Unpacking the Commonwealth Rules in Bolt Action – Tough Gut Update

With the release of Campaign: Italy: Tough Gut, British & Commonwealth rules are now spread across seven different books. India takes the crown with four different books to pull Platoon rules (five if you count Armies of Great Britain). Frustratingly, the rules for the each Commonwealth nation are not uniform across these books. For example, the Canadians from Soft Underbelly are different than the Canadians from D-Day: British & Canadian Sectors. It’s great to see a variety in options, but that sword cuts both ways. Consistency in language and formatting is of the highest importance when releasing supplement game material and I am sad to report that the Commonwealth rules are far from consistent – both in terms of language and formatting.

Thus, presented in this article, I have done what I can to consolidate the rules for each Commonwealth nation. My goal is to collect the scattered Commonwealth rules in a manner that is easy to scan and digest. It has been an eye-opening experience.

I do not pretend to be the final authority on rules interpretation. Especially for something as muddy as this. If you think any of these need to be updated or amended or missed, let me know!

Armed with seven Warlord paperbacks and a copy of the Sept. 2022 FAQ let’s unpack the Commonwealth rules in Bolt Action.

NoteThis article is an update to the previously posted Unpacking the Commonwealth Rules in Bolt Action from April, 2023. This new edition includes Tough Gut.


Great Britain

Army Special Rules for Armies of Great Britain Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment, instead of rolling one die on the results chart for each enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • A National Characteristic – Any British army – whatever its nation make-up – can choose any one of the following rules to represent it as you – its commander – chooses to see it. The only limit is that you can only choose one rule – and that rule applies to the whole army.
    • Up and at ’em – Any order to assault is automatically treated as having been passed. Does not apply to Inexp. troops or units that start out as Green.
    • Blood Curdling Charge – Enemy units cannot react to an assault by shooting at them. Does not apply if the units launching the assault are Inexp. or units that start out as Green.
    • Tough as Boots – All Reg and Vet infantry units roll bonus attack dice when fighting at close quarters. For every three men in the combat roll one extra die.
    • Rapid Fire – All rifle armed Reg and Vet infantry units roll bonus dice when shooting. For every three men shooting rifles roll one extra die.
    • Vengeance – Every Reg or Vet unit that has one or more Pins can make a test to lose one Pin if they are any enemy within 12″ immediately before an order is given to it. Roll a die: on a 4+ the test is passed and the unit loses on Pin. Once this is done, continue to test to see if the unit obeys its order in the usual way, even if they have lost their last Pin (in which case the Order test is taken without negative modifiers from Pins).

India

Army Special Rules for Duel in the Sun Indian Platoons:

You may trade all three of the British Army Special Rules from pages 17 and 18 of the Armies of Great Britain (Bombardment, Artillery Support, A National Characteristic) for the following Special Rules:

  • Unsurpassed Bravery – Whenever a unit of infantry or artillery fails a moral check and would otherwise be destroyed as a consequence, take the test again and apply this second result.
  • The Manpower of the Empire – The Indian force gets a free ten-man Regular Infantry Section (Early War), armed with rifles. Additional equipment for this section may purchased as normal.
Army Special Rules for Campaign: The Western Desert Indian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • Unsurpassed Bravery – Whenever a unit of infantry or artillery fails a moral check and would otherwise be destroyed as a consequence, take the test again and apply this second result.
  • The Manpower of the Empire – The Indian force gets a free ten-man Regular Infantry Section (Early War), armed with rifles. Additional equipment for this section may purchased as normal.

Note – The Indian Platoon can take either a National Characteristic (Rapid Fire, Vengeance, etc.) from Armies of Great Brittan or Unsurpassed Bravery and The Manpower of the Empire. Either way, the Indian Platoon also gets Bombardment and Artillery Support.

Army Special Rules for Campaign: Italy: Soft Underbelly Indian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • A National Characteristic
    • Blood Curdling Charge – All headquarters units, Gurkhas sections, Indian Infantry sections (Italy, 1943) and infantry weapons teams (e.g. snipers and mortars etc) have Blood Curdling Charge as their National Characteristic. The rest of the force may choose another National Characteristic.
Army Special Rules for Campaign: Italy: Tough Gut Indian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • A National Characteristic
    • Blood Curdling Charge – All headquarters units, Indian, and Gurkhas infantry sections, and infantry weapons teams (e.g. snipers and mortars etc) have Blood Curdling Charge as their National Characteristic. The rest of the force may choose another National Characteristic.

New Zealand

Army Special Rules for Campaign: The Western Desert New Zealand Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • Steadfast Under Fire – After rolling for the number of Pins caused by HE fire, if the target is New Zealand Infantry or Artillery halve the number of pins, rounding down.
  • Superb Junior Officers – New Zealander First and Second Lieutenants have a Morale bonus range of 12″. The ‘You Men, Snap to Action’ range remains 6″.
  • Maori Troops – A New Zealand force may add Maori Troops to its choice of units. Any Infantry or Headquarters unit may be made Maori Troops for the cost of +1pt per model. The unit gains the Formidable Fighters Special Rule below:
    • Formidable Fighters – Maori units do not benefit from the New Zealand National Characteristics (Steadfast Under Fire and Superb Junior Officers). Instead they have Blood Curdling Charge, Up and at ’em and Though as Boots Special Rules.
  • Note – The New Zealand Platoon can take either a National Characteristic (Rapid Fire, Vengeance, etc.) from Armies of Great Brittan or Steadfast Under Fire, Superb Junior Officers, and Maori Troops. Either way, the New Zealand Platoon also gets Bombardment and Artillery Support.
Army Special Rules for Campaign: Italy: Soft Underbelly New Zealand Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

New Zealanders do not pick a National Characteristic; instead pick standard officers and veteran Infantry Sections as compulsory selections and apply the following National Characteristics:

  • Steadfast Under Fire – After rolling for the number of Pins caused by HE fire, if the target is New Zealand Infantry or Artillery halve the number of pins, rounding down.
  • Superb Junior Officers – New Zealander First and Second Lieutenants have a Morale bonus range of 12″. The ‘You Men, Snap to Action’ range remains 6″.
  • Maori Troops – Maori Troops may be taken in this Reinforced Platoon. Any Veteran Infantry Section or Headquarters unit may be made Maori Troops for the cost of +1pt per model. The unit gains the Formidable Fighters Special Rule below:
    • Formidable Fighters – Maori units do not benefit from the New Zealand National Characteristics (Steadfast Under Fire and Superb Junior Officers). Instead they have Blood Curdling Charge and Though as Boots Special Rules.
  • Selections – No Commandos or SRS Sections may be taken.
Army Special Rules for Campaign: Italy: Tough Gut New Zealand Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

New Zealanders do not pick a National Characteristic. Instead, all units except for Maori units and units from other nations in the reinforced platoon benefit from the following special rule:

  • Steadfast Under Fire – After rolling for the number of Pins caused by HE fire, if the target is New Zealand Infantry or Artillery halve the number of pins, rounding down.

Maori Troops

Maori troops may be taken in a Reinforced Platoon. Any headquarters or infantry weapons team may be made Maori troops for the cost of +1pt per man. The unit gains Formidable Fighters trait below:

  • Formidable Fighters – Maori units do not benefit from the New Zealand National Characteristics (Steadfast Under Fire). Instead they have Blood Curing Charge and Though as Boots Special Rules.


Ireland

Army Special Rules for Campaign: Italy: Soft Underbelly Irish Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

A Platoon can be made to represent an Irish Platoon by giving all Headquarters units the ‘Faugh a Ballagh!’ Special Rule. Headquarters units may be given the Tough Fighters Special Rule for +1pt per model.

  • A National Characteristic
    • ‘Faugh a Ballagh!’ (Clear the way!) – Irish units do not benefit from the National Characteristic you have chosen for the rest of your army; they instead use the Vengeance National Characteristic.
Army Special Rules for Campaign: Italy: Tough Gut Irish Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

A Platoon can be made to represent an Irish Platoon by giving all Headquarters units the ‘Faugh a Ballagh!’ Special Rule. Headquarters units may be given the Tough Fighters Special Rule for +1pt per model. Irish Infantry Sections may give every man Tough Fighters for +1pt per model.

  • A National Characteristic
    • ‘Faugh a Ballagh!’ (Clear the way!) – Irish units do not benefit from the National Characteristic you have chosen for the rest of your army; they instead use the Vengeance National Characteristic.

Canada

Army Special Rules for Campaign: D-Day: British & Canadian Sectors Canadian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

Canadian Armies follow the same Army Special Rules as found on page 17 of Armies of Great Britain (Bombardment and Artillery Support), but instead of choosing a National Characteristic, apply the following two rules:

  • Dogged – All Regular and Veteran Canadian Infantry units may be upgraded to Stubborn for +1pts per model. All Inexperience Canadian Infantry units may be Green for +1pts per model.
  • Hate the SS – Canadian troops are Fanatics when fighting in close quarters against SS units.
Army Special Rules for Campaign: Italy: Soft Underbelly Canadian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

If the platoon is made into a Canadian platoon (i.e., its compulsory infantry units are Canadian Infantry Sections (MTO), give the platoon the following Special Rules:

  • A National Characteristic
    • Tough as Old Boots – Canadian headquarters and infantry weapons teams use the Tough as Old Boots National Characteristic. One other National Characteristic may be picked for the non-Canadian Infantry sections in the Reinforced Platoon.
  • Dogged – All Canadian headquarters and infantry units may be upgraded to Stubborn for +1pt per model.
Army Special Rules for Campaign: Italy: Tough Gut Canadian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.

If the platoon is made into a Canadian platoon (i.e., its compulsory infantry units are Canadian Infantry Sections (MTO 1944-45), give the platoon the following Special Rules:

  • A National Characteristic
    • Tough as Old Boots – Canadian headquarters and infantry weapons teams use the Tough as Old Boots National Characteristic. One other National Characteristic may be picked for the non-Canadian Infantry sections in the Reinforced Platoon.
  • Dogged – All Canadian headquarters and infantry units may be upgraded to Stubborn for +1pt per model.
  • Esprit De Corps – For a reinforced platoon representing the French Canadian 22e Regiment, headquarters and Infantry Sections may benefit from Esprit de Corps special rule instead of the Dogged rule for +1pt per man. Units with the Esprit de Corps special rule remove D2 Pins whenever they pass an Order Test, instead of the usual one Pin.

Scotland

Army Special Rules for Campaign: Italy: Soft Underbelly Scottish Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • A National Characteristic – Any British army – whatever its nation make-up – can choose any one of the following rules to represent it as you – its commander – chooses to see it. The only limit is that you can only choose one rule – and that rule applies to the whole army.

A Scottish Reinforced Platoon can be created in any reinforced platoon that has the Highland Officer available as an Officer option. Those Platoons are:

  • Eighth Army Reinforced Platoon (Sicily)
  • Termolia Assault Force Reinforced Platoon
  • Eighth Army Reinforced Platoon (Italy, 1943)
Army Special Rules for Armies of Great Britain Scottish Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • A National Characteristic – Any British army – whatever its nation make-up – can choose any one of the following rules to represent it as you – its commander – chooses to see it. The only limit is that you can only choose one rule – and that rule applies to the whole army.

A Scottish Reinforced Platoon can be created in any reinforced platoon that has the Highland Officer available as an Officer option. Those Platoons are:

  • Fall of France Reinforced Platoon
  • East Africa Reinforced Platoon
  • Operation Lightfoot Reinforced Platoon
  • Tunisia Reinforced Platoon
  • Fall of Singapore Reinforced Platoon
  • Burma Reinforced Platoon
  • Monte Cassino Reinforced Platoon
  • Normandy Reinforced Platoon
  • Into the Reich Reinforced Platoon

Scottish Highland

Army Special Rules for Campaign: Italy: Tough Gut Scottish Highland Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • A National Characteristic – Any British army – whatever its nation make-up – can choose any one of the following rules to represent it as you – its commander – chooses to see it. The only limit is that you can only choose one rule – and that rule applies to the whole army.

To create a Highland Reinforced Platoon, take the Highland Officer found on p96 of Campaign: Italy: Soft Underbelly as the compulsory officer. Having a Highland Officer in your Reinforced Platoon effectively converts the Reinforced Platoon to a Highland force.

  • Bagpiper – For +33pts you may add a Bagpiper to your Officer. As long as the Bagpiper is alive, Regular and Veteran Infantry Section in this Platoon may reroll failed Morale Checks.

Guards

Army Special Rules for Campaign: Italy: Soft Underbelly Guards Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • Discipline – Guards units do not benefit from the National Characteristic Army Special Rule; instead, they may re-roll Order Tests. The must accept the second result. A re-roll may not be taken if a FUBAR result is rolled.
  • Scots Guards – If your force represents the Scots Guards, a Bagpiper may be added to the compulsory Lt in the same way it is added to the Highland Officer for +33pts. The Scots Guards Bagpiper’s Piper rule only effects Guards units (i.e. those with the Discipline Special Rule, including HQ teams).
Army Special Rules for Campaign: Italy: Tough Gut Guards Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • Discipline – Guards units do not benefit from the National Characteristic Army Special Rule; instead, they may re-roll Order Tests. The must accept the second result. A re-roll may not be taken if a FUBAR result is rolled.
  • Scots Guards – If your force represents the Scots Guards, a Bagpiper may be added to the compulsory Lt in the same way it is added to the Highland Officer for +33pts. The Scots Guards Bagpiper’s Piper rule only effects Guards units (i.e. those with the Discipline Special Rule, including HQ teams).

Australia

Army Special Rules for Campaign: The Western Desert Australian Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • Aggressive Patrolling – The Australian player automatically wins the first roll-off for who places their first ‘forward deploying’ unit. In addition, no enemy forward deplorers may set up within 18″ of an Australian unit already deployed. Also, Australian infantry spot Hidden enemy at a range of 18″ rather than 12″.
  • Never Give Up – When defending in an assault, Australian Infantry and Artillery units count as having the Fanatic Special Rule.

Note – The Australian Platoon can take either a National Characteristic (Rapid Fire, Vengeance, etc.) from Armies of Great Brittan or Aggressive Patrolling and Never Give Up. Either way, the Australian Platoon also gets Bombardment and Artillery Support.

Army Special Rules for Campaign: New Guinea Australian Platoons:

Unless otherwise noted, Australians do not get the British Army Special Rules. Instead get the following Special Rules, plus a choice of one Campaign Characteristic:

  • Limited Artillery Support – Australian forces do not receive the free Forward Artillery Observer from the normal British and Commonwealth Army Special Rule, nor do they receive the bonus to any Preparatory Bombardment.
  • Aggressive Patrolling – The Australian player automatically wins the roll-off for who places their first ‘forward deploying’ unit. In addition, no enemy forward deplorers may set up within 18″ of an Australian unit already deployed. Also, Australian infantry spot Hidden enemy at a range of 18″ rather than 12″.
  • Never Give Up – When defending in an assault, Australian Infantry and Artillery units count as having the Fanatic Special Rule.
  • Campaign Characteristic – In addition to the previous Special Rules, choose one of the following three Campaign Characteristics.
    • Australia Is Next… – All Australian infantry units gain the Stubborn Special Rule.
    • Fighting Withdrawal – Australian AIF and Militia units may Advance and then flip their Order Die into Ambush. Note that this Advance move must be directly towards their own table edge.
    • Jungle Warfare Masters – Infantry squads and officer teams do not suffer the -1 penalty to Morale if they lose their NCO or officer. Also, all infantry units being moved as a result of an Advance or Run order may go Down as a reaction to an Ambush even if they already activated that turn, but to do so the unit must successfully pass an Order Check. Note that the unit does not lose a Pin if this test is successfully passed.

South Africa

Army Special Rules for Campaign: The Western Desert South African Platoons:
  • Bombardment – When rolling the effects of a Preparatory Bombardment instead of rolling one die on the results chart for enemy unit, roll two dice and choose the best result.
  • Artillery Support – British and Commonwealth armies can include one Regular Artillery Forward Observer for free.
  • Bloody Mindedness – Whenever a South African Infantry or Artillery unit receive hits from non-HE fire, place a Pin as normal. If, however, no casualties are subsequently caused the Pin is automatically removed.
  • Quick Reaction – A South African Infantry or Artillery unit is always allowed to react to being assaulted. The surprise change rules on p76 of the Bolt Action Rulebook does not apply.

Note – The South African Platoon can take either a National Characteristic (Rapid Fire, Vengeance, etc.) from Armies of Great Brittan or Bloody Mindedness and Quick Reaction. Either way, the South African Platoon also gets Bombardment and Artillery Support.

Army Special Rules for Campaign: Tough Gut South African Platoons:

To turn a British Reinforced Platoon into a South African Reinforced Platoon, take Regular Infantry Sections (Mid/Late-War) from Armies of Great Britain as your two compulsory infantry squads and use the following South African special rules in lieu of A National Characteristic:

  • We Can Take It! – Whenever a Regular Infantry Section (Mid/Late-War), infantry weapon team or Artillery unit takes no causalities from non-HE fire, they roll a dice to see fi they take any Pins. On a roll of 1-3, they take the Pin, on a roll of 4+, they take no Pin.
  • Quick Reaction – For +1pt per man, Regular Infantry Sections (Mid/Late-War), infantry weapon teams and Artillery units are always allowed to react to being assaulted. The surprise change rules on p76 of the Bolt Action Rulebook does not apply.

You can get all your Commonwealth books from the links below:

3 thoughts on “Unpacking the Commonwealth Rules in Bolt Action – Tough Gut Update

    1. Hi Miles,

      That is correct. In Tough Gut a “Polish” Platoon will contain Polish units but will use the British Army Special Rules. It’s the same for France as well (but the French in Tough Gut use the US Army Special Rules). It remains a puzzling design choice for folks that want to play a Polish or French force fighting in Italy.

      There are rules for the Polish 1st Armored Division (Tank Platoon) in Campaign: D-Day: British & Canadian Sectors on p.96-97. Those might be worth looking into.

      But keep in mind, Third Edition is coming out in just a few weeks and all the Campaign book rules are going out the window!

      Like

Leave a reply to Miles Cancel reply