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.
Vapid Delusional "Facts" or Ideas About A&A
-
-
UGH!!! Clearly you don’t understand what were looking for here @Playing-Kid! We want a tradition of half @$$ed garbage, not a tradition of quality!
-
Axis and Allies and Aliens
Inspired by Pacific Rim, Battleship, and The Great Martian War. Rifts open up in sea zones and alien spacecrafts move into the oceans and eventually into land areas. The Axis and Allied powers may be forced to join together to fight them. Aliens are looking to destroy as many cities as possible to exterminate the human race. -
And you could have one of those domes you press in on to roll dice, like in the game trouble, that looks like the alien mothership!
-
@MonsieurMurdoch Axis & Allies forced to join together? Naw, the aliens are clearly evil so would instantly join the Axis side. This will surely balance Global 40 now!
-
Use the Nazi UFO program conspiracy and have Germany be experimenting with Alien technology to use in the war. Then, oops!, they accidentally send a signal to the Aliens, who come to invade Earth. However, they decide to eliminate the Allied powers first, for the Nazi’s new alien based weaponry equals the playing field. So, Germany will have to watch their backs because the Aliens could strike at any moment, and with both the Axis powers and the Aliens attacking the Allies, Germany won’t have any nearby support except for Italy.
-
Continuing off of the theme of monsters:
Axis and Allies: The Call of Cthulhu or Axis and Allies and Lovecraftian Horror. -
Axis and Allies Candy Crush Soda Saga Legacy Double Elite Triple Infinity Mega Diamond Deluxe Platinum Edition?
-
Top 10 Axis & Allies game ideas that will make you say ‘that’s just Monopoly?’
-
@Playing-Kid
Just that, Axis and Allies Monopoly. Players are divided into the Allied and Axis, with the Soviet Union potentially as a separate team. The board is shaped like the Axis and Allies 1941 map, but the territories are grouped like in Monopoly. When you buy a territory, you also receive some armies, which you can use to capture the opponents territories. The team with the most territories and money at the end of the games wins. -
Ah but you’ve then established a double standard. What would be the exact value of territories to money, 5 to 1? Or are we assuming that you just sell all the assets in the territory to the devil at the end of the game, and get the starting value of the territory? I also think that you should make it so that your territories generate more IPCs per round based on how many houses you built. IPC’s must not be confused with monopoly money.
-
That is true. Okay, in true monopoly fashion, the person with the most IPC’s (the only economy will be IPC based) at the end of the game will win. IPC’s are generated from the territories, and will increase with each house and eventually hotel placed. IPC’s are used to buy territories, houses, hotels, and units. For first time a territory is bought, it will generate units. Units will move around the board in a single group to attack and capture other territories or can be placed in a territory to defend it. The role of the unit cannot change, if it’s offensive it stays offensive, if it’s defensive it stay’s defensive. Units can be sold in for IPC’s.
-
Have you heard of monopoly mega edition. Those allow sky scrapers, train depots, and add an extra movement die. How will you factor this in.
-
Use minor and major factories for “skyscrapers”. Minor factories can be built once a territory reaches 2 or more houses. They can than be upgraded to major factories. Both minor and major factories provide an additional ICP boost to the territory. Train stations and airbases will account for extra movement points and even moving from one point on the map to another that’s spanning 3-4 spaces. Trains stations for land units, airbases for air units. Of course, this brings in the question about the role of naval units. Potentially they can blockade island and coastal territories, and transports can allow units to move over sea spaces to attack island and coastal territories.
-
Will the soviet union get the requirement of all of their territories generating the same number of IPCs to ballance out the supermassive value of everything east of novosibirsk?