I am having another go at updating my SMLE WW2 Skirmish game. I had opportunity to play Bolt Action a few weeks ago. The game was set up as Ardenes, USA regular platoon plus 1 field gun defending an ammo depot at a river crossing. vs German veteran platoon plus Stug(H), Field gun, and Pak 40 on table. Additional tanks for both sides came on during the game.
I was playing the Americans. Units were on the table when I started. Most of my units were placed in woods. Others dashed to cover. All units were visible on the table. This buggered my Ambush orders as the Stug sniped my one Bazooka team before moving into range. They also took out my artillery spotter when the ref helpfully pointed out his hiding place. Twenty dice vs one chap! After that it was pretty much fire everything you've got, and buckets of dice.
Casualty rates are horrendous, gratuitous overkill, ineffective cover, short ranges for the figure scale. The Jerries won.
I can see why it's popular. It plays very quickly, the game mechanisms appear simple, the toys are pretty, and it is very well supported, but it didn't suit me. However, it did get me thinking about SMLE again. I have revised my rules for Cover and Concealment and added a Task roll for spotting Concealed elements. Further modifications are in process...
Cover and Concealment
Concealment or Soft Cover makes the target harder to see (and shoot at) but provides little protection from incoming fire. Elements in Soft cover gain a -2 modifier to hit.
For example: woodland, fence or hedge lines, foliage, bushes, long grass, curtains or internal partitions.
Hard Cover provides physical protection to the target and may stop incoming fire. Elements in Hard cover gain a -3 modifier to hit. They may also get some protection from hard cover for effects of hits, but I have not looked into that yet.
For example: Foxholes, entrenchments, prepared positions, concrete, brick or stone walls and buildings, ditches, hedge or river banks, raised roads, sandbags, barricades or vehicle armour.
Cover and Concealment can be linear such as a hedge, wall or ditch, or a defined area such as woodland, buildings, broken ground, etc. The extant and area of effect should be clearly defined on the table. Figures get benefit of cover or concealment if they are within an area of cover, or behind and within two inches of linear cover.
If a target element is moving into or out of cover, they are more difficult to hit. If a target figure could claim advantage for two or more different cover modifiers. e.g. Moving out of soft cover, into and out of sight into hard cover. Then just apply the modifier for the best cover. i.e. Hard Cover -3.
An element in cover or concealment can observe (and shoot) out of an area of cover or through linear cover if they are within 2 inches of the edge or line. If they are deeper within an area of cover, they cannot see out or be seen by an element outside the cover. This may be adjusted by scenario or terrain types and lighting conditions.
A team or figure that starts the game in Cover or Concealment should remain hidden until:
- They open fire;
- They move out of concealment in sight of an enemy unit;
- An enemy moves within Close Range (4 inches);
- They are located by a successful spotting attempt.
- They reveal themselves, either on purpose or by mischance.
You can use a discrete marker e.g. a dice or counter to indicate the general location of a concealed team. Once revealed, the team or figure should be placed on the table. Depending on scenario it may be appropriate to include some dummy markers.
Fire may be directed at a suspected enemy in concealment. Activation modifiers for being under fire are applied to the concealed unit. But no hits are counted against them until revealed.
Spotting Concealed Figures
An element within line of sight may attempt to spot a concealed enemy by making a Task roll against the suspected enemy position. One attempt per team is allowed each round. Appropriate modifiers should be applied to the roll. Special equipment such as binoculars or telescopic sights give a +2 modifier..
- If the roll is successful, and there are enemy at that location then one enemy figure is placed on table. If there are no enemy at that location this should be confirmed too.
- If the roll is successful and scores a double i.e. two sixes or two fives then all the figures in the enemy element are revealed and placed on table.
- If the roll is unsuccessful, then no enemy are revealed. The spotting team can attempt to spot again in the following round.
- If the roll is unsuccessful and scores a double i.e. two ones or two threes then no figures are revealed and no further attempts to spot may be made by that team against that position.
A Concealed element may reveal their location by mischance if they fail a task roll when moving along linear cover, moving within an area of cover, or observing from cover. This only applies if there is an enemy element within line of sight that could spot the concealed element.
- If the roll is successful, then the element remains concealed.
- If the roll is unsuccessful, then one figure is placed on the table.
- If the roll is unsuccessful and scores a double i.e. two ones or two threes then all the figures in that element are placed on table.
These rules benefit from having a referee or umpire supervise the game. In the absence of a referee, then common sense should always be engaged.




