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Author Topic: Finally released - Victory Decision: Raid!  (Read 1957 times)
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Agis
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« on: December 11, 2016, 11:15:50 AM »

And suddenly - out of the blue - a new release for my Victory Decision game line!

Victory Decision: Raid! is a new Ultraskirmish game that allows you to command a squad sized force in the momentous conflict of World War II.


Each unit in “Victory Decision: Raid!” represents one individual infantry model. Games are focused on infantry squad vs infantry squad, and typically have 6-10 figures per side.

The rules cover almost all aspects of World War II wargaming, from Troop Quality and Leadership to Bunker Assaults, Combat in Buildings and Vehicle combat.

Victory Decision: Raid! features a unique Leadership-modified alternate unit activation system. The result is a fun and fast paced war game that involves both players constantly.

The rules are designed with 20-28mm miniatures in mind, but the Victory Decision: Raid! game system is flexible enough to handle any miniatures from 15mm to 32mm. So whatever your existing miniature collection consists of, you can start playing right away.

This rulebook not only provides Scenarios but also 27 Point based Force Lists for British, German, Soviet and US forces from early to late war. The lists included are:

BRITISH FORCES
•BRITISH RIFLE FORCE
•BRITISH MOTOR RIFLE FORCE
•BRITISH CARRIER FORCE
•BRITISH ENGINEER FORCE
•BRITISH PARATROOPER FORCE
•BRITISH COMMANDO, SAS AND LRDG FORCE


GERMAN FORCES
•EARLY-MID WAR GERMAN RIFLE FORCE
•EARLY-MID WAR GERMAN MOTORIZED / PANZERGRENADIER FORCE
•EARLY-MID WAR GERMAN PIONEER FORCE
•GERMAN FALLSCHIRMJÄGER FORCE
•GERMAN GEBIRGSJÄGER FORCE
•GERMAN WAFFEN SS FORCE
•LATE WAR GERMAN GRENADIER FORCE
•LATE WAR GERMAN PANZERGRENADIER FORCE
•GERMAN NACHTJÄGER FORCE
•LATE WAR GERMAN VOLKSSTURM FORCE


SOVIET FORCES
•EARLY-MID WAR SOVIET RIFLE FORCE
•LATE WAR SOVIET RIFLE FORCE
•SOVIET ASSAULT ENGINEER FORCE
•SOVIET GUARDS MOTOR RIFLE FORCE
•SOVIET NKVD FORCE
•OSTFRONT (EASTERN FRONT) PARTISAN FORCE


US FORCES
•US ARMY RIFLE FORCE
•US ARMY ARMOURED INFANTRY FORCE
•US ARMY ENGINEER FORCE
•US PARATROOPER FORCE
•US ARMY RANGER FORCE


All necessary Game Markers are also included within this book.
As with our previous books you get a full colour version with many high quality pictures of fully painted models and a mostly B&W printer friendly version.

Publisher website: http://www.adpublishing.de/html/vide_raid_.html
Wargame Vault: http://www.wargamevault.com/product/200433/Victory-Decision-Raid
128 pages, PDF for $ 12,74
« Last Edit: December 11, 2016, 11:44:25 AM by Agis » Logged

cheers and keep on gaming, Agis - http://www.adpublishing.de
Agis
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« Reply #1 on: December 13, 2016, 05:32:46 PM »

1st Review is up on WV - http://www.wargamevault.com/product_reviews_info.php?&reviews_id=161064&products_id=200433

Alex W: "Honesty up front - I helped proofread the rules. But I offered to do that because I like them.

Victory Decision Raid is 90% the same game as regular Victory Decision, so if you're a player of that game then this version of it will be very familiar. The main difference is that rather than activating whole sections of troops, now you are activating individual soldiers, so that the game is focusing on the squad/section itself rather than the platoon.

Because of this it plays on a smaller area, 4'x4' is recommended, although I played a few games on a 2' x 3' table without issue. Because each side is only half a dozen or so figures the table doesn't get crowded.

As with regular Victory Decision, activation is a dice roll modified alternate activation, with the activated figure being able to perform 3 actions - move, shoot, assault, etc, in any order the player likes, and usually as many times as he likes too, so move - move - shoot, or shoot - shoot - shoot, are legal combos. Apart from a new overwatch order there are no reactive moves, like the parent game, but somehow with Victory Decision you don't miss them. I can only think that it's the triple action activations which somehow manages to remove the need for reactions.

The combat mechanics are very straighforward, although the suppression mechanic of the main game has been replaced with four "health levels" - ready to fight, stunned, wounded and dead; stunned and wounded give figures negative modifiers and limit their available actions, although figures can be rallied back to ready to fight.

The game includes vehicle rules, which are just as straighforward and intuitive as the infantry rules. Unlike the parent game where army lists are an extra purchase, Raid contains fairly exhaustive lists for Britain, Germany, the Soviet Union and the USA, hence the high page count for such a straighforward game. There are plenty of options to cover different small arms. One thing to note is that, unlike some skirmish games, an infantryman is an infantryman. By which I mean that you don't customise each figure with different stats and special rules, like Nuts! or the Song of Blades family; there are special rules but if you have, say, five regular US infantry each of those five will likely be the same in game terms. I much prefer this as I find keeping track of individualised figures to be a pain.

Raid playes very quickly and intuitively. It's not a hard core WW2 infantry combat simulation, but a quick and interesting game which plays with authentic WW2 flavour. There are WW2 projects I'd like to dabble in, but I don't want to go the whole hog and paint 30+ figures and support weapons and vehicles, etc. Raid means I can paint 6 or 8 US Paras, for example, and scratch that Band of Brothers itch."
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Ballardian
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« Reply #2 on: December 13, 2016, 07:13:29 PM »

Looks good, I'm always searching for the perfect squad level ruleset.
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« Reply #3 on: December 13, 2016, 07:18:33 PM »

 Cool Cool Cool
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« Reply #4 on: December 14, 2016, 09:59:31 AM »

I bought VD: Raid! and am very happy. Excellent ruleset for squad level games. I was looking for that rules. I think that Raid! will settle on my table many times.

I found one mistake - p. 14, Initiative Segment Modifiers table - missing modifiers (white font). Table should look like this:

Unit benefits from the Command, Unit Leader or Recon Ability +1
Unit is kept in Reserve -1
Unit is out of Leadership Distance of a unit that benefits from the Command or Unit Leader (with higher Leadership) Ability -1
Unit is Stunned -1
Unit is Wounded-2

I can't wait first game after Xmas!
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« Reply #5 on: December 14, 2016, 12:26:16 PM »

Big thanks!

I will check the mistake later and upload a corrected Version if necessary!
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Agis
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« Reply #6 on: December 14, 2016, 04:05:57 PM »

Table should look like this:

Unit benefits from the Command, Unit Leader or Recon Ability +1
Unit is kept in Reserve -1
Unit is out of Leadership Distance of a unit that benefits from the Command or Unit Leader (with higher Leadership) Ability -1
Unit is Stunned -1
Unit is Wounded-2
Checked it!
You are right, the new files are uploaded! Thanks again.  Smiley

Let us know how your games went!
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« Reply #7 on: December 15, 2016, 08:12:05 AM »

Thanks! You changed only this table or something else? I asked because I printed first version and I don't know whether replace only one page...
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« Reply #8 on: December 15, 2016, 03:31:56 PM »

Thanks! You changed only this table or something else? I asked because I printed first version and I don't know whether replace only one page...
I only changed the table!
For bigger changes I always include a change log...
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« Reply #9 on: December 17, 2016, 09:24:22 PM »

Ihave a question about rules. When Weapon Team (3 men) fired not from main wepon (MG-34 i.e.), everyone soldier fire from own hand weapon. In my example: first - Bolt Action Rifle, second - SMG. What doing third soldier with MG-34? If fire with mg, what is advantage when unit fire as Weapon Team, not separately?
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« Reply #10 on: December 17, 2016, 10:29:07 PM »

Just follow the rule from page 24 Weapon Team:
"Weapon teams may decide to not use the main weapon (a weapon with the Blast/X", Flame, Scoped or Set Up/X Weapon Feature) in which case they may use their hand weapons normally. "

Following your example they just shoot with the Kar-98 and the MP-40.
If your gaming buddy agrees maybe give the MG gunner also an SMG or Pistol, he could use that then too.
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« Reply #11 on: December 17, 2016, 11:32:22 PM »

Ok, one more question. When Weapon Tem not used main weapon (as above) every soldier is nominated and activated separately or all Weapon Team members together? If separately - they can use assault action now? And second question in this subject - when Waepon Team fire with hand weapon (not main), soldier with main weapon can do other (non fire) actions (move i.e.)?
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« Reply #12 on: December 17, 2016, 11:45:04 PM »

Ok, one more question. When Weapon Tem not used main weapon (as above) every soldier is nominated and activated separately or all Weapon Team members together? If separately - they can use assault action now? And second question in this subject - when Waepon Team fire with hand weapon (not main), soldier with main weapon can do other (non fire) actions (move i.e.)?
1 - No still one team. Still no assault action.
2 - No to all.

It is a game limitation, weapon teams give a access to very potent weapons, but they are limited in use and you pay a price for it (in points).
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« Reply #13 on: December 18, 2016, 12:19:16 AM »

Thanks for reply. Last question about Weapon Team. These units (i.e. MG-34 team) have MG-34 (or other weapons in other weapon teams type) with Set Up/3 or Set Up/4 feature?

Do you planned publishing soldiers creator point calculator? I wish to create squad list to Polish Army in 1939...
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« Reply #14 on: December 18, 2016, 09:35:00 AM »

German MG stats are all in the book. Wink

I am indeed toying with the idea of a generic force creator.
What exactly do you want to create? I am pretty sure we can work the stats out pretty fast, since my Polish Army guide for ViDe is already written:

see: http://www.adpublishing.de/html/polish_army_guide.html



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