Grâce à une vidéo de Beasts of War d'une partie de démo de BA V2, on a pu avoir d'autres infos sur cette nouvelle version. Un site américain les a compilées.
https://chicagodice.com/2016/08/22/bolt-action-second-edition-changes/Orders
When you assign the Rally order you ignore any pins on the unit when taking the order test. This is a huge improvement to the game and the makes the Rally order a viable choice when a unit becomes pinned down. In first edition, the Rally order was a forlorn hope, in second edition, you will be able to get your troops back up and at ’em.
The Down order has the added bonus of giving all incoming fire a -2 to hit modifier (previously, -1) and if you choose to have a unit remain down you can remove an additional D3 pins from the unit at the end of the turn.
Weapons
All machine guns have an additional shot. That puts both LMGs and HMGs at four shots each with MMGs getting five shots. The German national characteristic, “Hitler’s Buzzsaw” applies as well, meaning German MMG teams will fire six shots!
The range of LMGs has been boosted to 36″. With the extended range and an extra shot, LMGs might be a viable option. For 20 pts you’ll get four, 36″ range shots. A considerable buff from first edition.
Assault rifle range has been reduced to 18″. Hopefully, this will cut down on the massive amount of assault rifle spam in the current meta.
Flamethrowers now roll to hit. When rolling to hit you ignore any cover modifiers, much like a shot from a sniper, and the damage remains the same as first edition.
Hits from HE weapons now use a template to determine how many hits are caused on the target unit. A Medium Mortar hits with a 2″ template. In first edition, a Medium Mortar hit with D6 HE. The 2″ template will allow for more consistent results but there is no way you will hit six enemies with a 2″ template. You can also hit multiple squads with one template, as long as you hit the most models as possible.
Units
When an officer activates, it can also activate a friendly unit within 6”. That is increased to 12” for captains and majors. Captains and majors can activate up to two units. When activating your officer, you take out an additional friendly die from the bag, assign them to a friendly unit in range and resolve in any order you like.
If a one is rolled when calling in the artillery, the marker moves 3D6″ in a random direction. Previously, your opponent got to choose the location of the marker during the misfire. Now, with a scatter die there is the chance that the bombardment will still hit the enemy.
Special rules
Huge changes to Flak. To counter the overpowered Forward Air Observer you now have the chance to stop the airstrike from happening. When an enemy plane comes in, you roll for all of your flak units in range of the chosen point of the attack. You need 5s to hit and need three or more hits. If you hit with three of more shots, you drive the plane off and no airstrike takes place. Keep in mind the additional shots that all machine guns have. Incoming fighters will be dropping a lot fewer bombs in second edition.
Terrain
A new terrain type, dense terrain, provides rules for terrain features like woods and large piles of rubble. Units can see into and out of anything deemed to be “dense terrain” but cannot see through it. This is a major modification to true line-of-sight and I am thrilled for the change.
Vehicles
Empty transports now act as weapons platforms and fire one weapon. However, empty transports that end their turn close to an enemy than a friendly unit are destroyed (just like in first edition). I am excited to see transports become more useful however I completely disagree with the empty transports getting destroyed when closer to an enemy unit. That rule makes it difficult to justify spending almost 100 pts. on a German armored half-track only to have it get destroyed by a lone U.S. GI running up to it.
Vehicles with recce cannot make a recce move if they have already activated that turn. This rule was in place as a house rule for many events and tournaments and it is good to see that is now officially included.
Pour les anglophones contrariés :
- Plus besoin de faire un test de moral pour déclarer un ordre de Rally. Il devient beaucoup plus intéressant à jouer pour enlever des pins.
- Le Down offre un malus de -2 pour toucher. Si on choisit de laisser l'unité en Down, on pourra enlever D3 marqueurs pins à la fin du tour.
- Les LMG, MMG et HMG obtiennent un dé supplémentaire (soit respectivement 4, 5 et 4 dés). La règle des Allemands "Hitler's Buzzsaw" marche toujours. Les LMG passent aussi à portée 36".
- Les fusils d'assaut ont leur portée réduite à 18".
- Les lance-flammes lancent un dé pour toucher mais ignore les couverts. Le reste de la séquence est ensuite réalisé comme avant.
- Les mortiers utilisent désormais des gabarits.
- Quand un officier s'active, il peut activer une unité amie à 6" (12" et 2 unités pour les Captain/Major).
- Sur un 1, le barrage d'artillerie se déplace de 3D6" dans une direction aléatoire donnée par un dé de dispersion.
- Pour contrer les attaques aériennes, tous vos dés de Flak sont mis ensemble. Il faut faire 5+ et obtenir 3 touches pour faire partir l'avion.
- Nouveau type de terrain : les terrains denses ! On peut voir dedans et depuis l'intérieur mais on ne peut pas voir à travers.
- Les transports vides peuvent désormais tirer avec leur arme. Par contre, comme avant, s'ils sont plus proches d'une unité ennemie que d'une unité amie, ils sont détruits.
- Les véhicules avec Recce ne peuvent plus faire leur mouvement spécial s'ils ont déjà été activés durant le tour.
A mon avis, ça présage beaucoup de bonnes choses. Je suis impatient de voir cette V2 !