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Wargamers! Before we dive into today’s diary, we’d like to address some of the feedback from our last update. We received many comments, especially about our statement that “we didn’t want to build a digital version of Bolt Action” which understandably raised some concerns. So let us reassure you: we are building our videogame with the goal of ensuring that EVERY system has a spiritual equivalent in the tabletop game.
Two weeks ago, we also had the pleasure of hosting Alessio Cavatore, Lead Designer of Bolt Action, for a special play session at Slitherine’s office. We spent the day rolling dice, measuring movement, and taking a deep dive into the mechanics and philosophy behind Bolt Action. Alessio shared the “why” behind the rules, how historical authenticity is balanced with the fluid Order Dice gameplay that defines the system. Understanding these core design pillars has been invaluable as we continue developing the game.
We’re doubling down on this approach and will be very conservative with system changes. That said, tabletop design has restrictions due to the medium. In a few cases we may explore how certain rules might look without those constraints, always aiming to improve the digital gameplay experience. Rest assured, all such changes will be playtested and we will listen to community feedback before locking them in.
Back to the Dev Diary…
Today we’re talking about the smallest menu in our game…where the biggest strategies are made.
Six buttons. Six verbs. And endless bad decisions.
Bolt Action combat is all about committing to your choices. “What is THIS squad going to do THIS turn?” You don’t get to do everything. You get to choose one order, one intent, one risk - and then live with the consequences.
The six Orders come directly from the Bolt Action tabletop ruleset. In this diary, we’ll break down how they work and what they mean for your strategy.
The Strategy of Bolt Action
If you’re a tabletop veteran, you know this already: Bolt Action isn’t won by destroying all enemy units. It’s won by having a plan and then executing it. And since “no plan survives first contact with the enemy”, being able to adapt is key.
The orders are how you execute the plan. The 6 core options that each unit has each turn. Even if the options vary a bit (or a lot!) depending on the unit type, the foundation remains the same.
The Six Orders
1) Fire
Fire commands your squad to shoot at an enemy with ALL their weapons*. The squad won’t move this turn to ensure all shots are made at full accuracy. Barring special rules (of which there are many), it doesn’t matter if your soldiers are carrying Rifles, SMGs, Assault Rifles or LMGs…if it’s within range, all weapons will fire.
PC Gamers, this is your basic shoot action with all data on the shot transparently displayed: weapon base accuracy, situational modifiers, range penalty, pin penalties and enemy cover.
2) Advance
Advance is your classic “move and shoot” order. In Bolt Action, this means your unit moves at its standard movement distance and fires with reduced accuracy. Additional rules will allow certain units (e.g Vehicles, Machine Guns) to perform different actions (like pivoting) during this order too. It’s a complex game…that’s the FUN part!
PC gamers, this is what you’re most familiar with. Your unit can move and shoot in the same turn. Bolt Action’s systemic depth will change your thinking and not make this your default action.
3) Run
Run doubles your standard Advance movement distance, but you won’t be able to shoot this turn* (hold your horses, veterans). It’s how you flank, retreat, grab ideal cover or rapidly advance on your enemy. Terrain affects movement distance, just like real life.
PC Gamers, this is the double move action. Use it to rapidly close distance, get to the objective faster or get the best positioning for future rounds.
*But of course, that’s not ALL it does. Run orders can also be used to initiate Close Quarters assault provided other conditions are fulfilled. We won’t get into details (yet) but this is a more “lethal”, high-risk, high-reward form of attacking.
4) Ambush
You choose to forgo your fire and move this turn. To shoot reactively, when the enemy moves in THEIR turn. If an enemy unit moves through your range, your units will FIRE, inflicting maximum damage (since they probably aren’t in cover).
PC gamers, you’ve seen this before. This is Overwatch. This is the “I’ll fire when I have a better shot on the enemy turn” action. Its place in Bolt Action is just as important, getting off a “better” shot on the enemy turn can ruin their plans. And really…isn’t that why we all play?