Round Three:
Red C takes a trooper to 1 VP hex, from main Red base, that is two spaces from Blue main base. Also moves 5 troopers to help reinforcement Black 1 VP N. Greenland hex. Along with 8 troopers from ice hex to recently vacated from the other 1VP N. Greenland hex.
From NP base, three more troopers move into the ice hex. Builds another ice hex, now both Red and Blue bases can connect, and, Rattler for NP base.
Blue sends C at Apogee Base to its main Blue Base. Again tit for tat 5 Blue Troopers and Jet attack 1 VP N. Greenland base defended by 5 Red and 1 Black troopers. Hex is taken for a lost of two troopers, and, Jet flies back to Apogee Base. Sends a trooper from W. coast of the island of Greenland to Eastern hex.
Moves from main Blue base 4 troopers to ice hex.
Builds 5 and 4 troopers for Apogee and Main Blue Base.
Black moves from ice hex 11 troopers to retake Greenland Northern 1VP hex, defended by 3 Blue Troopers. Hex taken for a lost of three troopers.
Also from main base, sends 4 troopers onto ice hex, and, sends C & Rattler towards White C. Both Cs are lost. Rattler returns to land/sea hex with 4 troopers waiting for an ice hex to be built, for next turn. Along with 3 troopers moving from NP base onto ice hex.
Builds another ice hex to connect to where White base is, builds 3 and 2 troopers for main Black and NP base.
White moves 5 troopers onto ice hex, bordering Black forces of 4 troopers. Can attack using special ability, takes the land/sea hex, losses 4 troopers. Moves four more troopers onto the other ice hex.
From Apogee base moves, using special ability 5 troopers to attack 7 Black troopers defending their 1VP Northern Greenland hex, along with Jet from 2 VP island. Hex taken for lost of 4 troopers
and Jet flies back to island.
Builds C and 4 troopers for Apogee base, and, a trooper for main base.





