A Victory Complete Rulebook

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A Victory Complete Rulebook Special Ops Issue #3 A Victory Complete The Battle of Tannenberg, 1914 Table of Contents 14.0 Scenarios...................................................................... 10 1.0 Introduction ..................................................................... 1 14.1 The Campaign Game............................................... 10 1.1 Scale .......................................................................... 1 14.2 The Battle Of Tannenberg ....................................... 10 1.2 Components .............................................................. 1 14.3 The Battle Of The Masurian Lakes ......................... 11 1.3 Calculation Conventions ............................................ 1 14.4 Victory Points ........................................................... 11 1.4 Fog Of War ................................................................ 1 14.5 Sudden Death Victory ............................................. 11 2.0 Game Components ........................................................ 1 14.6 Reinforcements Table .............................................. 12 2.1 Map ............................................................................ 2 15.0 Credits .......................................................................... 12 2.2 Combat Units ............................................................. 2 16.0 Expanded Sequence Of Play ....................................... 12 2.3 Headquarters............................................................. 3 2.4 Command Chits ......................................................... 3 1.0 INTRODUCTION 2.5 Markers ...................................................................... 3 A Victory Complete is a two-player game that recreates the 3.0 Preparation For Play ...................................................... 3 stunning German victory over Russia at the beginning of World 4.0 Sequence Of Play .......................................................... 3 War One. The Germans must use superior command control, interior lines, and the mobility provided by railroads to stop the 5.0 Stacking ......................................................................... 4 large but lumbering Russian army. The Russians must try to pin 6.0 Zones Of Control ............................................................ 4 the Germans down and bring their superior numbers to bear. 7.0 Command ....................................................................... 4 A Victory Complete is based on the popular game A Victory 7.1 Command Chit Selection ........................................... 4 Lost and its progeny. 7.2 Command Execution ................................................. 4 1.1 SCALE 7.3 HQs And Activation.................................................... 4 A hex represents approximately 10 kilometers of terrain from 7.4 HQs And Combat Support ......................................... 5 side to side. Each turn represents about a two day period. 8.0 Movement ....................................................................... 5 Combat units are primarily divisions. 8.1 Movement Procedure ................................................ 5 1.2 COMPONENTS 8.2 ZOC Effects On Movement ...................................... 5 • One 34” by 22” map 8.3 Strategic Movement .................................................. 5 • 146 1/2” counters 8.4 Rail Movement ........................................................... 6 • This rulebook 9.0 Combat ........................................................................... 6 1.3 CALCULATION CONVENTIONS 9.1 Combat Principles ..................................................... 6 When halving or quartering, always round down any fractions. 9.2 Combat Procedure .................................................... 6 If more than one calculation is made, retain any fractions until 9.3 Combat Ratio Determination ..................................... 6 final odds calculation. 9.4 Combat Result Determination ................................... 7 EXAMPLES: One half of 5 is 2.5 and is rounded down to 2. 9.5 Retreat ....................................................................... 7 One quarter of 3 is 0.75, rounded down to 0. 9.6 Advance After Combat .............................................. 7 When two combat units stacked in a hex must halve (or quar- 9.7 Retreat Before Combat .............................................. 8 ter) their combat strengths, first add them up before halving 10.0 Supply........................................................................... 8 (or quartering), and then round down. 10.1 Supply Status And Phase Sequence....................... 8 Calculate odds by dividing the combat strength of the attacker by the combat strength of the defender and rounding down 10.2 Being In Supply ....................................................... 8 to the nearest column on the Combat Results Table. Odds 10.3 Supply Status Effects .............................................. 8 above 6-1 odds use the 6-1 column on the Combat Results 11.0 Reinforcements And Replacements ............................ 9 Table; odds below 1-3 use the 1-3 column. 11.1 Reinforcements ........................................................ 9 1.4 FOG OF WAR 11.2 Western Front (WF) Reinforcements ....................... 9 Except when calculating the odds for an attack he has com- 11.3 Russian Optional Reinforcements ........................... 9 mitted to make, a player cannot examine the units in an 11.4 Replacements .......................................................... 9 enemy stack. He can observe the stack’s top unit (or marker) 12.0 HQ Special Rules ......................................................... 9 only. A player cannot cancel an attack after announcing it. 13.0 Hoffman And I Corps .................................................... 9 This means that a player can hide his units through the judi- cious (but always legal!) placement of markers and HQs. 13.1 Hoffman ................................................................... 9 13.2 I Corps ..................................................................... 10 2.0 GAME COMPONENTS You will need one coffee cup or similar opaque container from which to draw Command Chits. This is the “Draw Cup.” 403 Headquarters Drive, Suite 7, Millersville, MD 21108 AVC 1 Special Ops Issue #3 2.1 MAP 2.1.1 Map Edge and Coast Hexes: Only hexes which have The map represents the parts of East Prussia, what is at least 50% terrain visible are playable. However, even the modern-day Poland, and Russia over which the historical slightest piece of terrain along the Baltic coast is considered campaign was fought. A grid of hexagons (hexes) is super- playable. Units forced into unplayable hexes are eliminated. imposed on it to facilitate positioning and movement of the Should players not able to decide, roll a die to settle any playing pieces. Several charts, tables, tracks, and boxes are disputes. printed around the map: 2.1.2 Entry Hexes: Map-edge hexes A – H are Russian- • The Turn Track is used to record the turn currently in only entry hexes, and I – M are German-only. Entry hexes progress. It also provides information on maximum rail are used for supply (10.2.3), control of victory point hexes capacity for each turn, replacements, and HQ activa- (14.4.1), reinforcements (11.1), and off-map rail movement tion. Place the Turn Marker here to show the current (8.4.3). turn. Advance the Turn Marker one box each time both 2.1.3 Bridges: A river hexside crossed by railroad or a players have completed their “Player Turns.” bridge symbol is a bridged river hexside. Any other river • The Rail Capacity Track can be used by both sides to hexside is an unbridged river hexside. keep track of remaining rail capacity. 2.2 COMBAT UNITS • The Combat Results Table (CRT) is used to resolve 2.2.1 Combat units represent the military forces that histori- combat. cally took part in the campaign. All combat units are color- • The German and Russian HQ Pool and Used HQ Boxes coded by nationality. As used in these rules, the word “unit” are used to hold available and used HQs. includes “combat unit” and “headquarters unit” (2.3). • The Max Hoffman Box is used to hold the Max Hoffman 2.2.2 The numerical ratings and symbols printed on combat counter. units can be read as follows: • The 8th Army Commander Box is used to show who • Unit ID: This indicates the number or name of the unit. currently commands the 8th Army. • Unit Size: This indicates the size of the unit, e.g., divi- • The Terrain Effect Chart (TEC) provides a map key and sion. shows the effects of the different terrain features on • Corps Color: The color of the unit’s type symbol indi- movement and combat. cates what corps it belongs to. • The Western Front and Russian Optional Reinforce- • Unit Type: The symbol indicates the type of the unit. ment Boxes are used to hold the German Western Front • Movement Factor: This rating determines how far the reinforcements and Russian Optional reinforcements unit can move, and is expressed as a number of Move- until committed. ment Points. • The Western Front Reinforcement Table is used to • Attack and Defense Factors: These ratings are used to determine the entry of the German Western Front Rein- resolve combats. forcements. • Turn of entry: This is on the right side of the counter. Counter Key Unit Types Unit Turn of Size Unit Entry ID German Infantry German Infantry (Full Strength) (Reduced Strength) Unit Type Defense Corps Or Color Factor Russian
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