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SEASON 3 CHANGES:

Recce
Alert and attentive recon elements are able to get out of trouble as quickly as they are able to get into it,
bringing valuable intelligence back to their commanders.
Armored Reece vehicles may not perform an escape move if they have already activated this turn.
Soft skin Recce vehicles are not affected by this change and use the rules for escape moves found in
the Bolt Action Rule Book.

Ambush
A well laid ambush can catch even the most elusive of enemy units off guard.
Units on ambush may shoot at units that advance, run, or perform an escape move.

Cavalry
During the war, cavalry found themselves caught between tradition and progress. While a charge from
mounted troops could be devastating, the men who rode into battle often found themselves exposed
with nowhere to run.
All infantry units mounted on horses get two attacks in close combat. Polish Lancers get three attacks
in close combat.
Note: This change affects all cavalry units.
Cavalry units cannot make an escape moves if they have already activated.

One man Turret


The cramped confines of a one man turret made it difficult for the crew to coordinate fire and movement.
Units with the one man turret special rule who do not have a pin on them must make an order test
before being issued an advance order. If they fail their order test they suffer a -1 to hit penalty to any
shooting performed during their activation.

Fixed Weapons:
Fixed weapons have to be set up before they can start operating. This makes it nearly impossible to
move and fire. However, once deployed, a trained crew could rotate the weapon to meet any new threat.
Fixed Weapons can rotate up to 90 degrees in place with an advance order and shoot at -1 to hit. Note
that is does not apply to weapons firing indirectly.

Anti-Tank and Machine Gun Teams:


Anti-tank guns and machine guns primary purpose was defensive. Crews would set them up in
anticipation of an enemy attack. These guns were often well concealed, allowing them to fire on
an unsuspecting enemy unit before they were detected.
If an anti-tank gun, anti-aircraft gun, heavy machine gun, or medium machine guns team starts
the game on the board, it can start the game in ambush. This does not apply to anti-tank gun,
anti-aircraft gun, heavy machine gun, or medium machine guns mounted on vehicles. They can
also start the game hidden using the rules for Hidden Set-Up rules found on page 117 of the
main rule book.

Infantry MMGs:
The primary role of infantry MMGs was to lay down a wall of fire to prevent the enemy from
moving or attacking.
All Infantry MMGs increase their ROF to 6; German MMGs are 7 with Hitlers Buzz Saw.

Turntable:
Many AA guns were mounted on turntables so they could quickly traverse and fire at aircraft.
Anti-Aircraft Guns mounted on turntables have a 360 degree arc of fire and do not suffer the -1
penalty for moving and shooting. If they rotate to shoot they must turn the unit so that it is facing
their target.

LMGs:
The LMG provided a strong base of fire for the majority of infantry formations during the war.
LMG Cost is 5 points in infantry squads.

Armored Open Top Vehicles:


Armored personal carriers came into their own during the War. Their primary purpose was to offer
unprecedented protection to the men who were carried inside. Additionally, lightly armored tank
hunters and artillery provided their crews with mobility and protection not enjoyed by their ground
based counter parts.
When opened topped armored vehicles and passengers riding in open topped armored
transports are shot at by small arms they do not necessarily received a pin. Inexperienced units
always pinned from small arms fire, regular units receive a pin on a D6 roll of 4 or more, and
veterans are not pinned by small arms fire.
Passengers of armored open topped transports check to see if they receive a pin separate from
the vehicle.

Armored Transports:
Armored transport crew compliments were also trained on the use of their vehicle mounted
weapons. These weapons were used to support and cover the infantry they transported.
Armored transports can fire one weapon while empty.

Vehicle Flamethrowers:
Vehicle flamethrowers were terrifying machines that spat hot fire at enemy strong points.
VFT have a 12 inch range and run out of fuel on 1 or 2.

Flamethrowers:
Even though they are extremely deadly, flamethrowers can be hard to wield and terrifying to
handle.
All flamethrowers (vehicle and infantry) must roll a D6 when they attack and hit their target on a
3+. This roll is never modified and the unit must test to see if it runs out of fuel regardless of if it
hits or not.

Heavy and Super-Heavy AT guns:


Most AT guns were able to fire both AT and HE rounds to deal with enemy targets. Tanks played
an important role in supporting infantry attacking defensive positions.
HE for heavy and super-heavy AT guns is increased to 1D6, unless their unit entry notes otherwise.

Horse Tows:
Horse drawn limbers and carts formed the backbone of most armies during the war.
Any nation can use the Horse Drawn Tow found in the Ostfront book.

Additional units:
The unofficial Ethiopian and Hungarian army list supplement PDFs will be recognised in Season
3 of the Format.
https://drive.google.com/a/fairfaxmedia.com.au/file/d/0B_bdXINVeeuMcUR4MDFqcUh3Y2M/
view
http://network.wwpd.net/pdf/Armies_of_Ethiopia.pdf

This is a living document!


This document has been developed by the community over the last 18months. Every 6 months
we refine this set of rules adjestments. If you have feedback or suggestions please drop by the
WWPD Bolt Action forums and add your ideas:
http://forum.wwpd.net/viewforum.php?f=21

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