Victory: The Blocks of War – Elite Blocksets
Victory: The Blocks of War – Elite Blocksets Rulebook
Table of Contents
Table of Contents
1.0 Air Units
Three new Air types, Torpedo Bombers, Medium Bombers, and Elite Fighters have been added. The Fighters (jets) have better firepower, cost 2PP per step, but fire at the same time as regular Fighters.
Elite Fighters (FA)
Elite Fighters (jets) move 3 hexes and have A3 and G1 firepowers. They cannot land on Carriers. They cost 2PP per step.
Torpedo Bombers (TB)
Torpedo Bombers move 3 hexes and have A1 and N3 firepowers. They can land on Carriers.
Medium Bombers (MB)
Medium Bombers move 5 hexes and have A1, N2, and G1 firepowers. Medium Bombers cannot land on Carriers.
3.2 Naval Units
Two new Naval types, Cruisers and Destroyers have been added.
Cruisers (CA)
Cruisers move 4 hexes and have A2 (flak), N2, and G1 (shore bombardment) firepowers. They represent late-war AA cruisers.
Destroyers (DD)
Destroyers move 4 hexes and have A1 (flak) and N1 firepowers. All naval units are assumed to have Destroyer escort. These units are additional DDs to aid with submarine defense and convoy escort.
Note that Destroyers have a maximum strength of 6CV with combat steps 6cv-4cv-2cv-1cv. The doublesteps have no effect on hit reduction or cost. One (1) hit reduces the unit one step, such as from 6 to 4, and each step costs 1PP.
3.3 Army Units
Five new Army types have been added. Elite Armor have better firepower, cost 2PP per step, but fire at the same time as regular Armor.
Artillery (AY)
Artillery move 1 hex and have A2 (flak), N2 (shore battery), and G2 firepowers.
Elite Armor (AR)
Armor move 3 hexes, and have A1 (flak) and G3 firepowers. They cost 2PP per step.
Mechanized (MK)
Mechanized move 3 hexes and A1 (flak) and G2 firepowers. Mechanized can respond one (1) hex (during the Air Response phase) to adjacent battles. However, Mech units engaged by any enemy unit(s) cannot respond.
Mountain (MT)
Mountain move 2 hexes and have A1 (flak) and G2 firepowers. They have G3 when attacking/defending Mountain Hexes. Units may also move through Mountain Hexes without stopping.
Engineers (EN)
Engineers move 2 hexes and have A1 (flak) and G1 firepowers. Engineers ignore river crossing rules: 1) they do not have to stop when crossing a river; 2) they may fire in the first combat turn when attacking across a river hexside.
In a friendly Clear or Desert hex Engineers function as an Airbase if turned face up at the end of the current Player Turn. One or two Air units may land at an Engineer Airbase the following turn but total Air CV cannot exceed the Engineer's CV. The Engineer unit can retreat, but this eliminates the airbase.
3.4 Logistics Units
A sub-class of ground units that are a separate target group. Each unit may be targeted by ground fire on land (or by naval fire when at sea) and all hits scored apply only to the targeted unit. Similarly, if not targeted, hits may NOT be taken by Logistic units unless there is no other choice.
Logistic units represent trucks, merchant ships, etc. They must retreat from Army units if alone in a combat hex. Logistics Units do not require Supply.
Supplies (SU)
Supply units move 2 hexes, count for stacking, have no firepower, and take hits if targeted. During Production a Supply unit may transfer its CV steps to existing Army units (any type) in the same hex. They cannot be used to create new units, nor to add steps to Air or Naval units.
Adding a step to an elite armor costs two supply steps.
Resources (RS)
Resource units represent raw PPs that must be delivered to a City to be used. During Production each Resource hex produces one Resource step. Resource units may only Strat-Move, have no firepower, but can take hits if targeted and may retreat one hex on their normal turn sequence. A Resource unit is valued as City PPs times Resource PPs. That is, a Resource 4PP unit delivered to a 3PP City, is worth 12PP during production. The City itself is also worth its own 3PPs.
NOTE: The Logistics set, a Victory expansion, includes airfields and factories, which are also Logistics units.
Unit Data Chart Including Elite Units
| Unit | Move | A–N–G |
|---|---|---|
| Fighter | 3 | 2-0-1 |
| Dive-Bomber | 3 | 1-2-2 |
| Torpedo Bomber | 3 | 1-3-0 |
| Medium Bomber | 5 | 1-2-1 |
| Heavy Bomber | 6 | 1-1-2 |
| Submarine | 2 | 0-2-0 |
| Battleship | 3 | 1-3-2 |
| Cruiser | 4 | 2-2-1 |
| Destroyers | 4 |
Unit Data
| Mix | Unit | Move | Combat A–N–G |
|---|---|---|---|
| 12 | Fighter¹ | 3+3 | 2–0–1 |
| 4 | Dive-Bomber | 3+3 | 1–2–2 |
| 4 | Torpedo Bomber | 3+3 | 1–3–0 |
| 4 | Medium Bomber | 5+5 | 1–2–1 |
| 4 | Heavy Bomber | 6+6 | 1–1–2 |
| 4 | Submarine | 2 | 0–2–0 |
| 4 | Battleship |
Terrain Effects
| Terrain Type | Stacking Limit | Hexside Limit |
|---|---|---|
| Clear | 4 | 2 |
| Desert | 3 | 2 |
| Forest¹ | 3 | 1 |
| Marsh² | 2 | 1 |
| Mountain² | 2 | 1 |
| Alpine | • | Impassable |
| River³ | • | 1 |
| Bridge | • | 1 |
| Sea⁴ | 4 |
• (Printed as a bullet on the sheet, with no value given.)
- Army units must stop unless moving entirely along a road.
- Army units must stop unless moving entirely along a road. Defending Army units have Double Defense.
- Army units must stop after crossing, except at bridges. Attacking units forfeit their Combat Turn in Round 1.
- Data applies to Naval units. Army units (and Logistics units) at sea are naval units.
- Data applies to Naval units. Army units ashore are extra and determined by land terrain.
- Shoals are impassable to Naval units.
Unit Notes
- Elite Fighters (black) have A3 and G1 and cost 2PP per step.
- Elite Armor (black) have A1 and G3 and cost 2PP per step.
- Mechanized can respond one hex (in Air Response Phase) to an adjacent battle.
- Mountain have G3 when attacking or defending Mountain Terrain and can move through Mountain Hexes without stopping.
- Infantry have G3 defending Cities (not towns).
- Engineers ignore river crossing rules and function as an airbase when face-up.
- Supply are mobile PPs for Army units. Steps can be transferred to Army units located in the same hex during the Production Phase only. They move and retreat normally and DO count for stacking.
- Resources are raw PPs that must be delivered to a City to have value. They move only by Strat-Move, can retreat one hex from combat as normal, and DO count for stacking.