
We use cookies to help give you the best possible experience on our site. Strictly necessary and functional cookies support login and shopping cart features, they cannot be disabled. Performance cookies support site performance analysis. These are optional and will be disabled if you click on Reject.
By clicking Accept you agree to our use of Performance cookies as detailed in our Privacy Policy.
Wargamers! Today, we kick off our faction roster spotlights with the United States. In Bolt Action, American doctrine centers on mobility, logistical depth, and semi-automatic firepower.
Fire and Maneuver: US infantry equipped with standard-issue M1 Garands lay down a staggering volume of fire, gaining an extra shot for every three riflemen in the squad. This lets them push towards an objective while keeping up accurate rifle fire.
Air Superiority: Forward Observers can call in two air strikes per battle.
*We're only covering each nation's core rules in dev diaries.
Command & Tactical Coordination
A US platoon operates as an integrated combined-arms team, anchored by flexible officers and unified forward spotting:
Forward Observers: As previously detailed, we’ve streamlined artillery spotting: Forward Observers boast extended sightlines and double as spotters for all indirect artillery across your force. Deployed ahead via Infiltrator, they also coordinate devastating air strikes to harass enemy armor and gunlines.
Platoon & Company Commanders: As in every army, officers steady nearby squads and use Snap to Action to activate several units at once.
Field Medic: Accompanied by up to two assistants, the Medic provides frontline triage, rolling on a 6 to negate fatal casualties on nearby infantry squads.
Line Infantry & Elite Specialists
US squads combine versatile weapon options with high battlefield mobility:
Regular Infantry Squad: The tactical backbone (6 to 12 men). Equipped with M1 Garands, optional NCO submachine guns, and an M1918A2 BAR. Benefiting from the extra volume of the Fire and Maneuver rule and eligible for the Tough Fighters close-quarters upgrade, they dominate mid-range firefights through sheer weight of fire.
Rangers Squad: True to their motto, Rangers possess the Rangers Lead the Way! rule, granting a free full-speed advance after deployment before Turn 1 begins. This gives them a head start when moving towards key positions. Operating in 5-to-11-man squads, their riflemen can swap weapons for up to three SMGs, a BAR, and an optional light machine gun to storm enemy positions.
Intelligence & Recon (I&R) Squad: Compact 4-to-9-man reconnaissance units that leverage forward positioning and stealth to scout terrain, strip enemy fog of war, and contest key flanking lanes.
Their Recon Troops rule extends their sight range by 50%, peeling back enemy fog of war on your flanks.
Combat Engineers Squad: Built for urban fighting and fortification clearance. Engineers carry anti-tank grenades and can plant a Demolition Charge that detonates next turn, heavily damaging bunkers and buildings.
Sniper Team: A 2-man infiltration marksman team. Their scoped Springfield rifles ignore cover modifiers to eliminate high-value officers, heavy weapon crews, and forward observers.
Heavy Weapons & Fire Support
When advancing riflemen meet fortified positions, US support teams provide suppression and indirect bombardment:
Tripod Machine Guns (.30 Cal MMG & .50 Cal HMG): Sustained fire to pin down enemy infantry and lock down approaches. The heavy .50 Cal "Ma Deuce" adds a +1 Penetration modifier to shred light vehicles and transports.
Light Mortar Team (60mm M2): Highly mobile indirect fire. Because it lacks the Fixed weapon penalty, this 3-man crew can advance alongside infantry to lob HE shells over line-of-sight blockers.
Medium Mortar Team (81mm M1): A heavy indirect battery packing a 1-tile HE blast. Operating under our visual dispersion system, its scatter radius steadily contracts with each consecutive turn fired, zeroing in on targets in its own line of sight or spotted by your Forward Observer.
Beta Feature Spotlight: We're testing heavier suppression for tripod-mounted MGs. A burst that misses still inflicts 1 Pin; one that hits inflicts 2. The rule is on by default and can be toggled off.
Mechanized Mobility: Jeeps & Half-Tracks
American mechanized doctrine keeps support elements rapidly redeployable across the entire map:
Willys Jeep: An agile, inexpensive transport (Armor 6+) carrying 3 passengers. Ideal for repositioning commanders, observers, and weapon teams. It can also mount a pintle MMG or HMG to act as a light harasser.
M3 Half-Track: The workhorse armored carrier (Armor 7+). Transporting up to 10 men across open ground, the M3 comes armed with a forward pintle weapon and can mount up to three additional pintle MMGs, transforming it into a rolling gun platform.
A Quick Quartermaster's Note: This isn't the entire US arsenal! Today, we’re focusing on the tactical backbone that forms the everyday core of your platoon.
There’s plenty more to come, including heavier additions we’ll showcase closer to release.
The Road Ahead
With high-volume Garand rifle lines, devastating .50 caliber heavy support, unified artillery spotting, and rapid armored transports, the US roster gives you everything needed to dictate the tempo of battle.
Next time, we’ll be crossing the Atlantic to review the specialist infantry and versatile armor of the British forces!
Community Question: When commanding US forces, do you plan to favor an aggressive Ranger and mechanized Half-Track assault, or a methodical infantry advance backed by indirect fire ? Let us know in the comments below!