play Rulebook missions is not an enjoyable day. So, hats off to Jackson for just going for it.

Ian and the entire Golden Rhino Team once again knocked it out of the park. They are the most gracious of hosts and they truly have a fantastic store and event space. For the last few years Ian have thrown his full support behind Bolt Action and it’s incredible to see. Not only by opening his store to host events but also by carrying a massive range of Bolt Action products. We are lucky to have this level of support!

And finally, thank you to all the players! There were 13 teams of two that made the trip to Ypsilanti for a day of Doubles and that’s a huge turnout. I recently saw some rumblings that Bolt Action is “dying”. Needless to say, those rumors are completely unfounded.

2 thoughts on “Spring Offensive Bolt Action Doubles – Andrew & Joe’s Recap

  1. Love these AARs, looks like a blast. I don’t get to travel to events as much as I’d like to so, its great to live vicariously through your reports.

    Liked by 1 person

Leave a comment