Archive for March, 2007
VIKTORY II Expansion Rule - Battle Cards Variant
The early playtesting version of the Battle Cards can be downloaded at:
www.viktorygame.com/viktoryiicards.zip
This addition to the game can be played with dice, so that only the special effect portion of the card is used, or may completely replace dice in combat.
Cards are either Attack, Counter, or Attack/Counter cards - 33% are Attack, 16% are Attack/Counter, and […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: 5
VIKTORY II Expansion Rule - Battle Attacks: Dice Determining Factors
Attacker rolls Artillery Pre-Battle Fire as before. In the Attacker’s Fire Round, the attacker rolls…
One die for each hex side he’s attacking from.
Frigates cannot add a hex side, because they are not in the battle. They may bombard before the battle, and may drop off land units that ARE in the battle. The dropped-off land […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: none
VIKTORY II Expansion Rule - Artillery Characteristics
Artillery get to roll 2 dice for each artillery unit when making Bombard Attacks and Pre-Battle Fire, and have guaranteed Tactical Victory selective hits if successful.
Artillery have a special ability of Overwatch, which allows each artillery unit while defending to choose to make one Bombard Attack (per enemy player’s turn) at a unit that moves […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: none
VIKTORY II Expansion Rule - Cavalry Characteristics
Cavalry have the following special abilities:
• Ignore the Slow Terrain effect of all mountain and forest hexes
• Ignore the presence of enemy units/Town/City while moving, unless an enemy cavalry is present
• Immune to Artillery Overwatch
• Does not have to stop after making an attack
• May Battle or Pillage Attacks up to 4 hexes per turn
• May immediately retreat if Battle or […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: none
VIKTORY II Expansion Rule - Frigate Characteristics
Frigates have 8 MP. A special ability of the frigate is that it can expend 1 MP to load or unload a unit, with a maximum capacity of three units loaded at a time.
Land units may move before or after being transported. Embarking and Disembarking does NOT consume the transported land units’ entire Movement Allowance […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: none
VIKTORY II Expansion Rule - Quicker Game Setup
1. Place map hexes randomly placed face-down, then turn them all face-up, so there is a random, but fully-revealed, map.
2. Each player, in turn, places his Capital. Then, each player takes turns placing a town or upgrading a town to a city (in accordance with the normal placement rules).
3. When no more towns/cities can be placed, […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: none
VIKTORY II Expansion Rule - Added Maneuverability
If you take a hex, any and all attacking units that you want may pull back to their source hex, ie they are not stuck in the battle hex.
The source hex is not the origination hex, but rather the hex immediately adjacent to the attacked battle hex from which the attacking unit entered. Attacking cavalry […]
Posted: March 9th, 2007 under Expansion Rules.
Comments: none
VIKTORY II Expansion Rule - Battle Cards Variant:
VIKTORY II Expansion Poll - Plains Cities = 3 inf?:
Rules Suggestions?:
VIKTORY II Expansion Rule - Determining Hits with Dice: