LEARN TO PLAY GAME
Registration at 9:00 AM
Thank you for participating in this event! The goal is to familiarize you with the basics of BOLT Action on the tabletop and meet other players while having fun! New players are welcome and encouraged to attend, as we want to build up the local BOLT Action community!
Greg Spragg - Bolt Action Support
Entry fee: $25 & non-perishable food donation. Lunch is NOT included.
Registration: Tickets are for sale via Email Etransfer to bookings@nglb.ca
HISTORICAL BRIEFING: JUNO BEACH — JUNE 6, 1944
On June 6, 1944, Juno Beach served as the designated landing zone for the 3rd Canadian Infantry Division alongside the British 2nd Armoured Brigade, stretching roughly ten kilometers across the Normandy coast. Divided into two main assault sectors—Mike to the west and Nan to the east—the landings faced treacherous offshore reefs, rough seas, and heavily fortified German strongpoints linked by machine-gun nests and concrete pillboxes.
Nan White (Bernières-sur-Mer): The Queen’s Own Rifles of Canada landed under intense machine-gun and artillery fire from a massive German sea-wall strongpoint. Delayed landing craft forced troops to charge across open sand without immediate tank support, suffering severe initial casualties before breaching the sea wall, neutralizing pillboxes, and clearing the town.
Nan Red (Saint-Aubin-sur-Mer): To the east, the North Shore (New Brunswick) Regiment and No. 48 (Royal Marine) Commando touched down on Nan Red. They encountered a heavily fortified resistance nest anchored by a 50mm anti-tank gun in a concrete bunker. Infantry fought bunker-by-bunker to suppress the stronghold and secure the beachhead exit.
Despite heavy early losses, forces on Nan White and Nan Red successfully breached the Atlantic Wall, linked sub-sectors, and pushed further inland on D-Day than almost any other Allied division.
1. ARMY SELECTION
Factions: Players must commit to either Axis or Allies.
Points Value: 1,000 Points per player.
List Building: Forces must be fully legal according to the Bolt Action: Third Edition army selection rules.
2. TABLE & DEPLOYMENT SETUP
Table Specs: 16-Foot Long Custom Juno Beach Board.
Deployment Zone: Within 12 inches of long table edges.
Deployment Type: Prepared Positions.
THE SINGLE DICE BAG SYSTEM
To efficiently manage the massive scale of the Juno Beach Mega-Battle, a single, communal order dice bag system will be utilized:
The Master Bag: Every player’s order dice are placed into one central communal bag.
The Pull: 10 to 12 dice will be drawn from the bag simultaneously per batch.
Global Activation: When your die is drawn, you may immediately activate any one of your available units on the board.
Conflict Resolution (D6 Roll-Off): If two players wish to pass an order in the exact same tactical area simultaneously, both roll a D6. The highest roll acts first.
BUNKERS, PILLBOXES & CONCRETE STRONGPOINTS
Bunkers follow standard Bolt Action building rules with the following specific historical exceptions:
Access & Firing Arc: Bunkers can only be accessed through doors (not firing slits). Models can only fire towards/from firing slits, not solid concrete walls (applies to small arms and heavy weapons).
Cover Save (2+): Due to heavy reinforcement, units inside bunkers receive a 2+ cover save against all weapons (including HE, shaped charges, air-strikes, and artillery barrages).
Exception: Flamethrowers ignore this save and hit automatically without cover saves permitted!
Going Down: Units inside bunkers may choose to go Down when shot at. While this does not improve their cover save (as a 1 always fails), it halves the total number of hits suffered from HE and similar area weapons.
Structural Integrity: Bunkers cannot be set on fire by flamethrowers and are NOT destroyed by 10 hits like standard buildings. However, if a bunker suffers 12 or more hits from an HE weapon (including air-strikes/artillery barrages), it collapses, destroying the bunker and all units inside.
Assault Restriction: Tanks cannot assault bunkers, regardless of size or weight.
Each barbed wire section consists of two 6" x 1" strips laid out separately or adjacent.
Movement Restriction: Impassable to infantry and unarmoured vehicles.
Cutting Wire (Standard Units): Any infantry unit may attempt to cut a 6" wire length by moving into contact with it and issuing a Down order on the subsequent turn.
Initial attempt requires a roll of 6.
Each subsequent turn spent Down attempting to cut adds a +1 modifier (Turn 2: 5+, Turn 3: 4+, Turn 4:
3+, Turn 5+: 2+). A roll of 1 is always a failure.
Engineers & Equipment:
Engineering Units: Automatically succeed at cutting wire, but still require a Down order to complete the action.
Wire Cutters Upgrade: Any unit can be equipped with wire cutters at +1 point per model, granting a +2 modifier to all wire-cutting rolls.
Removal: If a 6" wire section is successfully cut at any point, the entire 6" section is immediately removed from play.
ATLANTIC WALL STRONGPOINT OBJECTIVES
Objective Locations: Bunkers, pillboxes, fortified machine-gun nests, and seawall markers placed across the beachhead.
Allied Mission: Break through designated kill zones, breach seawalls, and clear Axis strongpoints to capture objectives and push inland.
Axis Mission: Maintain defense lines and hold control of strongpoint positions through the end of Turn 6.
Victory Points: Each controlled Atlantic Wall Strongpoint awards 2 Victory Points (VP) at game conclusion.
GAME DURATION
Standard Length: Scheduled for 6 Full Turns.
Players are asked to maintain a steady pace of play to complete all 6 turns before the round timer expires.If time is called early, final VPs are tallied based on objective control at the end of the last fully completed turn.
Event Briefing & Operational Flexibility Notice: Minor operational tweaks or adjustments may be made to this player package on the event day to accommodate total player count, table spacing, or tactical flow. A dedicated event briefing and Q&A session will occur before the battle begins to clarify table rules and resolve setup questions.
9:00 AM - Doors open, registration and pairings
10:15 AM–12:00 PM - Gameplay
12:00–1:00 PM - Lunch
1:00–6:00 PM - Gameplay
Email Etransfer $25 to bookings@nglb.ca