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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