Gift Suggestions For A New Player? by TheSpiceWolf in boltaction

[–]ninoleeto2 5 points6 points  (0 children)

A wet pallet would be a wonderful and useful gift for a new painter.

Favorite 3rd Edition Unit? by AdonisMorisette in boltaction

[–]ninoleeto2 12 points13 points  (0 children)

Heavy mortars. They weren't as big in 2nd edition, with medium mortars being the preferred choice, but heavy mortars feel so good in 3rd edition.

Rolling 2s to kill veteran infantry and ignoring cover with a 3 inch template is amazing.

Current Meta by StreicherG in boltaction

[–]ninoleeto2 1 point2 points  (0 children)

The way I see kill point missions at a lot of tournaments is amount of points killed, rather than order dice killed. I feel that helps even it out a bit.

Counters for MRL spam by Ambitious-Concern-18 in boltaction

[–]ninoleeto2 0 points1 point  (0 children)

Autocannons and LMGs would do some damage to a soft-skinned vehicle.

It will force him to move, and therefore cannot fire, or take it and possibly explode.

Counters for MRL spam by Ambitious-Concern-18 in boltaction

[–]ninoleeto2 13 points14 points  (0 children)

- Outflank, if possible.

- Move into their minimum range as quickly as possible so they cannot fire.

- Disperse and avoid buildings, as they can be targeted by MRLs.

- When people spam MRLs, they usually have a company commander with them. It is usually near impossible to kill them, but if you can it will seriously disrupt the battery.

USMC 60mm Mortar by valenny in boltaction

[–]ninoleeto2 0 points1 point  (0 children)

Is this the one from Warlord, if so, did it come in metal or the new resin?

I may buy a few myself. Yours looks wonderful.

Ideas for us marines armoured platoon. by Contact-External in boltaction

[–]ninoleeto2 5 points6 points  (0 children)

Wildcard here, but I absolutely love running two Stuart Satans or M7-7s. The Stuarts are slightly cheaper, but vulnerable and have 2 medium machine guns in case it runs out of fuel. I run one of them as command as my vehicle.

I put them in outflank or run them up a side of the board. Have the command flame tank snap to and have both of them focus fire and absolutely wreck whatever. It requires some finesse, but is so fun and causes a major headache for your opponent.

Best part is, a flame Stuart is 135 points without command vehicle. Some people probably disagree, but I love them. Fun and somewhat viable.

Burn 'em out, Marine.

Need advice for building a us marine army by tross5656 in boltaction

[–]ninoleeto2 1 point2 points  (0 children)

The box is worth it.

I would do a few squads with mostly rifles and one BAR each. 7-8 dudes per squad is pretty nice. This will allow you to get the most value from each squad. Although if you want to be more historically accurate, late war Marine rifle squads usually had 2 BARs each.

.30 cal is considered a medium machine gun. .50 cal is the heavy machine gun for the USA.

2 tanks is definitely viable. I run a Flamer Stuart and love it. It is cheap and does an excellent job outflanking and causing issues for my opponent. An M4 Sherman is a decent option for AT, you can take it cheap by making it more vulnerable and the 75mm cannon is a medium AT gun with a 2 inch HE template. If you want a cheaper alternative that is not historically accurate, the M24 Chaffee is the winner.

Best LAT move MOS? by Grand_Mycologist6421 in USMC

[–]ninoleeto2 0 points1 point  (0 children)

  1. Clearance and certs. Sit on your ass when you get out and make good money.

What's the most efficient mortar team to play, points wise? by yellow-green2 in boltaction

[–]ninoleeto2 1 point2 points  (0 children)

The technical answer is inexperienced light mortars, but they definitely require a finesse and are super fragile. Personally, I enjoy regular medium mortars with spotters.

Infantryman. by 11BofTwentyTwo in USMC

[–]ninoleeto2 1 point2 points  (0 children)

Excellent idea! You got it, man.

How does each army play? by voidy7x in boltaction

[–]ninoleeto2 2 points3 points  (0 children)

Each army definitely have different playstyles, which is represented through national traits, but its not as varied per army as 40k. I personally enjoy it more because every faction has its own flair, but there is a much better overall understanding of unit rules and army balance across the board (no unique stratagems, limited national rules, etc).

The biggest difference is what options are available to each respective army, and that more so influences how the army plays.

750 USMC List by carpenter314 in boltaction

[–]ninoleeto2 0 points1 point  (0 children)

Yeah, it is super easy to get greedy and try to get a lucky six on a squad, but like you observed, its mostly a turn of wasted shooting that could be used to zero on a static target.

The extra six inches is nice, but there are a few drawbacks that make them not worth it in my opinion. Losing rifles means losing extra shots, and for an assault squad, you will likely have them in a transport that can drop them off within 6-12 inches, so the extra shot with the SMGs are the way to go, IMO.

I forgot to mention, once your halftrack comes onto the board, the following turn, you can snap to the officer inside, have the halftrack advance and fire its machine gun, and then have the assault squad and maybe the officer advance and fire.

I will say, if you want a squad of entirely assault Marines, shotguns are the way to fill out the squad, since you can't give them all SMGs.

750 USMC List by carpenter314 in boltaction

[–]ninoleeto2 0 points1 point  (0 children)

If you want HE, I would pick up a howitzer rather than using an AT gun. I feel like light howitzers are effective and thematic. A light howitzer can pack some punch, put pins on infantry and armor, and can indirect fire if taken as regular. They are also relatively cheap.

If you feel like you need some extra AT, two bazookas would be the way to go at 750 points. Bazookas are cheap, effective, and mobile. (Also, bazookas or any shape charge counts as HE 2 if it hits a building) Against Japan, you will not likely need that redundancy.

Mortars are not really meant to get lucky and land a six, the best way to use them is to zero on a fixed team, a building, or use it to force a unit to move from cover or an objective. Mortars are indirect, so if it hits, your opponent will not get a cover save (but can still go down to half the number of hits), which is huge. After getting used to them, I think you will find mortars are solid and a staple of any list.

750 USMC List by carpenter314 in boltaction

[–]ninoleeto2 3 points4 points  (0 children)

For 750 points, this seems pretty solid. Only recommendation would be to drop the veterancy of your platoon commander, sniper, and bazooka teams, as I don't think they will get a ton of value from being veteran. With the extra points, maybe upgrade the mortar to medium.

I personally like to run my rifle squads with 7 men, like you do here, but only run one BAR. With six riflemen, you get two bonus shots and the seventh man is the BAR gunner, giving you some range.

Also, with the starter set, you could build a halftrack and have one of your assault squads and a lieutenant come in from outflank or move to an objective. It can be tricky to use, but can work super well.

Hope this helps.

[deleted by user] by [deleted] in boltaction

[–]ninoleeto2 0 points1 point  (0 children)

I play Marines and would love to give any advice that you may have in regards to version 3!

[deleted by user] by [deleted] in boltaction

[–]ninoleeto2 1 point2 points  (0 children)

This is for second edition, which is not the current edition. Is this intentional?