rules av complete 1.4
TRANSCRIPT
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A Victory CompleteTannenberg 1914
TABLE OF CONTENTS
1.0 NT!O"#CTON
1.1 Scale1.$ Components
1.% Calculation Conventions
1.4Fog of War
$.0 &A'E CO'(ONENTS
$.1 Map
$.$ Combat units
$.% Headquarters
$.4 Command Chits
$.) Markers
%.0 (!E(A!ATON FO! (LA*
4.0 SE+#ENCE OF (LA*A. Rail Capacity Adustment !hase
B. Reinforcement and Replacement !hase
C. Command Chit Selection !hase
".Command Chit "ra# !hase
E. Supply !hase
F.$nd of %urn !hase
).0 STAC,N&
-.0 ONES OF CONT!OL
/.0 CO''AN"
/.1 Command Chit Selection
/.$ Command $&ecution/.% H's and Activation
/.4H's and Combat Support
.0 'OVE'ENT
.1 Movement !rocedure
.$ ()C $ffects on Movement
.%Strategic Movement
.4Rail Movement
9.0 CO'BAT9.1 Combat !rinciples
9.$ Combat !rocedure
9.% Combat Ratio "etermination
9.4 Combat Result "etermination
9.) Retreat
9.- Advance After Combat
10.0 S#((L*
10.1Supply Status
10.$ *eing in Supply
10.% Supply Status $ffects
11.0 !ENFO!CE'ENTS AN"!E(LACE'ENTS
11.1 Reinforcements
11.$ Western Front Reinforcements
11.% Russian )ptional Reinforcements
11.4 Replacements
1$.0 + S(ECAL !#LES
1%.0 OFF'AN
14.0 SCENA!OS
14.1%he Campaign +ame
14.$ %annenberg
14.%%he *attle of the Masurian ,akes14.4 -ictory !oints
14.) Sudden "eath -ictory
14.- Reinforcement %able
1).0 C!E"TS
1-.0 E2(AN"E" SE+#ENCE OF (LA*
1.0 NT!O"#CTON
A Victory Completeis a t#o.player game that recreates the stunning +erman victory over Russia at the
beginning of World War )ne/ %he +ermans must use superior command control0 interior lines0 and themobility provided by railroads to stop the large but lumbering Russian army/ %he Russians must try to
pin the +ermans do#n and bring their superior numbers to bear/
A Victory Completeis based on the popular gameA Victory Lostand its progeny/
1.1 SCALE
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A he& represents appro&imately .... kilometers of terrain from side to side/ $ach turn represents about a
.... period/ Combat units are primarily divisions/
1.$ CO'(ONENTS
7map8 7counters8 %his rulebook
7charts8 7dice8
1.% CALC#LATON CONVENTONS
When halving or quartering0 al#ays round do#n any fractions/ 9f more than one calculation is made0
retain any fractions until final odds calculation/
EXAMPLES: One half of 5 is 2.5 and is rounded down to 2. One quarter of 3 is 0.75 rounded down to0.
When t#o combat units stacked in a he& must halve :or quarter; their combat strengths0 first add themup before halving :or quartering;0 and then round do#n/
Calculate odds by dividing the combat strength of the attacker by the combat strength of the defenderand rounding do#n to the nearest column on the Combat Results %able/ )dds above 6.3 odds use the 6.
3 column on the Combat Results %able< odds belo# 3.= use the 3.= column/
1.4 FO& OF 3A!
$&cept #hen calculating the odds for an attack he has committed to make0 a player cannot e&amine the
units in an enemy stack/ He can observe the stack>s top unit :or marker; only/ A player cannot cancel anattack after announcing it/ %his means that a player can hide his units through the udicious :but al#ays
legal?; placement of markers and H's/
$.0 &A'E CO'(ONENTS
@ou #ill need one coffee cup or similar opaque container from #hich to dra# Command Chits/ %his isthe "ra# Cup/B
$.1 'A(
%he map represents the parts of $ast !russia0 #hat is modern.day !oland0 and Russia over #hich the
historical campaign #as fought/ A grid of he&agons :he!es; is superimposed on it to facilitate
positioning and movement of the playing pieces/ Several charts0 tables0 tracks0 and bo&es are printedaround the map
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Trn o: entry< %his is on the right side of the counter//
L9% A**R$-9A%9)LS )L %H$ C)L%$RS
R Reserve,W :l#; ,and#ehr :brigade;
WF Western Front
)!% )ptional$rJ $rsatJ :replacement;
, ,tJen
*rd *redo# "etachmentSi Siberian
Fi Finnish
%k %urkestan+ +uard
$.$.% Combat Strengt;< Most combat units have a full.strength side :front; and a reduced.strength
side :back; #ith decreased combat strength< some only have a full.strength side :their back is blank;/Combat losses flip a combat unit to its reduced.strength side :or eliminate it if it has no reduced.
strength side;/
$.% EA"+#A!TE!S
$.%.1Headquarters :H'; represent the high.echelon formations that historically took part in thecampaign/ H's areunits0 and are color.coded like the combat units0 but H's are notcombat units/
$ach H' has a Combat Support Mode on the front of its counter and a Movement Mode on the back/
As used in these rules0 the #ord unitB includes H'B and combat unit/B
$.%.$%he numerical ratings and symbols printed on H's can be read as follo#s
Corp6 "e6ignation Color< %his color corresponds to the corps color of the combatunits belonging to the same corps/
Comman !ange< %his rating is used to determine #hich combat units the H' can
activate :N/=;/ Lote the different Command Range for Combat and MovementModes/
Combat Spport< %his number appears on the Combat Support Mode side of the
H' and is used in combat/ Corp6 Nmber< %he number of the H'Ks corps/ 'o7ement Factor
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Command Chits are placed in the "ra# Cup0 from #hich they are randomly dra#n one by one/ $achCommand Chit allo#s the activation of its corresponding H'0 #hich in turn allo#s certain combat
units to move and attack/ %he %urn %rack specifies ho# many +erman and Russian Command Chits
may be put in the "ra# Cup and dra#n each turn/ See N/ for more detail/
%here is one special Command Chit in the gameOthe +erman 3st Corps Command ChitOand it is
used differently from the others :3=/5;/
$.) 'A!,E!S
%he follo#ing markers are used in this game
Trn 'ar5er
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$/= Supply Status Segment$/4 9solated Movement Segment
F/ $L" )F %RL !HAS$
F/3 Sudden "eath -ictory Segment
F/5 %urn Advance Segment
).0 STAC,N&
%#o or more friendly units in the same he& constitute a stack/B
).0.1 Stac5ing Limit6< A ma&imum of t#o combat units :#hether full. or reduced.strength; and oneH' can occupy a he&/ A H' cannot be stacked #ith another H'/ +ame markers :e/g/0 )ut of Supply;
do not effect stacking/
).0.$ No Stac5ing 3it; t;e Enemy< +erman and Russian units can never stack in the same he&/ %he
only time #hen a unit can enter an enemy.occupied he& is #hen a lone H' is overrun :35//3;/
).0.% 3;en En:orce< %he stacking limit is enforced at the endof each Movement Segment0 CombatSegment0 and Reinforcement Movement Segment/ 9f a unit e&ceeds the stacking limit in #hat #ould
have been the last he& of a retreat0 it may retreat an additional he& :Q/E/N;/
).0.4 (enalty< 9f a he& is overstacked0 the o#ning player must eliminate his choice of units so as to
comply #ith the stacking limits/
).0.) Fog o: 3ar< Remember that players are not allo#ed to e&amine enemy stacks :3/4;/
-.0 ONES OF CONT!OL
(ones of Control :()Cs; represent a combat unit>s ability to inhibit enemy movement/
-.0.1 OC (roection
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E!a"#le: $t would %ost a unit 5 MPs to "o&e dire%tl' fro" one ene"' (O) to another ene"' (O) in%lear terrain.
-.0.- OC6 an !ein:orcement6s H' !ool/
/.$ CO''AN" E2EC#TON
9n the Command Chit "ra# !hase0 Command Chits are randomly dra#n one.by.one from the "ra#
Cup< #hich player dra#s does not matter/ %he o#ner of the dra#n chit becomes the active player and
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activates the H' corresponding to this chit/ %he activated H' can in turn activate certain combat units:not H's; #ithin its Command Range as described in section N/=/ %he activated units may then move
in the Movement Segment :D/; and fight in the Combat Segment :Q/;/ After the active player is
finished0 he places the dra#n chit face up in his sed H's *o& and another Command Chit is dra#n
from the "ra# Cup/ When there are no more Command Chits in the "ra# Cup0 proceed to the supplyphase :3/;/
/.% +S AN" ACTVATON
/.%.1Comman !ange an Being n Comman< A combat unit is 9n Command if it is #ithin the
Command Range of an activated H' :e&ception 3/3/5;/ A H'Ks Command Range is the red numberon the bottom left of the H' counter/ Command Range is e&pressed as a number of he&es0 counted
from the H'/ A H' #ith a Command Range of four can thus put friendly combat units up to four :i/e/0
three intervening; he&es a#ay 9n Command/ Lote that H's have different values depending on themode they are in :N/=/E;/
/.%.$ Acti7ating #nit6< When a Command Chit is dra#n0 the corresponding H' on the map is
immediately a%ti&ated/ %he activated H' immediately activates all 9n Command :N/=/3; combat unitsof its corps plus one9n Command combat unit notof its corps :playerKs choice;/ 9f the activated H' is
+erman0 it may activate ase%ond9n Command combat unit not of its Corps0 but onl'if that second
combat unit is an 9ndependent combat unit :N/=/4;/ Lote that if the +erman H' activates t#o non.corpscombat units both of them "a'be 9ndependent combat units0 but at least one of them "ustbe
9ndependent/ Lote that the Movement Segment :D/; begins afterthese activations/
/.%.% Comman !ange Limitation6< Command Range does not e&tend across impassable he&sides or
through full #ater or lake he&es/A )o""and +an/e %rossin/ an unrid/ed "a4or ri&er he!side "ust
sto# in the first he! a%ross the ri&er and %annot e!tend further. Supply status0 enemy units0 and enemy
()Cs have no effect on Command Range/ Lote0 ho#ever0 that an isolated H' may not activate anycombat units :3/=/=< 35//6;/
/.%.49nepenent Combat #nit6< 9ndependent combat units are combat units that do not belong toany corps0 and accordingly do not bear a corps color code/ An 9ndependent combat unit can be
activated by any activated H' if it is 9n Command :N/=/3< N/=/5;< 9ndependent combat units can also be
activated by Hoffman:3=/;/
/.%.) + 'oe6< $ach H' has a front side0 #hich represents its Combat Support Mode0 and a back
side0 #hich represents its Movement Mode/ A H' in Combat Support Mode has a greater Command
Range0 a Movement Factor of Jero0 and a combat support :N/4; value of 3/ 9n Movement Mode0 a H'has a lesser Command Range and no combat support value0 but it can move/ An activated H' can
change from one mode to the other during the Movement Segment0 but only eforeit moves/
:Choosing Combat Support Mode in effect means that a H' cannot move during that MovementSegment/; Lote that a player may also change a H'Ks mode for purposes of retreat from combat :Q/E/E;
and 9solated Movement :3/=/4;/
,esi/n note: )o"at Su##ort Mode re#resents the #re#arations done ' the - and su##ortin/
%o"at units #rior to attle in%ludin/ #ositionin/ artiller' %reatin/ a""unition du"#s settin/ u#
dis#at%h routes and #re#arin/ attle #lans. Mo&e"ent Mode re#resents the - and all its su##ortin/
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%o"at units on the "o&e6 the' ha&e si/nifi%ant "oilit' ut offer less effe%ti&e %o"at su##ort to thefront.
/.4 +S AN" CO'BAT S#((O!T
H's have no attack or defense factor0 but they can provide support to friendly attacking or defending
combat units in the form of a favorable one.column shift on the combat results table/ For every combat
that occurs in a Combat Segment0 each side may choose an'one H' to provide support if thefollo#ing conditions are met
the H' is in supply< the H' is in Combat Modes strongest combat unit0 meaning the combat unit #ith the highest printed attack strength :for theattacker; or highest printed defense strength :for the defender;/ %he o#ning player allocates any
remaining step losses as he pleases among his combat units/
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E!a"#le: $f two full=stren/th %o"at units in the sa"e he! suffer a 2=ste# loss the ownin/ #la'er %aneli"inate the stron/er %o"at unit or fli# oth %o"at units to their redu%ed=stren/th side. $f a =ste#
loss it would ha&e to e taen fro" the stron/er of the two.
9.4.4 +6 an Combat< H's never take step losses and may thus not be used to satisfy combat losses/9f a H' is left alone after combat0 it is overrun if enemy combat units advance :35//3;/
9.) !ET!EAT
9.).1!etreat &enerally< %he o#ning player retreats his units/ Retreat is not normal movement