Bolt Action has always been about nerve and timing. So, the dev team started by addressing last update backlash.
They say they are not ditching the tabletop DNA. Instead, they want every system to have a clear tabletop equivalent. Moreover, they brought in Alessio Cavatore for an in-office play session.
Reassurance First, Then the Philosophy
Previously, a quote about not making a digital Bolt Action worried people. However, the studio now stresses “spiritual equivalents” for every tabletop system. Furthermore, they say they will be conservative with changes overall. Still, they admit digital has fewer physical limits than tabletop. Therefore, a few rules may be explored in new ways. Crucially, they promise playtesting and community feedback before anything locks.
They also describe why Alessio’s visit mattered. In addition to dice and tape measures, the focus was design intent. Specifically, they highlight balancing historical authenticity with Order Dice flow. Consequently, their digital approach is built around the same pillars.
Six Buttons That Decide Everything
Bolt Action strategy is about committing to one clear action. Therefore, each unit gets one order per turn. Even better, these orders mirror the tabletop ruleset.
- First is Fire, which shoots with all weapons at full accuracy. However, you do not move, so positioning must already be right. Also, the PC version will show accuracy, modifiers, pins, range, and cover.
- Next is Advance, the classic move and shoot. Meanwhile, accuracy drops, so it is not always the safe default. In addition, certain units can pivot or do special actions here. Consequently, it stays flexible without being free value.
- Then comes Run, which doubles your advance move. However, you usually give up shooting to do it. Instead, you use it to flank, retreat, or grab cover fast. Also, terrain affects movement, which keeps it grounded. Importantly, Run can also set up close quarters assaults in the right conditions.
- After that is Ambush, which is reactive fire on the enemy turn. So, you trade your own action for a better shot later. Moreover, catching enemies moving can wreck their plan.
- Then there is Rally, which clears pins and restores control. Because pins reduce accuracy and reliability, Rally is often the real lifeline. In fact, they hype it as clearing all pins in v3.
Finally, Down is the defensive order. So, you boost survivability and blunt enemy pressure. Better yet, you can retain it next turn without activating. Therefore, it can feel like sneaking in a bonus action.
Summary
This diary is a love letter to Bolt Action’s real engine: the six orders. Moreover, the devs argue that winning is about plans, adaptation, and pin control. Therefore, Fire and Run matter, but Rally and Down can win games. Finally, they tease future diaries on campaign replayability and faction playstyles, and they ask which units people want most.
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