Bolt Action – Armies of Germany: Third Edition Review

It’s an exciting day for the Bolt Action community! The first Armies of book for Third Edition has arrived. The release of Armies of Germany: Third Edition marks a significant update to the current state of Bolt Action and, more importantly, provides a clear direction for the game’s future. For those who felt the army lists in the Third Edition rulebook were somewhat thin or lacked flavor, rest assured – Armies of Germany: Third Edition is overflowing with unit entries and army options.

What’s in the book?

The massive 128-page Armies of Germany: Third Edition (the largest Armies of book ever published) is divided into five sections. It begins with a high-level historical overview of the German Armed Forces in World War II, followed by an introduction to the Forces of Germany in Bolt Action. From there, it delves into the main sections: The Army List, Sample Armies, and Force Selection Guides. Let’s take a closer look at each one.

I. The German Armed Forces in World War II

The book begins with a concise four-page overview of German military actions during the Early, Mid, and Late-War periods (more on that later). While it provides only a high-level summary, key battles and dates are included, effectively covering the major actions of the war from the German perspective. Although written with newer players in mind, this section contains interesting tidbits for even the most seasoned Bolt Action veterans.

II. Forces of Germany in Bolt Action

This section examines the Heer, Waffen-SS, and Fallschirmjäger, providing background on these branches of the German armed forces while exploring how each plays in Bolt Action. It’s a classic blend of history and gameplay, including notes on equipment and uniforms, that we Bolt Action players love. It is somewhat surprising that there is no mention of the Gebirgsjäger in this section, given their inclusion as an option for the Defend the Fatherland! Army Special Rule, though it would be unrealistic for this already lengthy book to include details on every German sub-faction and specialized unit.

III. The Army List

Army Special Rules – As previewed on Warlord Community, the Germans have five Army Special Rules:

  • Hitler’s Buzz-saw
  • Blitzkrieg
  • Initiative Training
  • Panzer Ace
  • Defend the Fatherland!

We’ve seen three of these rules before, with Panzer Ace and Defend the Fatherland! newly added for Third Edition. Hitler’s Buzz-saw remains unchanged from the Third Edition Rulebook and is as effective as ever – especially for vehicles (the boost from three to four MMG shots is a significant increase in firepower). Blitzkrieg now applies only to Regular and Veteran officers (which makes sense) and continues to be a strong rule. The enhanced “Snap to” power can be particularly dangerous when utilized by a German Company Commander. Initiative Training has been streamlined and now provides a straightforward buff to all Regular and Veteran German units: if they lose their NCO or Team Leader, they do not suffer a -1 Morale penalty. While situational, it’s a nice bonus to have. It’s worth noting that, unlike before, both Blitzkrieg and Initiative Training now apply exclusively to Regular and Veteran units. This change should help reduce the number of Inexperienced Platoon Commanders leading an all-Veteran Fallschirmjäger force on the table.

Panzer Ace is a new addition – similar to the US Gyro-stabilized special rule – but far deadlier. This rule allows one Veteran tank (which must have the Panzer Ace option, available on nine specific vehicles) to be designated as a Panzer Ace. When this tank fires its main gun at enemy vehicles, it gains a +1 Pen bonus and a +1 to the Damage Table roll. For example, a Veteran Panzer Ace Panzer IV Ausf. H will hit enemy vehicles with an impressive +7 Pen and Knocked Out the target a 3+! And don’t forget if the tank uses a Fire or Ambush Order, the shot gains an extra +1 To Hit for being an Anti-tank Gun – whoa.

Defend the Fatherland! is the Army Special Rule that excites me the most. It allows you to create a unique, themed force without relying on a Theater Selector. With this rule, the characteristic Unit Special Rules of your core infantry – Stubborn for Fallschirmjäger, Fanatic for Waffen-SS, and Fieldcraft for Gebirgsjäger – can now be given to a variety of additional infantry and artillery units. Imagine – Stubborn Fallschirmjäger MMG Teams, Fanatic SS Commanders, additional Assault Rifles for SS units, or Fieldcraft Gebirgsjäger Sniper Teams! This rule addresses a long-standing complaint among players: that it felt inconsistent to have specialized core infantry while supporting units lacked those same traits. Defend the Fatherland! is a fantastic enhancement to the Army Special Rules and a promising sign of what’s to come.

As stated in the Forces of Germany in Bolt Action section, the German military fought “on all fronts, in all conditions, throughout the war,” and looking at this list of unit entries, I think they have it covered. Here’s a quick count of the units available:

  • HQ – 4 unit entries
  • Infantry Squads & Teams – 45
  • Artillery – 17
  • Vehicles
    • Tanks/SPGs – 55
    • Armored Cars – 20
    • Transports & Tows – 18
    • Ambulances – 2
    • Captured & Repurposed – 22
  • Total – 183 unit entries

Excuse me? Spread across 77 pages (over 60% of the book), we have 183 individual unit entries, and that’s not even counting additional units included in some entries (like the Howling Cow option as part of the Nebelwerfer or the Flakpanzer I as an option for the Panzer I). All told we’re looking at over 200 unique units for Germany. Two. Hundred. This vast collection fulfills Warlord’s promise to consolidate unit entries from the array of Campaign books of previous editions. While not every single unit from those books can be found here, a significant majority are included and there are several units that are entirely new for Third Edition. This plethora of options is sure to delight German players while making players of other nations even more eager for their eventual Third Edition Armies of book.

Captured and Repurposed Vehicles – This new section of The Army List features vehicles captured and put into service by the Germans. There are nearly two dozen units, some well-known (like the Panzer 35R) and others almost hilariously obscure (such as the Panzerturm P40). Seeing all these niche vehicles in one list is a joy, and I hope to see even more in the future.

New Unit Special Rules – Buried within the mass of unit entries are a few updated and new Unit Special Rules that I want to highlight. These options are either updates from previous versions or brand new for Third Edition.

  • Mechanized Infantry – Panzergrenadier squads re-roll any failed Order Test to mount or dismount a transport. That’s not new. But now if their transport is destroyed they only take d3 hits instead of d6.
  • Skilled Riders – After an all-too-brief appearance in Campaign: Case Blue, the Cossacks make an exciting return, and with additional rules. With Skilled Riders, Cossacks treat obstacles as open ground while mounted (except for defended obstacles in assault).
  • Anti-Aircraft Pintle Mount – A new +5pts option for MMG teams that gives them Flak! You won’t have to worry about enemy Air Observers with a few of these units in your list.
  • Stationary Firing Platform – A new rule added to many AA vehicles and Multiple Launcher carriers, stating that these units can only fire their weapon using a Fire Order. This rule has a huge impact on all those Soft-skin Autocannon trucks and half-tracks as they can no longer fire using as Advance order.

Early/Mid/Late – Although already previewed on Warlord Community, it’s worth repeating here: every single unit entry includes a period designation for Early/Mid/Late-War (E/M/L). When combined with the Force Selection Guides players have a great starting point to build a historically inspired Bolt Action force. The E/M/L designations are broad but they provide more than enough information to get you started building a historically cohesive force.

IV. Sample Armies

Similar to the Bolt Action: Third Edition Rulebook, Armies of Germany includes five sample armies that provide players (especially new ones) a sense of what a Bolt Action army actually looks like. They are a welcome addition and can provide inspiration for all players. Having the full 183 unit entries from The Army List at your fingertips is one thing, but seeing examples of fully built and painted forces provides helpful context. The included forces are:

  • Blitzkrieg Force – 1,250pts
  • Fallschirmjäger Force – 1,000pts
  • Afrika Korps Force – 1,250pts
  • Waffen-SS Force – 1,249pts
  • Late War Force – 999pts

I love this. Five distinct armies, each with different platoon structures and unit compositions, gives players a solid point of reference. My only critique is the photography/layout. Don’t get me wrong, the forces are expertly painted, but they are laid out in wide shots on a sparse tabletop. There’s a lot of unnecessary dead space in each army photo, and they are split across a page break. Considering how cramped each army list is, a single-page army list with a single-page photo might have been a more effective layout.

V. Force Selection Guides

The final section of the book is something we have not seen before. For the first time in Bolt Action history units have been explicitly organized into three periods; Early-War, Mid-War, and Late-War. This section consists of three massive unit lists – one for each period – that contain all the usable units for that period. Units may be included in one, two, or all three lists depending on their historical usage. The Sturmpioneer Squad, for example, is available in all three periods while the massive Tiger II is limited to Late-War. It’s a handy guide for anyone looking to focus in on a specific time frame. These Force Selection Guides will be incredibly helpful for tournaments and events that enforce thematic requirements such as “Early-War only”.

What’s Missing?

  • Theater Selectors – I was afraid of this. Losing Theater Selectors was my chief concern when Armies of Germany: Third Edition was first announced. Yes, we did get the addition of the Force Selection Guides, but they lack the flavor and specificity of the old Theater Selectors from previous editions. They may, of course, make a triumphant return when the first Campaign books arrive (2026?), but until then, we’ll have to make do with a combination of Defend the Fatherland! and Force Selection Guides to build those hyper-thematic forces.
  • LMG Team – As impressive as The Army List is (and it really is impressive), there will always be something missing. Everyone has their favorite units, and not everything made the cut. The one that jumped out to me is the LMG Team from Campaign: Battle of France. That little unit was perfect when you wanted some extra firepower but didn’t want to spend the full 50pts on an MMG Team. This is not a complaint – just the cost of doing business during the transition to a new edition. Some units are going to get lost in the shuffle.

Overall Impressions

Artwork and Photography – No surprises here – the artwork is stunning. Veterans Peter Dennis, Steve Noon, and Stephen Andrew all return with both new and existing pieces (many pulled from the vast Osprey Publishing catalog). The photography has taken a big step up. While we still have dozens of single model/unit photos on a white background, there are also new, dynamic photos of minis “in battle,” set amidst gorgeous terrain. These kinds of photos were few and far between in previous Armies of books, and they never had this level of vibrancy and energy.

Layout and Formatting – I’ve shared more than my fair share of Warlord layout critiques (look no further than The Bolt Action Book Ranking), but with two books now published for Third Edition, I’m thrilled to report that the most egregious formatting and layout issues are a thing of the past! We still run a few into issues like unit entries split across two pages (brutal) and a few instances of Special Rules with the same name but multiple meanings (e.g., Stationary Firing Platform) or no definition at all (what is Pathfinders?).

Units, units, and even more units – The sheer volume of German units included in this book is staggering. I’m both thrilled and, frankly, a bit overwhelmed. I’ve had plenty of time to review my copy of the book and each time I flip through The Army List, I discover a new gem, a new little rule or option I hadn’t noticed before. Just seeing all the units in one place is incredible. The concept of a “Bolt Action Unit Database” had been floated around near the end of Second Edition with units scattered across 24 Theater and Campaign books, it was no easy task to get your arms around all your options. Armies of Germany: Third Edition is the solution. Everything is here. But it’s both a blessing and a curse. The analysis paralysis is real. I find myself unable to answer the simple question: “So, where do I start?”

Use of Universal Special Rules – Thankfully The Army List makes excellent use of the Unit Special Rules (for both Infantry and Vehicles) already listed in the Bolt Action Rulebook. For example, the Panzer II Luchs has the Fast Special Rule. The rules for Fast are not included in the unit entry for the Luchs because they don’t have to be. They’re already listed in the Bolt Action Rulebook. More of this, please!

What’s Next?

Defend the Fatherland! for Everyone – If we’re losing Theater Selectors, we need a version of Defend the Fatherland! for other nations as well. Up next is Armies of the United States in Q2 2025 and I fully expect to see similar options for the USMC, Airborne, and Rangers. And then things could really get interesting with Armies of Great Britain if Commonwealth units are included as well. But please, we beg you, Warlord, clean up those Commonwealth rules. They were a bit of a mess by the end.

Force Selection Guides – It will come as no surprise to see the Force Selection Guides added to future Armies of books. As we see more of them roll out I hope we get a few that are more specific. While not necessarily at the granularity of a single battle a Force Selection Guide for the DAK or the Ostfront would both be notable and valuable additions.

The Final Word

Armies of Germany: Third Edition is stunning. I am blown away. It’s simply a fantastic book – a release that we Bolt Action players have been clamoring for. My quibbles and gripes are minimal (almost all cosmetic). This is an audacious project that surpasses the scope of any previous Bolt Action publication. But even more than what Armies of Germany contains, it’s a preview that gives clear direction for where Bolt Action is headed. If Armies of Germany is any indication of what’s to come, Bolt Action Third Edition is set to reach truly staggering heights.

Thank you to Warlord Games for providing a digital copy of Armies of Germany: Third Edition featured in this article.


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