The New Version of Victory in the Ages
Victory in
the Ages has come along way from the original version I obtained off http://forumnapofow.free.fr/index.php. The original rule set contained the army lists within the main rules, a lot of the rules weren’t explained
or completely covered and their was plenty of room for holes within the system but as a basis to create it was great for this
very reason.
The rules have
had various changes in the last few months which have caused some problem with people not knowing new rules etc but have all
proved to be good inclusions making the game play more interactive, realistic and fun. The current rules available for download
are I hope the last of the core rules so people can get to grips with how the games plays rather than waiting for another
version to come out. However their will still be an errata for any holes within the rules and changes to army lists as they
are ongoing mostly with new units and new armies coming in the future.
I think I better
explain the new changes now that I’ve got the future out of the way.
Turn Sequence
I introduced
the LOTR rule of simultaneous turns with the exact same systems of a roll off each turn. Having this rule has made the game
vastly different for the better, it no longer is a static game which benefits the army that has more shooting or the side
that gets a good round of shooting off. It now makes you think of what you’ll do in the future turns to complete your
objective as well as guessing what you’ll opponent do which interacts both players and creates a game with more enjoyment
for the participants and allows the game to ebb and flow between each side so you’ll not know who’s won until
the end.
Movement Phase
This phase
didn’t need a lot of changes but more clarification to people on what exactly movement allowed and examples of what
could be done. The table for movement was changed with Light Infantry now moving 6” in all formations so now not being
hampered by being in Line to reflect their style of march and all N/A marked boxes were blacked out to make looking at the
table easier for people to use.
The five types
of formation were given a more clear description of how to form them, benefits, disadvantages and how to move from one to
the other during the movement phase. This was helped with some diagrams and examples of movement to make clear what a correct
move was.
Shooting Phase
This phase
has some big changes, firstly the +1 to hit for being in line and not moving was removed as combined with extra shots was
devastating when in reality musketry was poor even for trained soldiers. Secondly the rule for Fallback was altered; now you
need 6 saved hits to cause a fall back test rather than 8 as before. Units that fail their motivation for fall back multiply
times suffer from Disorientation this was done because the disorientation rule wasn’t used very often and their seemed
to be no big benefit for driving units back.
The way Motivation
works in the shooting phase was changed to fit in line with the new fallback rule, shooting was now worked out unit by unit
for motivation purposes so one unit shot one unit and any fallback rolls were done and then shooting continued on that for
the rest of the turn. However all units had to declare what they were shooting at prior to rolling dice. To be in line with
the no pre-measuring rule. These rules combined made the shooting phase more disruptive than before without necessarily killing
anything which was what I heard a lot about from big historical game fans so now shooting has an advantage to overall game
plan rather than just killing stuff.
Combat Phase
The rules for
close combat changed twice in the one re think. It had developed once to include pursuit, consolidation, break through; all
the normal rules for FoW combat and it seemed to work fine. Until we had a few more games and discovered that unless you killed
your opponent out right in the first assault there wasn’t much chance of killing your opponent in combat. Only driving
them back for them next turn to shoot you. So with the playtesting we made combat work out like warmaster does with casualties
determining the fallback and pursuit and only 2 rounds of combat being allowed so some units might actually get bogged down
in combat making the battle a little more interesting.
The new rules
for combat have made how to conduct combat a bit more clearer and the options available to people whilst in combat.
Special rules
A few special
rules have been removed and other moved. Double Line is now in the army lists section as it was confusing to people which
units got the rule and which didn’t. The Cavalry special rule for formation was kept but changed just to allow you to
combine two units together for +1 Attack in combat and +1 to hit from shooting at them the armour rule was removed.
Light Cavalry
were becoming to prominent as they were cheap and just as good as other cavalry at killing enemy units so I made them unable
to attack squares unless armed with lances so they became on a par with medium cavalry as I felt light cavalry wouldn’t
charge infantry unless they were in a vulnerable formation or retreating o reflect their hit and run almost opportunist nature
of these cavalry units.
Oblique formation,
Military Discipline and Cossacks were altered to be specific and less over powering especially Oblique formation now just
Line infantry benefit and Military Discipline allowing re-rolls for all motivation tests except fall backs (most common ones)
Rocket battery
rules were added under the Howitzers for ease of use.
Most special
rules were moved to the army list section.
Army lists
There were
some big changes here. Firstly 3 new special rules were created Stubborn and Toffs to give national characteristics to the
relevant units and Voltegiers to make taking French light infantry an option and to reflect their strategy during the wars.
The inclusions
to allow ratings within your Line troops allowed people to have a larger force of poorer troops to reflect their nation’s
situation or a few more elite units for hardened veterans without having to buy Grenadiers. This rule works very well as raw
troops are very poor at shooting but great for sending into combat to wear the enemy down and as a result they cost less
Light/Medium
cavalry were included to armies to add a bit of variety to people’s armies and reflect their use during the period (which
I discovered whilst looking for more information on cavalry to chose correctly how to reduce or increase their points cost)
Lancers were
included to all Empires as an upgrade but the cost was reduced by 50% as 100 was too much and it allowed these units to be
in decent numbers in people’s armies as they were in history but not too cheap that they were everywhere or expensive
that they weren’t worth taking and this tied in with the new rule for light cavalry not being allowed to charge squares
unless with lances designed for dealing with square.
The Points
cost for Cavalry was a major undertaking as people were questioning if there should be 6 stands to 3 squadrons or the points
reduced or even cavalry made harder. I decided to keep them as they were but reduce their cost to a suitable price with other
nation’s costs. All light cavalry was reduced to 100pts with the French paying more for better training each time. Medium
cavalry was reduced below 200 for most forces and heavy cavalry was reduced below 300 for most as well. This was mainly done
to allow people to have the option to take these units without having to cost them a fortune yet not too cheap that they over
power the game. This was the same for artillery as well.
The new rule
set has I hoped created a much more interesting game that reflects the period whilst keeping the theme of a simple quick game
like FoW. And with the changes to Armies I hope it allows people to have different combinations and real competitiveness between
units.
By
Scott