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Bolt Action - Dev Diary #1: Reimagining the Front Line

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Published on January 26, 2026

Hello everyone! We’re very excited to start bringing you regular updates from the development trenches.

We know the skepticism that comes with a beloved license. We’ve all seen "PC adaptations" that strip the soul out of a tabletop game to make it "accessible." So our designers spent weeks in "boot camp”: reading rulebooks, painting minis, rolling dice, measuring distances with tape , and feeling the genuine panic of a FUBAR roll.

We learned a lot, and we’re still learning. But the one thing we DID know from the beginning was that we didn’t want to build a digital version of Bolt Action. Bolt Action already exists! Playing a table-top experience will always remain special. 

What we want is the best Turn-Based Tactics videogame built on the Bolt Action ruleset. Sharing the game we love with a different audience.

The Mechanics: Authentic Bolt Action

In game design, the medium decides how rules and mechanics are adapted. Board games and video games are very different mediums but we’re committed to translating the spirit of the rules (when possible). 

We’ll do deep dives on where the PC game differs dramatically from its source. But first, let’s celebrate all that is still the same.

1. The Six Orders

We haven't touched the fundamental decision-making loop. Every time you activate a unit, you are faced with the exact same six tactical choices.

  • Fire: Optimal shooting, no movement.

  • Advance: Tactical movement with a penalty to fire.

  • Run: Double movement, no firing.

  • Ambush: Reactive fire during the enemy's turn.

  • Rally: The essential cleanse to remove pins.

  • Down: Reduced chance to be hit.

2. Suppression: Pins, Order & Morale

  • Pinning units to decrease accuracy and force order tests is as important as killing them.

  • Positioning units to maximize officer morale bonuses and abilities is critical.

  • Units are not just health bars, they won’t fight to the last man, they can be broken.

3. Penetration, Armor and Facing

Vehicle combat is a game of penetration and positioning. Just like on the tabletop.

  • Armor Values: Tanks have armor. Small arms will not damage them.

  • Penetration: That Light Howitzer with the 25-PDR AT Shell is exactly what you’ll need to take out that Panzer. Just find the right angle.

  • Facings: We calculate front, side, rear, and top armor. Hitting an open-topped, armored vehicle with a mortar remains a viable (and satisfying) tactic.

4. High Explosives (HE), Direct & Indirect Fire

We’ve preserved the technical distinction between Direct and Indirect fire.

  • Ranging In: For indirect fire (e.g. Mortars), we’ve kept the "Zeroing In" math. Your first shot against a static target is less accurate, and improves each turn.

  • AoE Damage: Units have varying high explosive radii, which applies more pins and deals area damage. 

  • Modes of Fire: Some units can have different modes of fire. E.g. Howitzers can do direct or indirect fire.

5. Platoons, Point Costs & Experience Levels

Platoons are still the structure that determines which units you can take in your army. All units still have point costs and experience levels. All hail the inexperienced light mortar!

  • Experience Levels: Squads can be inexperienced, regular or veteran. This affects their health points, morale and evasion.

  • Platoon Variety: What’s your flavor: Armored or Artillery? The best kind of question. Personally, we love Engineers with Flamethrowers.

6. Squad Loadouts & Customization

Your army is unique and customizable. You have the same granular control over your roster as you do when building a physical army list.

  • Infantry Granularity: Add riflemen (within limits) to your squad, equip an LMG (Team Weapon), or swap your NCO’s rifle to a Submachine Gun for assault.

  • Vehicle Upgrades: A tank is a modular platform. Upgrade your Sherman with a pintle-mounted .50 Cal for an extra anti-infantry punch, or pay the premium for Veteran crews to increase your Morale and "Snap to Action" reliability.

  • Visual Customization: And of course you can customize the look of your army. Choose your division, customize your colors. Be creative, we dare you.

The Road Ahead

We’re  building a game for the person with five unpainted armies sitting on their shelf, but also for the strategy fan who wants a WWII game with complex rules and deep gameplay.

This is just the beginning. Over the next few diaries we’ll dive into how your favourite mechanics have been adapted. Everything from Order Dice Economy to Pins and Morale Systems.

Community Question: Which national characteristic are you most excited to see in action? The American "Fire and Maneuver," the British "Artillery Support," or the dreaded German "Hitler's Buzzsaw"?

Tell us in the forum. We’re listening.

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