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These 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
turn�s 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 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.
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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