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Author Topic: V for Victory. New game. (Commercial)  (Read 4766 times)

Offline nicknorthstar

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V for Victory. New game. (Commercial)
« on: 30 April 2024, 09:38:03 AM »
We have just been contacted by our chums at Studio Tomahawk (Saga, Muskets & Tomahawks, Congo) that their new WWII game, V for Victory, will be with us in June.

I don't know much about the game yet, other than the colour text they sent with cover picture.

V For Victory is a miniatures wargame for two to four players that brings the bitter battles of World War II to life on your table. Take command of a platoon and lead your men in dangerous missions against a determined enemy!
More than your strength of arms, it’s your tactical acumen and ability to rally your soldiers’ courage that will carry the day. With its original morale and command mechanics, V For Victory is a game that’s easy to learn but which replicates the difficulty of maintaining a platoon’s cohesion! Can you meet the challenge of commanding men under enemy fire?
In This Book:
• All the rules you need to command your troops, send them into combat, and maintain their stiff upper lip in the face of adversity – presented step-by-step for quick adoption.
• How to use light and armoured vehicles, support weapons, and all the period’s essential units.
• Ten scenarios for two players, and one team scenario in which four players can fight it out.
• Orders of battle for 1944-45 covering the major powers (Germany, Great Britain and the Commonwealth, the Soviet Union, and the United States of America) as well as resistance fighters and partisans!
• Inspiring photos highlighting iconic scenes of World War II combat.
V For Victory is generally played on a 120cm by 120cm table, and you only need around thirty figures and some support weapons to play. Designed to be played with 28mm figures, it can easily be adapted to other scales.



Offline NurgleHH

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Re: V for Victory. New game. (Commercial)
« Reply #1 on: 30 April 2024, 02:54:32 PM »
They posted some playtesting on Facebook, remember it. Looks like a typical game from the boys, more skirmish than masses. Lovely boards and good looking soldiers. Hope they do it a bit like their other games
Victory Decision Vietnam here: leadadventureforum.com/index.php?topic=43264.0

Victory Decision Spacelords here: leadadventureforum.com/index.php?topic=68939.0

My pictures: http://pictures.dirknet.de/

Offline fred

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Re: V for Victory. New game. (Commercial)
« Reply #2 on: 30 April 2024, 05:41:20 PM »
This is interesting. Will be good to see more.

V for Victory reminds me of the old PC game

Offline CapnJim

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Re: V for Victory. New game. (Commercial)
« Reply #3 on: 30 April 2024, 06:45:44 PM »
Hmm.  I'll have to watch for this...
"Remember - Incoming Fire Has the Right-of-Way"

Offline mweaver

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Re: V for Victory. New game. (Commercial)
« Reply #4 on: 01 May 2024, 03:59:28 AM »
Looks interesting to me.  I hope there is a campaign system...

-Michael

Offline nicknorthstar

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Re: V for Victory. New game. (Commercial)
« Reply #5 on: 16 June 2024, 08:31:48 PM »
Hi Folks

The game has arrived in the UK:
https://www.northstarfigures.com/list.php?man=327&page=1

We've launched a Facebook page as well if you're into SocMed
https://www.facebook.com/groups/1210975380266532

Offline SteveBurt

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Re: V for Victory. New game. (Commercial)
« Reply #6 on: 27 June 2024, 10:06:12 AM »
Has anyone tried these rules yet?
They look interesting but I’d like to know how they play before splashing out. The activation system and dice are similar to Congo, which is a great game, but judging by the QRS these rules are quite a bit more complex. How long does a typical game take? We find Chain of Command too slow for a typical evening.

Offline monkeylite

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Re: V for Victory. New game. (Commercial)
« Reply #7 on: 04 July 2024, 05:36:31 PM »
Has anyone tried these rules yet?
They look interesting but I’d like to know how they play before splashing out. The activation system and dice are similar to Congo, which is a great game, but judging by the QRS these rules are quite a bit more complex. How long does a typical game take? We find Chain of Command too slow for a typical evening.
Hi,

I have played five games.

It is, of course, similar to Congo (the cards are very similar to Congo with the odd tweak to add an action type). The main mechanical difference is that you have to play all seven of your cards over the course of a turn (we found that meant you quite often end up playing cards you're not that interested in - or there is a mechanic for missing a phase and picking up an already played card).

And of course it is more complex to accommodate all the different types of weapons and armour, etc, but I feel like it still had that same feel of, I don't know what to call it, lightness, frivolity?

As an eg, though, in Congo you might pick up 4d8, add a bonus d10, and roll that, in V you pick up 3d6 for your 3 rifles, add 4d6 for your lmg, add 2d6 for your NCO's smg, remove 2d6 when your opponent decides to hit the dirt, then remove 2 more coz they're behind a wall, and then roll.

I think the main change in V is the morale system where you have a sliding scale from green, to yellow, orange and red, with three stages to each, so eg if you are on green 2, and you get one more stress you will go to yellow 0.

When you're yellow (can't remember what these stages are actually called) you get -2 to firing pools. At orange you get -1 to morale tests, and when you're red you risk losing the unit.

I haven't played Chain, but my regular opponent has and he said he prefers V. I had another player who plays Bolt Action say he prefers that over V.

I've been really enjoying my games, but looking back on them, I feel like not much has happened, in any of the games. There's not a lot of out manoeuvring, sweeping attacks and heroic assaults, which I was kinda expecting, but more like, moving into cover, hunkering down, and keeping your head down, which is the sort of 'realism' I wasn't really expecting.

I might not be very good at coordinating my forces, and because of the cards, this is difficult to do anyway, but it feels so far like a really difficult game to get anything going.

I don't find the complexity an issue though (it's not that complex). And we've been getting games done in about 2 and a half to 3 hours, and that's with me teaching new players, so under 2 hours a game is very doable if you both know the ropes.

There are 4 turns where you play 7 cards, so compare to Congo's 6 turns where you play three cards, but, as I said, sometimes, you do very little for a card.

« Last Edit: 04 July 2024, 05:45:19 PM by monkeylite »

Offline SteveBurt

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Re: V for Victory. New game. (Commercial)
« Reply #8 on: 05 July 2024, 10:14:40 AM »
That’s very helpful indeed, thanks.
We get through Congo games in one and a half to two hours, so sounds like V would take two to two and a half.
Difficulty moving under fire is certainly realistic; Chain of Command often bogs down in indecisive firefights, as indeed does Crossfire and most WW2 rules. It can take a while to suppress the enemy or mask them with smoke before it is safe to move.

Offline Pan Marek

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Re: V for Victory. New game. (Commercial)
« Reply #9 on: 12 July 2024, 09:49:41 PM »
I played by first game of V for Victory last night, and I agree with Monkeylite that it seemed like nothing much occurred.   I would blame alot of this on the cards, which
severely limit one's choices.   Unlike M&T2, or Blood and Plunder or even FFoL, VfV not only limits the number of "actions" for a unit, it limits which actions one can take.
This does force choices on a gamer, but I believe these choices do not recreate tactical choice, but rather are designed to serve "decision making" for decision making
itself.  This slows the game down.  Alot.

I'll need to play the game some more to get more comfortable with it.  My adversary read the rules, and he's no expert yet either.

One thing surprised me.  I initially thought that the addition/subtraction of certain dice, instead of classic adding/subtracting on the die roll, seemed a clever way around
adding up or subtracting long lists of modifiers, a la F&F.   But it turned out to be just as annoying, and not a time saver at all.  For each weapon system uses X dice (often different- like a MG42 uses both D6s and D8s).  Then depending on cover or if the target is prone, one takes away X number of Dice A and x number of dice B.


 

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