Victory Decision Advanced Wargaming Rules

The set-up

Having played plenty of 15mm FoW, some of us needed a decent reason to paint and use those other WW2 miniatures we have lying about. While the 28mm mininatures are still being painted, we decided to run a trial game of Victory Decision with 20mm Britannia miniatures which clubmember Henk had lying about in sufficient quantities.

As this was our first go at these rules, we decided to keep it simple: infantry only, standard weaponry with some SMG and LMG thrown in. Having a well established scenario was no priority either. In the end we decided on:

  • Eastern front village center crossroads held by Russians, attacked by Germans. Scenery was in place to represent the village and surrounding fields, woods and other features.
  • German side: 1 panzergrenadier command squad, 2 panzergrenadier squads, 1 HMG company support team
  • Russian side: 1 rifle platoon command squad, 2 motor rifle squads, 1 HMG company support team.

As all will no doubt agree, a very simple scenario and set-up, hardly exciting or challenging in itself, but good enough for a rules test game.


The rules

The VD rules (I know, horrible abbreviation) are deceptively simple: both sides select a unit, and roll for iniative based on the unit's leadership characteristic. The side that wins the initative gets to activate the selected unit, i.e. do something with it (move, shoot, fight).

When the player with the initiative has finished his actions, both sides again select a unit and roll for initiative. This sequence of rolling for initiative and activating units then goes on until all units on both sides have been activated.

Quite crucial in the game is the use of suppresion markers, which represent both the actual casualties a unit has sustained, as well as the elementary fact of coming under fire from the enemy. Thus, even when no hits are recorded, a suppression marker is nevertheless added to a unit that gets shot at.

Finally, at the end of the turn comes the end segment, where both sides check if the victory conditions are met; if they are, the game ends; otherwise the game moves on to the next turn.


Our trial game

As I stated previously, the rules are deceptively simple; in fact, we quickly got the impression that the German side would overrun the Russians and be done with it. However, that impression was wrong: the German side did have the advantage in leadership and may have won the initiative in the early stages of the first two rounds, but sustained Russian fire suppressed the attacking Germans and caused their attack to falter.

In the end it took a further five rounds for the German side to overwhelm the village center, but at not inconsiderable cost.



The most important conclusion from our game is that we had fun and we want to play with these rules again!

Some observations we made afterwards:

  • Any game will benefit from a well thought-out scenario; as a rules test, what we set up was sufficient, but a simple go-for-it approach will not keep our interest for long.
  • Although simple in design, the rules allow for a varied and interesting game: the initiative system adds a certain randomness and possibly a temporary dominance to one side, but it is tempered by the inclusion of suppression. This appears to reflect the ebb and flood of battle quite appropriately.
  • The game is quite fast flowing, so we intend to add more units quite quickly.


Oi, where are the pictures?

Sorry, forgot the camera at home; we'll do better next time.



Crisis demo

the Red Barons were at Crisis 2013 with a Battleground demo, featuring the latest Fall of the Reich supplement. Read the report here.




Our younger friends in Ghent