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.
How much complexity do you want in your Axis games?
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What sort of complexity do players prefer for their Axis & Allies games? Super basic like the original Milton Bradley game, or more complex, like Bulge, or Stalingrad?
And where do you prefer to have a more indepth game? Is it with lots of unit types with varied abilities, supply rules, terrain, more detailed combat etc … ? Do yo want lots of optional rules, or diplomacy rules?
Comment below
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Hi jim010
I prefer a base game with a lot of optional rules or scenarios or both.
Currently my favorite A&A game is @The-Captain s Global 40 mod. It has all of the above.
https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view
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To me, Axis & Allies is WW2 in afternoon. The additional play interest and historicity of every rule needs to be balanced against complexity and time burden.
I have find that the political rules in the Global game, add substantial complexity with adding much to interest of historicity. It would have been better to have political events occuring at specific turns.
The recent North Africa game was also burdened by too many rules. All though, the individual mechanisms were interesting & historical, overall there was too much going on, too many little things to keep track of.
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So far 2 differing opinons.
Any others?
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@barnee said in How much complexity do you want in your Axis games?:
I prefer a base game with a lot of optional rules or scenarios or both.
yea, so the base game would acomplish what Roger prefers and the optional rules and scenarios would be for people who want a more in depth game.
It does both.
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