The Combat Company
TCC: Tankbusters- A Bolt Action Armoured Event (Sat 4th July)
TCC: Tankbusters- A Bolt Action Armoured Event (Sat 4th July)
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PLAYERS PACK
DATE: Saturday 4th July 2026
Location: The Combat Company
4/16 Hearne St, Mortdale, 2223
Parking: On-site and street parking are available.
Public Transport: The 945-bus line runs from Hurstville to Bankstown train stations.
COST: $40 per player ($20 ticket price and $20 prize pool)
WHAT: 1500 point Bolt Action armoured event replacing
the compulsory rifle platoon with a compulsory armoured
platoon.
POINTS: 1500 points
Tournament Format: 3 games, 2.5 hours per game.
Missions will be released 2 weeks prior to the event
Schedule
Day 1- Saturday
Registration/Set Up – 9am to 9:30am
Round 1 – 9:30am to 12pm -POINT ASSAULT
Break – 12pm to 12:30pm
Round 2 – 12:30pm to 3pm -SEEK & DESTROY
Round 3 – 3pm to 5:30pm -PENETRATING STRIKE
Prizes/Pack Up – 5:30pm to 6pm
Venue Closes - 10pm
Tournament Rules and Restrictions:
-The points limit for this event is 1500 and the compulsory rifle platoon normally required in Bolt Action V3 has been replaced by a compulsory armoured platoon. Players may take no more than two armoured platoons and one of any other platoon type.
-This event has an order dice cap of 20
-In addition to the platoon structure change, this tournament will be utilising the crew skills from the Tank Wars supplement from Bolt Action V2.
List Submission
-Lists should be contructed using the Warlord Games app or Easy Army.
-All Armies of Books up to Armies of Italy will be used , any other armies are to use the relevant Warlord pdf lists.
Please submit lists to: julian.hughes.moab@gmail.com by 01/07/2026
Scoring: Best Coast Pairings will be used to track scores for this event, the app is available from Google Play and Apple store apps.
Please register on Best Coast Pairings once you have purchased your ticket.
Best Coast Pairings Link: https://www.bestcoastpairings.com/event/375arvftSiqT
Tankbusters 2026 will be scored as follows
Win 10 points
Draw 5 points
Loss 0 points
Bonus Points:
2 points for destroying half the enemy force or more (order dice)
2 points for retaining half your force or more (order dice)
1 point per enemy command vehicle or officer team destroyed (maximum of 3)
1 point per friendly command vehicle or officer team remaining (maximum of 3)
2 points for destroying the highest value enemy unit
2 points for retaining your highest value unit
1 point for both players if the game goes at least 5 turns
Prizes:
Prizes will be awarded for first, second and third places, as well as best painted, sportsmanship and Hanoswag.
Every player is expected to receive a prize.
Prizes will be a combination of vouchers and physical prizes.
Refund Policy
Any cancellation withing 2 days of the event, ticket(s) won't be refunded. If you're unable to come, please email the TO asap so we can find substitute players.
Please keep in mind when purchasing a ticket that you're able to play ALL 3 games so we don't have byes after as it's not fair for other players who are hoping to play 3 games.
Tank Wars Crew Skills:
The Tank War crew skills will be used for this event.
Players may pick three vehicles in their list (armoured fighting vehicles only) to be upgraded with a crew skill.
Each skill may only be used once per game and you do not need to inform your opponent which vehicles have these skills until you activate them.
These skills are divided between command, gunner and driver skills and players may pick one from each group.
Players are advised that the command skill can only be assigned to a vehicle with the command vehicle special rule attached to it.
The skill list is as follows:
Command
Lucky- Play when the enemy is about to roll on the damage chart against this vehicle. The roll is not made and the vehicle suffers no further adverse effects from the hit.
Strict Discipline- Play before you issue this vehicle an order, the order is automatically passed and the vehicle loses any and all pin markers it had.
Eagle Eye- Play when this vehicle is nominated as the target of a ranged attack or an assault. If the vehicle has line of sight to the attacker then it may react by shooting at
the attacking unit with any one weapon mounted on the vehicle.
Motivational Leader- Play when you give this vehicle an order. When you use this skill, choose one of the vehicles in your list with the driver or gunner skill attached. That
vehicle may use their skill one additional time this game.
Battle Awareness- Play after both sides have deployed. If both players wish to use this ability then roll off to see which player goes first. You may redeploy this vehicle up
to 12 inches from its initial deployment location. This redeployment must still abide by deployment rules.
FOLLOW ME!- Play before you issue this vehicle an advance or run order. Choose a friendly vehicle with an active order dice within 12” and LOS to this vehicle. The chosen vehicle may put their order dice back into the bag.
Driver
Quick Reflexes-Play when an attack is declared against this vehicle. The vehicle may immediately make an escape reaction as if it had the Recce ability
Lead Foot- Play when you issue this vehicle a run or advance order. The vehicle movement is increased by 6” for this move
Crank Head- Play when you issue this vehicle a run or advance order. The vehicle may make an additional pivot of up to 90 degrees during this move
Eye for Terrain-Play when the vehicle ends it move at least 12” away from cover and any enemy units. The vehicle goes hidden as if using the hidden deployment rules.
Push Through- Play when this vehicle is given a down order for any reason (except when finishing a Recce move). The order die is changed from down to advance and the vehicle may advance instead, even if it had already acted this turn. If the vehicle is pinned, take order tests as normal.
Bulldozer- Play when you give this vehicle a run order. The vehicle may assault another vehicle without the need to pass an order test, even if the vehicle has pins. Futhermore the vehicle automatically rolls a 6 for the resulting assault.
Gunner
Deadeye- Play before you roll to hit. Add 3 to a single shot’s hit modifier. Remember that a result of 1 is still a miss regardless of modifiers.
Snap Shooter- Play after a target attempts to react. The target of the shot cannot react to being targeted, including abilities such as Recce.
Hair Trigger- Play after this vehicle makes a run move. The vehicle may shoot after the run move is completed.
Adrenaline Rush- Play after you fire this vehicles main gun, the main gun may be fired a second time this turn but must be fired at the same target. Note that the second shot will not benefit from the additional plus one to hit on anti tank guns against vehicles.
Skill Shot- Play when you give this vehicle a fire order. The Penetration value of the main gun shot is increased by D3. This applies to HE and AP.
Long Shot- Play before you select a target for this vehicles main gun. The range on the main gun is doubled for this shot.
