I'm a player of Rules of Engagement and ready to try soon the Disposable Heroes rules, but i'm also allways looking to find the perfect ruleset to rule them all and in the darknesss...ok, you probably understand now.
So :
-What are the main unique characteristics of Victory Decision system who could seduce me opposed to the others rulesets available on the market ?
-What are the flavors who makes this ruleset unique ?
The following Design Notes give some additional info...
Done! After one year of writing, re-writing, testing, re-re-writing and again testing my first complete rule system is finally finished.
Over the last years I have worked on many many wargaming projects; from playtesting to co-authoring to freelance work for other companies - I have done it all. It was always great fun but to write a whole new system with 100% responsibility is a totally different thing.
The decision to try it came after Mongoose pulled their Logo License agreement and decided to no longer print World at War. Over the last three years I published 20 supplements for World at War, there is still more to be done, but somehow the whole system faded from the gaming society more and more.
Time for a completely new start.
So what should a new game system include?
Simple rulesThe overall design goal was a game system that was reasonably simple but also encourages and demands constant thinking and decision making. If possible the system should be able not only for World War II gaming but also for other periods.
InteractionPlayer interaction was also a key requirement; therefore the Leadership-modified alternating unit activation system which also eliminated the need for a complicated overwatch or reaction system. No long waiting periods in this game!
LeadershipUnit Leadership should also be a very important factor, no unit characteristic is used as often in Victory Decision as the Leadership value! It even affects the way your units can be placed on the gaming table.
CommandI wanted rules that reflect the impact of commanding units on the game. This was the reason why some game mechanics are only accessible when including Command units in your force.
Variable EffectivenessThe effectiveness of any given unit should also be variable during a game; a unit under heavy fire cannot perform as effectively as a unit that has not yet contact with the enemy. The use of Suppression Markers are in my opinion an elegant solution to this design requirement.
Seek OutAnother game aspect that often is neglected but nonetheless vital is the detection of enemy units. Hiding and spotting units is a key strategy in Victory Decision!
“Un-dominating” VehiclesAnother challenge of any World War II game is the Vehicle system. Vehicles can very easily become game dominating during games. Since the game is based on real life units it is also not possible to down tone vehicle abilities too much just to achieve game balance.
I am very confident that the simple reduction of vehicle actions has done a good job of achieving these competing design goals.
Fun gamingThe usual “stress factors” of gaming should be eliminated. In my opinion most arguments during wargames started over unit movements, dice allocating / casualty removable and Line of Sight and / or cover issues.
Therefore the very simple movement rules, just measure the movement distance of the unit leader carefully and arrange the unit afterward within his Leadership distance – which also reflects the ability of better trained troops to be within command over a wider distance quite effortless.
The casualty removal rules also come from this way of thinking. Just let the model owning player decide which models are removed from his unit.
One last thought about Victory Decision: It is a game and NOT a simulation. The overall idea is to have fun and not to simulate any real life situation. That is the reason behind many of the more abstract rules.