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January 31st Bolt Action.net tourney! MuGu Games Everett WA


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Mugu games bolt action tourney bolt action.net format season 1  


On Saturday January 31st  MuGu games will be hosting a Bolt Action tourney, Doors open @ 10:00 AM and Games start @ 11:00


MuGu Games is located at

5233 Evergreen Way, Everett, Washington 98203 

• This will be a three game event FYI if we have an uneven number of players you may receive a bye.

• The point’s level will be 1250 points. Reinforced Platoon Selectors may be used for any nation. Reinforced Selector lists are limited to two reinforced platoons. You may also take one armored platoon if you choose an armored platoon you may not take a Reinforced platoon. So if you go armored platoon you get one armored platoon and that’s it.

• You may play army lists out of the main rule book but you may not mix units from army books.

• PDF’s are welcome! Even if that faction has an army book available.

• This event will be WYSIWYG WITH IN REASON (WHAT YOU SEE IS WHAT YOU GET) Meaning a model with a flamethrower or any weapon must be modeled so the guy/gal across the table will be able to identify it as such. Exceptions will be granted for certain models and vehicles bring them to the TO. The Idea is to make it so people can make good decisions during play but this is not meant to be crazy if you can make it so the guy/gal across from you can simply recognize what is what.

• You must bring 3 copies of a legible army list your main rule book, army book, Bolt Action order dice, Dice for game play, tape measure, tray for your army and something to mark units with pin markers. A Dice bag will be provided for each table.

• The entry fee is 20$ with 5$ going to the purchase of terrain for future tourneys 

• Rounds will be two hours and fifteen minutes with a 15 minute pre-game to go over army lists and meet your opponent.

• After the first game there will be a 30 minute break for lunch!

• 100% of the entry fee will go to prize support!

This will be a BoltAction.net tourney using the Bolt action.net format for scoring and rules.

Best Allied, Axis, and Minor General Categories. 

This includes Allied: United States, The Commonwealth, Soviet Union. Axis: Germany, Japan. Minor: Belgium, Bulgaria, Greece, Finland, France, Hungary, Italy, Netherlands, Norway, Poland, Romania and Partisans.

A player’s top three tournament results during the current season will be used to determine overall ranking score.

Hanoswag (player who best exhibits that list-making is not about selecting powerful units, but rather about facilitating a good time and depicting historical accuracy) which is judged by the tournament organizer.

Hanoswag rankings points are earned based on the number of tournament participants; so if a player wins Hanoswag in a ten-player event, that player earns ten Hanoswag rankings points. The organizer will rank each list in descending order, so the “worst” Hanoswag list will receive one point.

Hanoswag is used for tie brakers.

Best Painted which is voted on by participants.

Tournament Organizers will submit results to Judson@wwpd.net in Dot Net format. The spreadsheet used for scoring is located in the Downloads section of the http://www.boltaction.net site.

The missions for this event will be.

This event will be using the warplanes rules for this event.

Units in the Additional Units PDF, as well as anything printed in the “Armies of…” books and the “Battleground Europe” book are allowed. Named characters are not allowed!

The War Reporter or “Cameraman” rules are not allowed to be used.

Split transport optional rules are allowed.

Maximum Attrition You must win by 2 also there will be one objective in the table center.

You may only score with Infantry and artillery units or infantry units in transports forward deployers may never score. 

You must be within 3 inches of the objective with no enemy Infantry and artillery units or infantry units within 3 inches to score. 

You score 1 point each turn you hold the objective this point is only awarded if you control the objective at the end of a game turn.

Domination – from the Tank War book

Hold Until Relieved






Heavy and super-heavy artillery (this includes anti-tank guns and anti-aircraft artillery) require

appropriate transport in order to be moved. This includes coming on from Reserve or First

Wave. A player may choose not to include appropriate transport, however this means the

gun is automatically considered destroyed in any situation where it does not start on the

table. Tow counts as regular.

Any force may take an appropriately modeled tow unit that counts as a soft-skinned,

damage value 6+, wheeled transport with the Slow special ability, and a transport capacity

of any single light; medium; heavy; or super heavy gun team, for 15 points. Players are

encouraged to represent this tow unit with creative, historically accurate models such as

horse and limber teams.

Fixed Weapons:

Fixed weapons, when given an Advance order, may pivot on the spot up to ninety degrees

before firing at a -1 penalty, in the same manner as non-fixed weapons suffering the

movement penalty. Note that indirectly firing a fixed weapon still requires a Fire order.


All Light Machine Guns purchased for infantry squads cost 5 points rather than 20 points.

Vehicle Flamethrowers:

All Vehicle Flamethrowers are treated as Flamethrowers (the infantry version) with one

exception: A vehicle is not removed from play when it runs out of flamethrower fuel. It

always suffers the penalty on its own damage rolls for having fuel tanks, whether it has fuel

remaining or not. A vehicle with two flamethrowers rolls once and only once, per turn that it fires, to see if it

has run out of fuel. If it rolls a one or a two, both flamethrowers count as empty. Only one

morale test on its target is caused if both flamethrowers are used on the same target.


 All Open-topped vehicles with a 7+ damage value or greater receive pin markers in the same

manner as tanks. That is to say, the controller of a Regular Open-topped vehicle with a 7+

DV struck by small arms fire rolls a six-sided die. On a 1-3 result, the vehicle receives the pin

as normal. On a 4-6 result, the vehicle ignores the pin. A Veteran Open-topped vehicle with

a 7+ DV would ignore the pin without needing a successful die roll. An Inexperienced version

must receive the pin without any die roll. Note that regardless of the vehicle’s damage value,

only small arms fire is ignored in this way. All heavy weapons fire inflicts pins as normal.

Infantry aboard Open-topped Transports with a 7+ damage value or greater receive pins in

the same manner while they remain aboard the transport. Regular infantry has a chance to

ignore the pin; Veteran always ignores the pin; and Inexperienced always receives the pin in

the same manner as tanks. Of course, this means that the pins are only ignored or potentially

ignored when the firing weapon has no chance to damage the vehicle. Note that regardless

of the Transport’s damage value, only small arms fire is ignored in this way. All heavy

weapons fire inflicts pins as normal.

Armored transports (those with a 7+ damage value or greater) may fire up to one weapon

during an Advance or Fire order when they are empty, using the vehicle’s to-hit rating. When

transporting, all weapons may be fired as normal. Note that soft-skinned, 6+ damage value,

transports are excluded from this exception.

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