• Seems like a mixup for White for Round 4 and 5. Information for Round 4 was replaced by the same information that was meant for Round 5.

    So far tween Joe and Cobra a constant taking, losing, and, re-taking of both Greenland Northern Hexes.

    For units both sides have aircraft, and, Joe has two C and Cobra one. As for troopers Joe has twice as many as Cobra. With two rounds left each side threatens one of the other side main bases.

    Joe controls 4/5 of the ice hexes. Cobra is needing to at least get a tie, retake one of the Greenland 1VP hexes, and, hold it for two turns.

    Of course one of the secondary main bases might fall.

    Round 6:

    Red…


  •  Scenario 3: Troopers predominate.
    

    Round 6: Red from ice hex attacks Greenland 1 VP Northern hex, 6 troopers and Rattler against White 3 troopers & C. Hex is taken, with 3 Red Troopers left. Three more troopers leave NP Base onto ice hex. Using special ability a trooper is lost destroying Blue trooper on ice hex touching 1 VP island hex( two hexes from White/Red Main base).

    Red builds 6 troopers on Main Red Base.

    Blue moves C from main base to Red’s 1VP island with trooper(using special ability picking up another trooper). Defending Red trooper destroyed, with lost of one Blue trooper.

    From ice hex 3 Blue troopers attack main Red base, defending by 6 Red troopers. All Blue forces lost, along with two Red troopers. Three more 3 troopers move up ice hex off main Red base. Behind theses troopers move up on the ice hex, three more Blue troopers.

    The pressure is on Red to defend its main base, and, not send forces to NP base, in the future.

    Meanwhile 4 troopers and Jet from Apogee Base attack Red’s 1 VP Northern Greenland hex. The defending 3 Red Troopers lost, with lost of a Blue trooper. Jet flies to White’s 2 VP island two hexes from NP base.

    Another Blue trooper joins White trooper in the other 1 VP Northern Greenland hex. With 4 more Blue troopers moving into center hex from Apogee base.

    Builds 7 & 2 Blue troopers at Apogee and Main Blue Base.


  • Black from ice hex attacks N. Greenland 1 VP hex defended by White & Blue troopers.  Hex taken for a lost of one trooper. 
    

    On ice hex off the main Black base, 4 troopers & Rattler, along with C and 2 troopers from base, attack ice hex defended by 2 White troopers. Hex taken for no lost. Builds 5 and 1 troopers for the Apogee and main Black base.

    White using special ability sends 4 troopers to attack N. Greenland hex, defended by 2 Black troopers. Hex taken for a lost of a trooper. 
    

    From White Main Base 4 troopers attack 6 Black troopers and Rattler on ice hex. All White is lost, along with 3 Black troopers.

    Meanwhile sends Jet(from 2VP island two hexes from NP base)to attack 3 Red troopers on ice hex, that connects Greenland to NP base. Jet is lost along with a Red trooper.

    Builds for White Main Base, Jet and 4 troopers(and 1 trooper for Apogee Base). If previously the Jet was not lost, then White could not buy another Jet(as each color is restricted to one air unit).


  • Except for Apogee and North Pole Bases, the other bases are not surrounded by land. 
    

    Red main base is only defended by 4 troopers. Red needs to hunker down to defend from a upcoming Blue attack.

    Using special ability Black has, forces White to place a Jet at its main base, for a potential Black attack.

    Blue Base has no defense and Black base has just a trooper in it. For Round Seven there is no danger any motion of enemy forces, taking those bases.

    Cobra does not have the forces to make a tie, by taking a Northern Greenland 1VP . There best bet, is taking White Base, if Blue doe not also take Red base.


  • Round 7:
    

    Red using special ability, uses a trooper on ice hex tween Greenland and NP base, to take out White trooper in N. Greenland 1VP hex. Builds Rattler and trooper for main base and trooper for NP base.

    Blue using special ability to land two troopers onto Red main base, with three extra troopers attacking from nearby ice hex. All Blue forces lost, only a Red Rattler remains. Two more Blue troopers arrive on ice hex, bordering Red Main base.

    From N. Greenland hex, three troopers attack defending Red trooper, on ice hex, that leads to NP base. Hex taken for no lost, while three troopers move onto N. Greenland hex, and , another seven troopers leave Apogee Base, going North.

    From 2VP island hex, two spaces from N.Pole base, a fighter attacks 6 defending Cobra troops there. The fighter jet is lost, along with a Red trooper.

    Red is reduced to just a Rattler on the game board! Blue builds at Main Blue Base a Jet & C.


  • Black attacks from N.P. Base 5 troopers onto ice hex holding 3 Blue troopers.  
    

    Takes hex for a lost of two troopers. Meanwhile

    from ice hex, two spaces from White main base, a C

    lands 2 troopers onto base, along with a Rattler.

    Base defended by 4 troopers & Jet.

    All Black forces lost, with one White trooper and

    Jet left. From ice hex, moves trooper to 1VP hex

    that is two hexes from White main base.

    In a last chance to take a Northern Greenland 1VP

    hex, from ice hex three troopers attack the two

    White defenders.

    All Black forces are lost, along with a White

    trooper. Builds 3 troopers for NP base and C for main base.


  • White using special ability a trooper from Apogee Base goes to N. Greenland, while a trooper from there attacks the NP base. The trooper is lost, but, of the three Black defending troopers, one is lost.

    Again using special ability a trooper from main White base, along with a Jet, attack lone Black trooper on 1 VP hex( that is two hexes from White Main Base).

    Hex taken for no lost, Jet flies back to Base.


  • Joe wins cause of control of the two Northern 1VP bases. White had built a C and three troopers and another two troopers for Apogee and White Main Base.

    In terms of extra monies, Joe had 3, Cobra none.

    On the upper part of the board( not counting NP base), there are 3 troopers and a Jet for Joe. For Cobra a trooper and C.

    The bottom part of the board there are for Joe, 19 troopers, 2 C, and a Jet. For Cobra two troopers and a Rattler.


  • Next scenario Combine arms of just one flying unit, one Cruiser, and, only Snow Cats and Wolf units.

    After this scenario, would like to repeat all three of them, using additional extra units. These units will be given, and, extra ones cannot be purchased.

    They are:

    1. Submarines atomic for the G.I. Joe(via the U.S.N.), and Advance Diesel Electric(via U.S.S.R. 2.0 & Red China). Neither sub. of each side has nuclear weapons.

    Subs attack and defend on a 2, and, move 2 spaces(partially submerged). They can be fully submerged and do not participate in battle, and, can move 2 spaces. Now if a Cruiser is in its hex, or, a hex it wants to pass thru, it cannot stay fully submerged.
    Now fully surface it Attacks on a three and Defends on a 1, it is now open to air attack. Special ability on attacking land units, while fully surface, it cannot be counterattack by land units. Can only do this attack once per round, then automatically fully submerged and stays in the hex, after it fired its missile while fully surface.
    There is only one sub., for each side, it is given and if lost, it cannot be purchased.

    1. VTOL Jet on Carrier, has Attack/Defense of 2/3, and movement of two. There is only one each side, the VTOL can land on any color of its side Cruisers and Aircraft Carriers. Again it is given, cannot be replaced.

    2. Fighter Bombers are two for each side, cannot be replaced if lost. Attacks 3/5 ( five if the latter is not an aircraft), Defense of 3, movement of 6. These bombers have Sleuth ability, throw die, if three down the enemy cannot target it, only for that one time of combat.


    1. Hover-Copter has A/D of 3, changed to a 1, when carrying one vehicle /one trooper or two troopers/two vehicles. Moves two spaces. When lands vehicle/trooper(s) they cannot make any moves, also if Hover-Copter destroyed, the vehicle/trooper(s) are lost. They are just freight/passenger(s), cannot fight. Each side has one given, cannot be replaced, if lost. Also Hover-Copter can fly over sea hexes.

    2. Missile “Sour Grapes” Land Carrier, used only once, it lowers the value of any numbered hex, or, main base down to zero. In other words if you cannot keep a particular numbered vex/main base, then burn it down, useless to the enemy. Only activated when it is the last unit left, cannot be destroyed. Imagine your forces dynamiting camps, supply depots, air fields, roads, bridges, burning down buildings, bobby traps, and, so forth.
      There is only one Missile Carrier per side, cannot be replaced or purchase. Once every new turn, the hex value goes up by one, but, on a game system of only about seven turns, its hex value might never go back to what it once was. Also cannot be used for NP base and Apogee Base.

    3. Fast All Terrain Recon. Vehicle/Snowmobile moves two spaces, with one trooper. Can carry one trooper, uses A/D of 2/1, if trooper is destroyed so is the vehicle. Can take a hex, cannot Blitz. The All Terrian Vehicle is given, cannot be replaced or purchase, one per each side. Of course if you have a mini already of a snow mobile, feel free to use that!

    4. Heavy Bomber has movement of eight, A/D of 4/1, same rule for Sleuth but the die is 4 down. Special ability one attack on a A.C. will sink it, think Mega BlockBuster bomb. One per side and can only be used once, in the whole game.
      Now back to the RoundRobin…


  • This scenario is where Snow Cats and W.O.L.F. Units are predominantly the main units.

    Round One: 
    

    Black

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