Bolt action linked escalation (Tickets available)

19th December 2021 @ 9:30 am – 4:30 pm
Holmfirth Gaming centre
Unit 1 Albion Mill Miry lane Thongsbridge
Jay Muffitt

A one-day Bolt Action Linked Escalation (Tickets Available)
Tournament (750pts then 2x 1000 pts)
Sunday 19th December 2021 Holmfirth Gaming
Centre Entry Fee is £20 which includes

a buffet lunch.

For Further Details please contact Joe
Clark at or via

the Facebook Group

Holmfirth Gaming Centre
1 Miry Ln, New Mill,
Thongs bridge,

Entry Venue – £20 – per player this includes a buffet

Tournament Schedule

Event date = Sunday 19th December 2021

0930hrs = Enrolment
1000hrs – 1130hrs = 750-point game
1130hrs – 13305hrs = 1000-point game
1330hrs – 1400hrs = Grub Time and painting
1400hrs – 1600hrs = 1000-point game 1600hrs
onwards = wrap up and prize giving


1. All forces will consist of a single reinforced platoon.
2. As this is an escalation event the first game will be 750 points and the final
game two games will be 1000 points.
3.GENERIC LISTS ALLOWED. The 750-point list will be the basis for the platoon
and the tournament, and you may add up to an additional 250pts for game 2
and 3. These MUST be the same list. This means you may ONLY add forces to
the existing list NO SUBSTITUTIONS are allowed.
4. There will be a prize for the best themed army and best painted army, this
will be decided by the event organiser and a vote of peers.
5. The reinforced platoon must be selected using the army list section of any
one of the following supplement books:
• Armies of Germany
• Armies of United States
• Armies of Great Britain
• Armies of the Soviet Union
• Armies of Imperial Japan
• Armies of France and the Allies
• Armies of Italy and the Axis
• Additional units may be used from any other theatre books or officially
endorsed Warlord Games list.
HOW EVER YOU MUST provide the rules and costings for these.
7. The following are NOT to be used for this tournament:
8. No other optional rules i.e. fog, frostbite, desert conditions will be used for
this tournament
9. All players must email their army list(s), easy army format if possible, to by the Friday before the event.

10. Players will need to bring extra copies of their list on the day at least 2 x
copies will be required. One will be handed into the event organisers which will
be available for public display.
11. Each game will as a maximum time limit that is shown below:
 750-point game = 1 hour 30 minutes
 1000-point game = 2 hours

12. After the designated time limit is reached players must finish the current
turn and then the game ends automatically

13. Game 1 match ups will be random.
14. Games 2 & 3 will be matched using tournament points (TP) and casualty
points, as explained below.

15. This will be slightly different to your normal tournament. This day will be a
linked escalation where both sides will be split to Allies and Axis players. The
first mission will be the Demolitions scenario, the next scenario will then be
decided how well each side does. If there are more Axis’s wins then it will go to
Hold Until Relieved, and if there are more Allied wins then Breakout will be
played and so on. Below is a handy diagram …

This is meant to represent the continuation of a small raid, linking to a larger
offensive, or an unsuccessful raid having to fight to survive. It is designed to
play alternative scenarios than what is regularly played and plays more for the
theme of the event. The Games will be played on tables with terrain that has
been arranged by the organisers prior to the tournament starting. If there is a
draw at any point – We shall let the dice gods decide on the next game. All the
scenarios are detailed in the pack below and are taken from the Bolt action
Rulebook and WWPD.

16. Victory is calculated as described in the scenarios being played with
tournament points being awarded for victories, defeats and draws as shown
• Victory = 3TP
• Draw = 1TP
• Loss = 0TP
17. In addition to the tournament points players must record how many
requisition points (number of dice taken) of enemy units they destroy during
their games. These destroyed enemies’ points (‘casualty points’) are always
added together in a running total and will be used as a tiebreaker to pair
players that are on the same level of Tournament Points.
18. From Game 2 players will be paired using a Swiss system (i.e. matching
players on the same amount of TP’s in descending order). An attempt will also
be made to match Axis vs Allies. If this not possible it will be explained below.
19. In the case of more than two players having the same number of TP’s,
players will be matched in descending ‘casualty points’ total.
20. Where two players that have already met in a previous game are matched
to play each other again, they must randomly select opponents from the
players on the next table down. This rule does not apply on the top 2 tables
during the last game of the tournament.

22. The winner will be determined at the end of the last round of play,
according to the following criteria:
• The player with the most TP’s will be the winner.
• In the case of the top players having equal TP’s, the winner will be the
player with the highest casualty points.
• In the case that players have the same amount of TP’s and casualty


22. Whilst every effort will be made to ensure no Blue on Blue Games this
cannot be guaranteed so please apply the following: Open Bolt Action
Tournaments have a very relaxed attitude and basically encourage the idea of
simply collecting a force you like and turn up for a few games with friends,
where we suspend disbelief and enjoy the game without trying to make it
‘historically plausible’. However, if you wish to give it historical precedent or
explanation then you can relate to the many divisions within both Allied and
Axis forces. Perhaps an American unit has gone rogue on a hunt for treasure,
or it is a fight between two opposing political factions…whatever you wish,
however this is a tournament and we want it to be fun and competitive.

23. When this happens it will be decided by the organiser who is allied and
who will be axis for counting the victories.


Demolitions, Surrounded and Hold Until Relieved– Page 139, 146 and 145

The battle has raged on for days and your supplies are starting to dwindle. Just
when things are starting to look grim you hear the drone of a plane. The
needed supplies are dropped but unfortunately for you they land in no man’s
land. Your soldiers race to collect the needed provisions and ammunition.
Enemy troops have the same idea.

The mission uses 5, 40mm objectives.

One objective is placed in the centre of the table. Using this as a centre point,
the board is divided into 4 equal sized quarters.
Each of the remaining 4 objectives go in each of the four quarters. Both players
roll a dice. The highest scorer places the first of the remaining 4 objectives. It

must be placed in an unoccupied table quarter and not within 6 inches of any
table edge. It can also not be within 18 inches of the centre of the board or
within 12 inches of any other objective.
Once it has been placed, the lowest scorer places the 2nd objective using the
same rules. Players take turns until all 4 of the objectives have been placed.
Both players roll a dice. The highest scorer decides whether to be the attacker
or the defender.
The defender picks a side of the table and deploys half of his forces (rounding
down) within 6 inches of his table edge. The attacker then deploys half of his
forces (rounding down) within 6 inches of the opposite table edge. All other
units are left in Reserve (See Reserves on page 119 of the rulebook).

Objective: The aim is to hold the most objectives at the end of the game. To
claim an objective there must be a model from one of your infantry or artillery
units within 3 inches of the objective and there must be no enemy infantry or
artillery models within 3 inches of the objective.

First Turn: The battle begins. Note there is no first wave in this scenario. All
units not being held in reserve are deployed within 6 inches of the table edge
at the start of the game.

Game Duration: Keep a count of how many turns have elapsed as the game is
played. At the end of turn 6, roll a dice. On a result of 1, 2, or 3 the game ends.
On a roll 4, 5, or 6 play one further turn.
Victory! The side with the most controlled objectives at the end of the game is
the winner. If no side controls any objectives or if both sides control an equal
number of objectives, then CP’s will be used.

BREAKOUT Sometimes as a soldier you have no choice but to drive forward to
try and punch through enemy lines.

Both players roll a die. The highest scorer picks a table side and can place up to
three non-vehicle units on the table within 6 inches of their board edge. Their
opponent then does the same. Both sides must nominate at least half of their
remaining units to form their first wave. This can be the entire army if desired.
Any units not included in the first wave are left in reserve (see Reserves p119)
although units may NOT outflank during this mission.

Players must try to move as many units as they can into their opponent’s
deployment zone while causing the maximum amount of damage to their
opponent’s forces and not losing their own forces at the same time.

First Turn
During turn 1 both players must bring their first wave onto the table. These
units can enter the table from any point on their side’s table edge, and must be
given either a run or advance order. Note that no order test is required to
move onto the table as part of the first wave.

Game Duration
Keep count of how many turns have elapsed as the game is played. At the end
of turn 6, roll a die. On a result of 1, 2, or 3 the game ends, on a roll of a 4, 5, or
6 play one further turn.

Victory At the end of the game calculate which side has won by adding up
victory points as follows. If one side scores at least 2 more victory points than
the other then that side has won a clear victory. Otherwise the result is
deemed too close to call and honours are shared – a draw!
 Players score 1 victory point for every enemy unit destroyed.
 Players also score 1 victory point for every non-transport vehicle,
infantry, and artillery unit they have in their opponent’s deployment
zone. Immobilised vehicles and pinned units in that deployment zone DO
count towards this total.