VictoryAtSeaRulesManual.pdf

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Rules
Manual
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Victory
ot
Seo
is
the
game
of
naval
combat
during
the
Second
World
War.
Throughout
193945,
the warring
nations
duelled
across
the
oceans
of
the
world,
only
to
discover
the
fundamental
nature
of
naval
warfare
changing in
the
face
of
rapidly developing
technologies.
Now
you
can
play
out
these
confrontations on the
li\1'f
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CONTENTS
Ihe
Bosics
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TheGomeTurn........
MovementPhose.......
Gunnery Phose.
End
Phose
.
,4
tabletop
with
entire
fleets drawn
from the
Royal Navy, US
Navy,
lmperialJapanese
Navy,
German Kriegsmarine
or
any
of
the other
nations
featured in
Victory
ot
Seo.
From skirmishes
involving single
destroyers hunting down
merchantmen
to
the
clashing
of
massive
fleets
against implacable
enemies, Victory
ot
Seo
enables
you
to
fight
exciting battles
that
.5
,6
t0
0rders
Troits
.
lt
)7
.
.
take
place
on
the
oceans
of
World
War
ll.
Aircroft.
Wor
ot
Seo
The US Novy
The
lmperiol
Joponese
Novy
l4
20
24
25
26
contain
all
you
need
to
know
to
begin
playing
with
the
fleets included. Once
you
are
familiar
with
these
rules,
you
can
expand
your fleet
in
order
to
experience
the full
dynamics
of
naval
combat
in
the
Second
World War
by adding
separately
available Victory
ot
Seo
sets
to
your
collection,
As
well
as
this
book,
the
six-sided dice,
the
ten-sided
dice,
and
other
components
included,
there
are
a
few
other
things you
will
require
in
order
to
play Victory
ot
Seo.
A
minimum of
two
players
are required,
each
with their
own fleet of
ships. You
will
also
need
a
flat
playing surface
-
a
kitchen table
will
do.
ln addition
to
this,
you
will
also need
pens,
scrap paper
to jot
down
notes
and
a
measuring
device marked
in
inches,
fhe
Victory
ot
Seo
rules presented here
Ihe
Royol Novy.
.
The
.
Kriegsmorine...
.
....
.
u
t6
Ihe
Regio
Morino
Ihe
Morine Notionole.
. . .
Ship Construction
.
28
29
30
.....
.
.
Criticol
Hit
Reference
.
.
..
.
ffllniotures
and
Stencry:
Spetiol
John Stollard
Iditing:
Dorron Bowley,
Poul Sowyer
Photogrophy:
lon
Stricklond,
Dorek Wyrozebski
Adom Wont,
Design ond Producfion:
Dylon
0wen, lon
Skicklond, Adom Wont
Oflkiol ilovy
Boffins
(0NB|:
Richord
Box, Roymond
Becker,
Joseph
[owlishow,
Dovid Monley
i:lelcher
iirss
ilestrnyer
(o 2020
Worlard
Gomes. A//
Rrghts Reserved
Warlord
Gomes,
8o/t
A.rion,
Prke
&
shotte,
Hal
Coesor,
Crrel 5eos
Blocr. powder,
Biock
Seos,
Worlords of Erehwon Blood
Red Skies, SPQR, Beyond
the 6qtes
ofAntores.
Gores
ofAntores,
Algoryn, Borontte.
Lavontjte
lsonon
Shard
Concord,
Ghor,
NuHu ond
Freeborn
ore cither
or
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ond/or
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{I,ASS
Tt"PEl
SllIPS
IN
VICT0RY
AT
SEA
Every ship
in
the
game
is
defined
by its ship
card,
detailing
all
the
game
information you
need
to
play
with that
ship.
An
example
ship
card can be
seen
on this
page.
:
130
I
}{EAVY
CF'UISEB
:
points
Cruiser
t'1.\\x
SlHliol
\Ruoul':
llul,l.l
b
2.
2-\n
This
is
the
name
of
the
class
of
the
warship.
A
list
of
individual
ships
of
that
class
are named on
the
back
of the
ship
card.
'IR,\lrs:
Aire.raft
4
wtrAPoNs SYsrEu
FIRE ARC
BLNh:
......i1:
B"
B"
B"
EHORT
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I,ONG
i
E\TREUE
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Dl)
TR\ITS
A
Type
This describes
the
size and
function of the
ship in
lhe
Victory
ot
Seo
game,
such
as
destroyer,
cruiser, carrier, and battleship.
B-inch) *3
(3
x
B-lnch)
'3
B
turret
't
x
Tu*et
(3 'x
B-inch)
Turret
(3
16"
24'
24"
1
x
ca
3
1
1
16-
'1"
24"
l-1"
6
liight
Gws
AA
(B
5-inch)
e
-c
4
tr
,9
I
D!, Ee6trieted'
ilieak
Local
1
Sattery
0
Every ship
has
an associated
I
I
point
I
2
I
6
,l
I
8
o
t
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t
I
I
I
value,
which reflects how powerful
the
ship
is
relative
to
all
the others.
Points
values
are
used
when
playing
the
War
at
Sea
scenario
(see page 20).
Weopon
Systems
:-
,.
'.
,]
This
is
the
maximum
distance
in
inches a
ship can
usually
r-nove
in
a single game
turn.
Arm0ur
The
higher
the
value
here,
the better
armoured
a
ship
is
and
the
longer it
will
be
able
to
withstand
incoming fire.
Most warship
will
have
multiple weapon
systems,
all
of which
are
detailed
here.
Each
line
in
this
section details
a
single
weapon
system
(so,
light
guns
would
be
one weapon
system,
A
turret
another, and
B
turret
a
third).
Every
weapon
system
is
defined by its
fire
arc, range
(point
blank,
short,
long,
and
extreme),
the
number of
Attack
Dice
(AD)
it
uses,
its
Armour
Piercing
(AP)
rating
(i.e.
its ability
to
penetrate
Armour),
and
the
Damage
Dice
(DD)
dealt
when
a
hit
is
scored.
Some
weapon
systems also
have
Traits,
as
defined
on
page
'1
2,
which
further
influence
their
effect
in
the
game.
&iiditionol lnformoli*n
The
first
figure shows
how
many
points of
damage
a ship's hull,
fr-ame
and
superstructure
can
withstand before
being destroyed.
The
second marks
the
point
at
which the
ship
has
taken
enough
damage
to
become
crippled.
On the
card
shown
above, once
the
USS
No,thompton takes 16
points
of
damage, reducing her
to
7
Hull
overalL,
she becomes crippled.
On
the
back
of the
ship card
you
will
find
some biographical
information
and
a
list
of
any
refits
made
to
ships
in
the
class
during
the
course
of the
war.
Note that
refits
are cumulative,
so all
refits
up
to
and including
a
specific year are
applied.
Many ships
have
abilities
and
rules
that
allow
them
to
perform
actions
unavailable
to
others. The
USS
Northompton
has
the
trait
Aircraft
4,
meaning she carrres
and can launch
aircraft. Traits
are
detailed
on
page
12.
USS
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PRE.MEASUR!NG
You are allowed
to
pre-measure distances and
ranges
in
Victory
ot
Seo.
Captains and admirals
of
the
Second
World
War
had
quite
sophisticated
fire
control
systems, sometimes
tied into
radar
or
aided
by
observation
aircraft.
SllIP
MODTLS
The
Victory
ot
Seo
model
ships
are
used
to
represent only
their
relative positions.
ln
reality, at
the
sort of
scales and
distances a
Victory
ot
Seo
battle
represents,
true-to-scale
models
would
be
unfeasibly
tiny.
As
such,
any
movement
or
measurement
is
made
from
and
to
the
bridge
of
each model.
The
bridge,
therefore,
represents
a
truer
approximation
of
the
actual
position of the
vessel
on the open
sea.
All
distances
in
Victory
ot
Seo
are measured
from the
bridge
of
a ship's
model.
All
distances are measured
in
inches.
DI(E
Victory
ot
Seo
uses
both
six-sided dice
(often
abbreviated
as
D6)
and ten-sided dice (abbreviated
as
D10).
When
called
on
to
roll
a dice,
take note of
the
number rolled then
add
Destroyer:
tubufri
or
subtract
any relevant modifiers
-
the final number
is
known
as
the
result. Sometime
the
rules may
ask
you
for
a
result
of
a'natural
1'(or
10,
or
6). Simply put,
this
is
when the
dice score matches
that
relevant
number before
any modifiers
are
applied.
RE.ROLLS
Some
special
situations
may call
for
you
to
re-roll
a dice.
This simply
means
you
ignore
the
first
result
a
dice
has
rolled
and
roll
again.
You must
always
accept
the
result
of the
second
roll,
even
if
it was
worse than the
first
-
re-rolls
can be
used
to
get
you
out
of
a
tricky
situation, but
they
are never guaranteed!
You
may
only re-roll
a
dice once, no
matter what the
circumstances.
Cruiser: Furufoko
Bottleship:
(ongd
Flight:
Mitsubishi
A6M2
Zero
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