Behind the Scenes of Bolt Action: Third Edition

A Visit To Warlord HQ

My tour of Warlord Games was unlike anything I could have imagined. While the launch of Bolt Action: Third Edition was the headline news, I have to start this article with a nod to the people behind the game, those who make the entire company a truly remarkable place.

To me, Bolt Action has always been about community – and that was crystal clear when visiting Warlord Games HQ for Open Day 2024 in Nottingham, England. The company’s dedication to its fans and players was evident everywhere, with wargamers from various communities, including Mordian Glory and Friends of General Haig, milling about. But what struck me was the passion and kindness of the Warlord Games staff. Each person I met was not only highly competent at their job, but also went above and beyond in welcoming this brash Yankee around their HQ.

To start my visit, I had the opportunity to sit down before Open Day with two key contributors to Bolt Action Third Edition; Marcus Vine, the Tournament Coordinator, and Beth Walsh, co-author of the upcoming Armies of… series and contractor with Warlord Games. Both have played significant roles in shaping the latest edition alongside the main designer of Bolt Action – Alessio Cavatore. This interview was nothing short of fascinating. That, combined with Open Day and a peek under the hood of how things run at Warlord, left me with a fantastic impression not only for the future of Bolt Action but for this company as a whole.

From left to right: Zack D. (our intrepid insider) Marcus Vine (Tournament Coordinator) and Beth Walsh (Writer of the “Armies of Books”)


The Path to Third Edition

One thing became clear early on – this new edition has been years in the making. Ideas for a Third Edition (here on out 3rd Ed) started kicking around shortly after the release of Bolt Action’s Second Edition. It was something Alessio had in mind all along. As for Beth and Marcus – all this started for them when they began to get involved in design, playtesting, and shaping the future that would become 3rd Ed several years ago.

“It’s rewarding to see the reaction and hype, but the process is like an enormous iceberg,” says Marcus, as we dug into designing a new edition. “There’s so much work that people don’t see.” Both Marcus and Beth emphasized how much playtesting went into the new edition – an aspect where Alessio’s experience really shines. “It was tons and tons of playtesting,” says Beth. “We’d run a situation over and over again and Alessio would ‘Stop’ and say something to the effect of ‘Okay, now if by the power of playtest, that was a Tiger I, how would this have worked out?’ So we’d restart and run it again.” In doing so, the team poured hours into catching as many fringe cases as possible, often leading to major discussions that shaped whole aspects of gameplay (such as impassable terrain and objective markers). However, this wasn’t just the work of staff but involved much of the community, with many high-profile playtesters drawn from the tournament scene.

Left: Alessio Cavatore, one of the great minds behind Bolt Action and Third Edition. He is in weekly at Warlord HQ to consult on Bolt Action Third Edition.

A key part of the process was reviewing what needed to be changed from the previous edition and why certain units, such as Medium Machine Guns (which were critical to WW2 platoon tactics), were hardly taken. This resulted not only in a whole list of what should be changed and balanced but also in major structural redesigns of whole systems – leading to the rules that we’ll see this Thursday.


The Design Philosophy Behind 3rd Ed

While we started our chat talking about the process of developing 3rd Ed and highlighting many of the changes, a new depth of understanding really opened up as we pivoted toward the underlying game design. And here is where things get really, really exciting and interesting. Since the Rulebook will be dropping this week, let’s stay away from focusing on the technical changes (such as cover saves, close combat, or how you can now advance into buildings) and instead focus on the overarching game design philosophy that will shape the game long into the future, through the Armies of… books and beyond.


1. Infantry Combat Remains the Focus

The heart of Bolt Action continues to be infantry-based warfare. While tanks, artillery, and other units play vital roles, infantry platoons remain the cornerstone of the game, ensuring that tactics on foot retain their prominence and balance.

2. Faster, Smoother Gameplay

The 3rd Ed of Bolt Action has been streamlined to provide faster and more fluid gameplay. Players can expect quicker turns and a more intuitive flow of action, making it easier to complete larger games in a shorter time. Marcus and Beth mentioned that they’ve been able to get a 1250pt game done in a little over an hour.

3. More Interactive Gameplay

A key design goal for 3rd Ed is to keep both players constantly engaged. Rules such as cover saves were designed to keep your opponent involved in the shooting phase—a design philosophy we will likely see carried into other rules.

4. Consistency Across Books

One of the core goals for 3rd Ed is achieving consistency in rules and design across all Armies of… books. The most stunning difference I always saw in the last editions was the varying quality and creative design from book to book. This is no longer the situation. Beth has been the creative force behind writing all of the Armies of… books, leading to a uniformity in layout and design that we haven’t seen before.

5. Platoon Formations Are the Future

Platoon formations are now the main structuring mechanism for army lists, particularly in competitive play. Theater Selectors are gone. Marcus noted that the team heavily tested the platoon system, particularly with tournament players, to ensure it worked smoothly in both casual and competitive settings. “Platoons are the biggest change,” he said. “We strongly suggest players limit the number of platoons for a more balanced game.”

6. No More Free Units

Free units, which often created imbalances in the game, have been removed. No more free Artillery for the French or Inexperienced Squads for the Soviets. Those rules have been replaced with more creative ones that capture the same flavor of the country.

7. No More Negative Army Special Rules

Negative Army Special Rules, which often hampered the fun of playing certain armies (Italy’s infamous Avanti Savoia jumps to mind), have been eliminated. The design philosophy emphasizes making players not feel penalized for choosing certain factions, while still representing historical disadvantages in different and less punishing ways.

8. Where There’s a Rule, There’s a Rebuttal

To promote balanced play, 3rd Ed emphasizes that most rules, special abilities, and strategies will have a counter. This “rock-paper-scissors” approach ensures that no single strategy or unit is overwhelmingly powerful, keeping gameplay competitive and fair across different armies and strategies.

9. Break the Rules as Little as Possible

One game design tip I heard was to break the core rules as little as possible. This means fewer extreme exceptions or manipulation of rules by units that would disrupt the overall flow of the game, helping maintain consistency and simplicity without sacrificing depth. They still exist (spotters are one example) but it seems less likely to see such examples.

10. Board Control Remains Key

Controlling the board remains a fundamental aspect of the game. Whether through outflanking, reserves, occupying key terrain, or leveraging unit placement, board control plays a critical role in shaping the outcome of battles, rewarding players who prioritize tactical positioning and using special rules to manipulate reserves and the scenario generator.

With the major game design changes covered, what can we expect from the future? The next big reveal will come with the release of the Armies of Germany book. During my interview, it was hinted that this book will unveil an entirely new facet of 3rd Ed gameplay… but for now, that will have to wait.


Armies of Books and National Rules

The Armies of… books are perhaps the second most exciting aspect of what’s to come in 3rd Ed. But first, a quick disclaimer: right from day one, almost every army (with a few fringe exceptions) will have updated army lists available, so players can dive in immediately. However, the early lists we will have on Thursday are just placeholders – once the Armies of… books start rolling out, these PDFs and the armies in the core Rulebook book will become obsolete.

Beth, who has been writing all of the Armies of… books, expressed pride in the extensive research behind these upcoming releases. They will be thorough, consistent, and highlight the depth of historical forces. First among these is the Armies of Germany book, which has been in development for over a year, and will serve as the blueprint for all future armies.

Now for those players worried about changes to their national rules in the core book, there is good news. The Armies of… books will bring in some major changes. I wouldn’t be surprised at all to see the current version of “Fire and Maneuver” change. But we’ll just have to wait a little while longer.

Right: A secret book at Warlord HQ giving us a teaser of what’s still to come.

As for minor nations like Romania and Bulgaria, they will have PDFs available starting Day One (Thursday, Sept. 26), with slight tweaks to fit the new platoon structure. I got confirmation from Marcus that the “Axis Allies” Army Special Rule rule is sticking around, among others. That said, players shouldn’t expect major changes in unit options – most adjustments will be focused on allowing you to maintain your armies into the new edition.


The Road Ahead

So, what’s next on the horizon after the release of the core rulebook? By the end of this year, we’ll see the release of the Armies of Germany book. This will be followed by Armies of the U.S. in Q2, Armies of Great Britain (though not the Commonwealth) in Q3, and finally, Armies of the Soviet Union arriving in Q4. Looking further ahead, we can expect Armies of Japan to round out the releases in early 2026.


Future of the Game and Community

As we discussed the future of Bolt Action, Marcus and Beth were both excited about the direction the game is heading. “There is no meta yet – it’s the Wild West,” Marcus said with a grin. “I’m excited to see what people will be bringing!”

Likewise, the team is already working on new rules and errata based on community feedback. With Alessio’s frequent involvement in the office and a planned release-supporting FAQ, it’s clear that Warlord Games is committed to ensuring a smooth transition to the new edition.

The most impressive, as I mentioned at the start, was Warlord Games’ staff. They are a truly exceptional, diverse, and welcoming group of people. Regardless of whether they are casting sculpts, managing finances, or working the front of the store—they displayed phenomenal qualities. Touring Warlord’s sizeable warehouse and production facility, I managed to speak at length with Colin Stone, Head of Finance for Warlord Games. My impression? The company is indeed thriving and expanding. It’s clear the company is taking the right steps – hiring top-tier talent, building strong community, and keeping a steady pace of products. The results: business is booming.

As we wrapped up the interview, it was clear to me that Bolt Action Third Edition represents not only a refined and streamlined version of the game we know and love but also the culmination of years of passion, playtesting, and community engagement. As Marcus said, “The best World War 2 wargame just got better.”

To me, the future is bright for Bolt Action, and I, for one, can’t wait to see what’s next.

5 thoughts on “Behind the Scenes of Bolt Action: Third Edition

  1. I have played some games and the time is similar to v2. In my opinion, the game is more tactical and tends to be static due to advancing in open field is now almost suicidal. I am talking about list full of teams, which give armies around 20 dices per player.

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