Back to the Front: Bolt Action Michigan State Championships

Army Construction:


Players will use TWO forces. Each force may have no more than 9 order Dice.

Force One will be a 450 point Recon Force. (Only HQ, infantry (Squads and teams), Armored Cars, & Transports)

Force Two will be a 800 point force be constructed as normal army requirement.

  • The HQ of the two forces must be different ranks (i.e. one a First Lieutenant, the other a second Lieutenant, etc)
  • The two forces must be the same Nationality Army. (i.e. no mixing up Brits with US, German and Italians, etc)
  • Note - Free Units (ie British Forward observers/Russian squad) will not be available for use in the two smaller point forces, but ARE AVAILABLE in the 3rd round “combined” army. (the army counts as one unit for this - not two)

Theater Lists may be used in this event.

Unit restrictions (applies to total force – not each army) :

Max 1 unit with a flamethrower

Max 1 unit with a heavy howitzer (exception – French Free howitzer for combined armies)

Max 1 multiple launcher weapon may be taken.


  • No Special Characters/Heroes / War reporters / Naval Observers
  • Warplanes (as applied to optional Rules)
  • British Commonwealth units will follow the guidelines provided in the “Tough Gut” supplement. If you have questions please feel free to contact the tournament organizers. In simple terms, specialized units like Gurkhas, Maori, SAS, Commando, etc get their own special rules and do not get the national characteristic in addition. Use of the Gurkha MTO unit from Tough Gut is preferred over the basic rulebook Gurkha or Gurkha Para units.

House Rules

  • No Turrrent Jam
  • Tiger fear will not be in effect. Instead, all German tanks with light AT gun or larger get “Improved German Optics”, which means they do not suffer a shooting penalty with main armament when firing at long range. This does not apply to vehicle MG’s, howitzers or autocannons, only main anti tank guns that are AP4 or greater. The minus one armor penetration at long range is still in effect for all kinetic (non-HE) weapons.
  • Infantry inside armored (7+) transports do not take pins when the vehicle comes under fire by small arms. Fire from any weapon with armor penetration 1 or higher causes pins as normal.
  • MMG teams (Not vehicle mounted MMGs) firing at enemies within their range cause one pin automatically, and two pins total if a hit is scored on the unit.


All Models must be painted (WYSIWYG and at least 3 colors) and appropriately based.

In the case of “counts as” conversions, please make sure your opponent is clear as to what the conversion counts as prior to the game beginning

Models should be 28mm in scale.

FAQ & Errata: The FAQ & Errata will be used and can be found here:

Bolt Action 2 FAQ – Warlord Games US & ROW

*Note—this is the February 2024 release FAQ.

Army List:

  •  Players MUST have a copy of their tournament list Army lists are due by Sunday, Sept 1st, 2024. (1 bonus TP will be awarded for early list submission.)
  •  List submissions will be submitted by email to:
  •  List format should be done through easyarmy. (Note on EasyArmy – We all use it, we all love it. But double check those lists against the book.)

Best Table:

Our hobby has multiple facets – Players who would like to submit their table for use at the tournament, and be entered to win a prize.  If you are bringing a table of terrain please contact email us at and register for the Bolt Action Table competition.

Round Length:

  • Tournament Round 1 will be 1.5 hours
  • Tournament Round 2 will be 2 hours
  • Tournament Round 3 will be 2.5 hours

If a game has not concluded before TO indicates Game Time is up, the players must finish the current order dice, and then the game ends automatically. No more dice may be drawn out of the bag.


The match-ups of Round 1 will be random.

From the second round, players will be paired using a Swiss system (i.e. matching players on the same amount of Tournament Points (TP), in descending order).

Tournament Points:

Victory is calculated as described in the Scenarios being played and TP are awarded for victories, defeats and draws as shown below:

In addition to TP, players also record how many enemy dice they destroy during their games called Army Points (AP) These AP are used as a tiebreaker to pair off players who are on the same level of TPs or if the tournament is tied. The winner will be the player with the highest Army point total.

APs = Order Dice at 1 TP per order dice destroyed.


  • 1st Place
  • 2nd Place
  • 3rd Place
  • Sportsmanship
  • Painting
  • Best Table


Should be submitted by email to:

Event Information

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