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Experimental HQ rules for VICTORY

February 24, 2000

Several weeks ago I played EastFront for the first time against a live opponent. I think that now I finally understand the complaints that some people had with VICTORY. The limitations imposed by the HQ units in the front games really do a good job of simulating the logistical considerations of war. You simply cannot conduct an all-out attack across your entire front.

It's with this in mind that I've thought about how HQ units could be added to a VICTORY scenario. I've tried to keep them as close as possible to the other Front games while incorporating the unique features that Victory provides. The main differences are that HQ blocks are used to move and conduct combat operations, and that opposing units may remain in the same hex at the end of any turn.


Players with the basic VICTORY set will probably have to agree beforehand to use the spare block included with the set as well as one or two infantry units and/or naval and air units depending on the likely scenario.

Players with the elite expansion set will have two spare blocks and can also use either the supply blocks or the resource blocks, depending on the scenario or the wishes of the players.

Players should mark these HQ blocks with a small Post-it Note cut to size. These can be easily removed so that no permanent damage will be done to the game.

The HQ's should be marked with distinctive markings so that the Supreme, Naval, and Regular HQ's can be easily differentiated. I suggest a large star for the Supreme, an Anchor for the Naval, and nothing for the regular.

NOTE: Draw the markings on the Post-it before you attach them to the blocks. This way you won't make pen impressions on the decal and/or wood.

HQ Strengths

In the basic 2 map game there will be three HQ's - a Supreme with a strength of 3, 2, 1, and 0, a Naval (defaults to regular) at 2, 1, 1, 0, and a Regular with the same strength - 2, 1, 1, 0.

It's my hope that as this experiment develops, this standard can be modified as necessary and that other conventions will emerge for larger more involved games.

Using HQ's to move units

Just as in the Front games, HQ's in VICTORY will extend a variable radius of support to units in their vicinity. This support represents the logistic and command support provided to these units, and can be considered to be the food, ammunition, gasoline, and various other supplies necessary to make a modern army function.

HQ units activate by being flipped over to reveal their strength. All units within the number of hexes corresponding to their strength (in the case of regular HQ's) are considered to be "supported" and may be moved up to their movement value at no cost They may also move with strategic movement instead, provided they are not withdrawing from or entering into a battle containing enemy units.

The Supreme HQ can be activated and can move twice as many units as it's strength, either regular or strategic with the same exception for units entering combat.

The Naval HQ must be declared "Naval" or "Regular" when it is activated. If "NAVAL" is declared, it may move a number of naval units anywhere on the board equal to twice its strength. If naval is not declared, the HQ is treated as a regular HQ and only units within its regular hex range are considered to be in command. The two activation types are mutually exclusive - thus if the HQ declares "Naval" it has no effect on nearby non-naval units.

HQ's and their effect on combat
Besides being used to move units, HQ's will also create an effect on combat. This effect will be characterized by battles being considered "Supported" or "Unsupported".

"Supported" battles are those which take place within the command radius of at least one HQ or which meet other specific criteria to be discussed later. Combat resolution in "Supported" battles uses the following battle order:
Attacker units attack Naval combat "supported" by Naval HQ (even if only one) are considered to be supported.

Obviously the first is that given the air units in the VICTORY system, there is no need for HQ's to provide air attack capabilities in and of themselves. This abstraction from the Front games is elimintated.

Secondly, the ability of VICTORY to simulate long range bomber attacks means that these air attacks from long range will always be considered to be "supported" attacks, provided the planes are activated by the Supreme HQ.

The Naval HQ will coordinate the movement and attacks of ships at sea (as well as amphibious assaults, etc.) They function similar to the Supreme HQ with special effects to be discussed later . . .

(mixed attacks where land units AND air units attack, one out of range and air "in range from Supreme?)

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