Victory columbia games rules




















They may not retreat in combat! This allows them to be used to defend and hold home and captured cities, but not to march into battle, or even to hold supply line junctions outside towns, or take long sea journeys. Each player also places the four Supply units in the dead pile. These come on only during Production phases, but unlike Cadres can be built to the level of the supply available.

That is, a one-point city could bring in a one-point Supply unit, and a three-point city could bring in a three-point Supply unit, if it didn't use any of its supply elsewhere. Place the units on the board following the existing placement rules. Ground units have a maximum CV of 4, and start the game at that level.

Air units: have a maximum CV of 3, and start the game at that level. We strongly recommend this rule! Even at the reduced CV, air units still dominate this game.

In fact, we also use the following anti-bomber rules: Heavy Bombers hit their own ground troops on each 6 rolled. Self-inflicted flak attacks are rarer in our games than in the standard rules: for each 6 rolled in anti-aircraft fire, roll another die: on a 1, 2, or 3 you hit your own aircraft; on a 4, 5, or 6 you hit nothing.

Infantry units may fire twice in a battle: once at Air units and once at ground units. This represents the built-in anti-aircraft guns that most infantry units had attached to them. They fire at air units immediately after their Fighters fire, using the flak rule above.

If there are no enemy ground units, they only fire once during the turn, after their Fighters. If they fire at Air during the anti-aircraft phase, they may still use their normal combat turn to retreat. Not realistic, but we've instituted the rule to reduce the power of bombers, so we use it. We impose a starting limit on the number of air units allowed in the game per side. Depending on our mood, this is anywhere from four to seven units usually five or six. Naval units: if playing a game that is at least half a sea battle, then naval units have a maximum CV of 4, and start the game at that level, but use half CV rounded up against ground troops.

If fighting a game that is primarily a land battle, naval units have a maximum CV of 2 and start the game at that level. Their power is not halved against ground troops in this case. Submarines are not very useful in Victory as written. On the rare occasions we do play naval campaigns, we simply say that on the first combat round only , subs take their combat turn first - before any planes, even. They fire normally second and third rounds.

This allows them, if heavily outgunned, to retreat before any combat, or to get off one shot at enemy naval units before being discovered by planes. Otherwise, we leave 'em as they are. Other units, however, may regain multiple levels per turn if the supply is available. A 1-point city can be used to build a cadre, but it takes two turns worth of supply to do so.

During the production phase in the first cadre-building turn in a 1-point city, place the new unit face down, with a penny on top of it. In the second Production phase, remove the penny and stand the unit up, which uses 1 supply for that production turn. If the unit is attacked by ground troops during the intervening turn, treat it as having one step for purposes of taking hits.

It may not fire or retreat. It is immune to fire from air and naval units. We allow Supply units stacked with out-of-supply combat units to take the CV loss instead of the combat units. We also say that units stacked with a Supply unit are in supply , regardless of whether or not they can trace a supply line back to friendly cities. This means they can cut supply lines! Isolated Cities: an isolated city can only supply a number of units equal to the number printed in the city space.

Other units will be reduced 1CV each appropriate supply check phase. In addition, it must not be able to trace supply via sea spaces to another home city. Cities outside the home map: it is easier to isolate a city outside the home map. In this case, simply cutting the road supply lines anywhere along the route will do and blocking the sea supply, of course - you don't have to be adjacent to the city to cut supply lines.

Initiative: Instead of rolling for initiative - which can have disastrous effects - we bid Supply for initiative. It works great, and is highly recommended! Each player has eleven cards of the same suit from a deck of cards - the ace through ten and any one face card.

Treat the ace as a "1". Instead of an Initiative die roll, each player secretly chooses one card and places it face down on the table. When both have chosen, reveal them. The cards Ace through ten mean you're willing to give up production points currently stored on Supply units in order to gain the initiative. A face card means zero production points. The player who chose the higher card with a face card being the lowest, and ace the next lowest card wins the initiative. If tied, then use the dice system described in the regular rules.

The winner of the initiative must reveal enough Supply units anywhere on the board to cover his winning bid. The Victory game system is simple, fast and fun and is an accurate reflection of WWII unit abilities and combined arms combat. Only so many of one type of military unit can enter a battle. This leads to a logistical challenge to gather all your forces to attack a target at the same time. By popular demand, Columbia Games has re-released Victory with the Elite Units included with the main game!

This gives Victory even more depth with torpedo bombers, engineers, supply units and more! There are 12 extra maps available. Tactially rich, these geomorphic maps create anything from small skirmishes to entire wars. They fit together in numerous ways to create virtually unlimited battlefields of your choosing.

Get more armies for multiplayer gameplay or to set up neutral forces in special scenarios. There are six extra armies to choose from. Combine all the armies and extra maps to make for a grand scale battle of epic proportions! Also includes factories to customize and divide production into specific Air, Naval, and Army factories.

Air units can only be built in Air factories, and so on. Expansion rules are included. Have an climatic battle taking place in Victory? If you are looking for a starter set to introduce you into the blocks-genre or wargames in WWII in general, this is a perfect buy. The game has a high replay value and will probably see a lot of table time. And now, by popular demand, Columbia Games has re-released Victory with the Elite Units included with the main game!

This gives Victory even more depth with torpedo bombers, engineers, supply units and more! The base game comes with 4 geomorphic maps. These tactically rich maps will combine to create numerous battles. Up to six extra armies can be added for multiplayer gameplay or to set up neutral forces in special battle scenarios. Each army includes any stretch goal units that are reached in the campaign! A terrific deal!



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