Round Six: Red using special ability to destroy on ice hex that connects N.Greenland to N.P. Base, thus a Rattler lost to take out a Blue Jet. Meanwhile six troopers attack 5 of White troopers on ice hex, all are lost.
Having already built a C and rattler for Red Base.
Blue moves from Blue Base a C with two troopers, landed on island 1 VP NE. of Blue Base, defended by a Red trooper. Island taken for no lost.
Meanwhile 2 Troopers move onto that ice hex, that connects to NP Base. While 5 more Troopers leave Apogee base, heading for NP base. Having built a Jet and 2 Troopers for Blue Base. Along with 3 more troopers for Apogee Base.
Black trooper attacks from one ice to another ice hex, holding 4 White Troopers. Losses are one each side. Already built for near having no defensive Black base, a C and 2 troopers.
From NP base 6 trooped attack 2 Blue Troopers on connecting ice hex to Greenland. Takes the ice hex, with lost of one trooper.
White uses special ability to move 3 Troopers across ice hex bridge to outside of Black base. Also C from White Base lands 2 more Troopers on same area, while 2 Troopers from White Base moves towards Black Base( vía ice hexes bridge).
Meanwhile 5 Troopers are heading to N. Greenland from Apogee Base. Having built a Jet and 2 Troopers for Apogee Base, and, 1 Trooper for White Base.
Round 7: Red knows the greatest threat to NP base, is lack of a good defense in it, but, Joe forces will never be able to land and take it, for Round 7. Here using special ability from Red base Rattler attacks and takes out Blue C, on hex with 1 VP island midway tween Red and Blue Base.
Even with the lost of air power, Red C lands 2 troopers onto island, defended by 2 Blue troopers. Island retaken for no losses.
Having built 6 troopers for NP base.
Blue has 5 and a group of 3 Troopers heading for ice hex, that connects to NP base from N.Greenland. Builds C for Blue Base and 5 Troopers for Apogee Base.
Black destroys ice hex that connects to Black base. Four White Troopers retreat to ice hex behind them. Builds a rattler for Black base and trooper for NP base.
White C attacks Black C, both are lost. From Northern Greenland 1 VP hex, 5 Troopers enter ice hex, defended by 6 Black troopers( also a White Jet from Apogee Base flies in). All lost but for 1 Black trooper on ice hex. Already built 4 Troopers for Apogee Base and 5 for White Base.
In roughly which rounds your WWII games end?
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I mean roughly in which rounds it appear that one side is going to absolutely victory and other side will prefer surrendering at that point rather than to continue. Assuming both sides have similar skills and please specify whic A&A game are you talking about.
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Thats a pretty general question, and I assume the answer varies depending on which WWII board game you are playing. I personally can’t speak regarding other games (Global War 1936, War Room, Triumph and Tradgedy)… I can only speak about my experience with various versions of axis and allies.
Most of the axis and allies variant games I played this year lasted very long (7 or more full rounds) and were fought to a stalemate, with the axis player eventually conceding that they were going to lose in the long-run.
The original classic A&A, revised A&A, and A&A europe 1940 2nd edition often seem to boil down to this: If axis powers take moscow, the game is pretty much over. If the allies conquer either Berlin or Tokyo, the game is pretty much over. Its rarely necessary to continue once either of those conditions is met, because the income bonus and momentum is hard to overcome.
I would say that most games I play end in less than 10 rounds.
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