Victory Weather Rules
By Chris Cornaghie
Thes optional rules add the element of weather to your Victory game.
Weather Table
Each season lasts two turns, and is determined by the first player before each
turns movement. The first player of the first turn decides which season
is in effect for the beginning of hostilities.
|
SEASON
|
Dieroll
|
Winter |
Spring |
Summer |
Fall |
1
|
Perfect |
Perfect |
Perfect |
Perfect |
2
|
Mud |
Perfect |
Perfect |
Perfect |
3
|
Snow |
Perfect |
Perfect |
Perfect |
4
|
Snow |
Perfect |
Perfect |
Perfect |
5
|
Snow |
Mud |
Perfect |
Perfect |
6
|
Snow |
Mud |
Storms |
Snow |
|
|
Weather Effects
Perfect Weather
No change
Mud
All ground units reduced to 1 movement hex.
No movement into, from or between mountains.
Strategic road movement of ground units reduced to 3.
Storms
No movement across rivers except at bridges/engineer.
No air movement or combat.
Surface naval movement reduced by 1 hex
No invasions or para drops even to vacant hexes.
Surface naval combat is -1 to Naval combat factors.
Snow
All ground units movement reduced by 1 hex.
No movement into, from or between mountains.
Strategic movement of ground and air units reduced to 3
Normal air movement distance halved (rounded down).
No invasions or para drops.
Rivers, marsh hexes and hexsides are frozen and considered clear.
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