

So look at Turret A: let’s say it’s shooting short range to port. (All the ships have different movement characteristics for speed, but they all tend to follow the same turning radius measurement.) You go through all of your movement until everyone is done, and then it’s time to shoot each other. The closest thing is making a hard 90 degree turn, which requires that your crew has to take a quality test.Īs you can see from the image here, this is the battleship Yamato, and there is an arc marker that you use to determine how much you can alter course on any given movement. No one is allowed to take a pass–you’re all in the middle of a battle and you’ve got inertia, you can’t just stop on a dime. Then you get into the Movement Phase, which is an alternate activation affair–you pick a ship, your opponent picks a ship, and so on until you run out of ships. You start off by rolling initiative, which is very straightforward (roll a D10, highest roll gets to go second).


But even when it doesn’t, it’s engaging so you don’t mind that it’s slowed down a bit. This game moves very fast, except for when it doesn’t. Gameplay for Victory at Sea: Battle for the Pacific I always review a game in Gameplay, Hobby, and Lore. The detail of Victory at Sea is what makes it so fun, in my opinion, and the gameplay.īut I’m getting ahead of myself.
Victory at sea pacific units full#
The book is enormous partially because it is full of scenarios, but mainly because it spend more than half of those 280 pages listing every single boat ever to enter the sea in World War Two (and some that never got out of drydock, but are included nonetheless). What makes the Victory at Sea Core Rule Book so big–and so cool–is that it is made by someone who knows history, who loves history, and who wants to tell everyone about history. And the amazing thing is that I learned the game not through this massive tome but through the 20-odd page booklet included in the starter set. That gives any Warhammer core rule book a run for its money. The rulebook for this game–the core rule book–is just shy of 280 pages. The reason that my dad would love it, and that I am also fascinated by it, is the rule book (which does not come with the starter set but is an extra $63 on Amazon).
