• House rule to let the round finish.

    Black attacks 3 Cats on ice hex with C landing a Wolf unit, and, another 2 Wolf units attack the ice hex. Previously Rattler from nearby hex, touching the ice hex, attacks and sinks White C off ice hex.

    All White forces lost, and, two Wolf units lost. A Wolf unit from main base joins the Rattler, and, two Wolf units built and added to main base.

    White sends 4 Snow Cats to ice hex, destroying lone Black Wolf. Builds main base, 4 Snow Cats.


  • Except for a Red Wolf unit, there are no Cobra units on the lower board. Upper board there are 3 Black Wolf units and Rattler and C.

    Joe units are 9 Snow Cats, 2 Jets and C lower board. For upper board 8 Snow Cats. Joe controls NP base and both upper Greenland hexes.

    Four and five reserve funds for Cobra and Joe.

    Joe wins!

    Except for a Round Robin for Scenario One, I will try to get too in the future.

    Next games for all three scenarios, using adding additional units, that are not official, so they will not be Round Robin. Also play by play will be more stream line, to get the game played faster.

    Roughly new units are limited, given, not purchased, like Heavy fighter bombers( more like a bomber), atomic and diesel subs.( no nukes, would you trust Cobra with a nuke?), mobile missile units, “ sour grapes” base buster, hover copters, recon. Units.

    Later, Thanks, Pellulo


  • Scenario One: This version of play is with extra units meant to supplement the regular forces. They are not Round Robin, as they are not official units.

    One per side(except 2 Fighter Bombers each side and one Danish Trooper for Joe forces), they can be used by either color of Cobra and Joe forces, they are:

    1. Atomic Attack & Diesel Submarine for Joe and Cobra( for the latter, loan, gifted, sold at a discount, partnered by various dark powers-who are not that stupid to give Cobra a real working nuclear submarine-).

    A/D 2 & Movement of 2. Can move thru hexes with enemy sea units without combat, unless a C is there, if so must surface and give combat to the naval units and any air units.

    Once only per a round may surface in a enemy free hex, and attack any land units, without any enemy counterattack from the land units. Does not apply to any defending air units.IMG_4884.jpeg


    1. V.T.O.L. Jet for A.C., C, main base, NP & Apogee Base, and, any VP hex already occupied by your side at the beginning of the turn. On a C it is not considered cargo.

    A/D of 2/3 and movement of 2.

    1. Fighter Bomber(more like a bomber), A/D of 3/4 (the four if the opponent is not an air units). Defense of 3 & movement of 6.

    Special ability of Sleuth, on a die roll of three down, cannot be counterattack, only works once per round.

    1. Hover-Copter A/D of 3, can carry one Wolf/Cat and a trooper, or, two troopers. With any cargo A/D falls to 1/2. If lost, so is cargo, any unit that boards and leaves it when it lands, stays in that hex.

    Can land in a enemy hex and battle with any landed units. Can fly over water. By itself cannot claim any hexes.


    1. “Sour Grapes” Missile Carrier, can be based in any main base or NP and Apogee base. Never leaves that base, if last unit in defense of that base, optional can be used.

    Causes base value to drop to ZERO. Imagine base personal sabotaging/ destroying everything of value and bobby trapping what is left of roads and bridges and buildings, hangers, supplies, and, so forth.

    The base goes up by 1VP per round, but, with a seven round game, that may be too little too late of any use.

    The missile carrier cannot be destroyed, or, captured if not used in a captured base.

    1. Fast all terrains/snow mobile carries one trooper, can take a hex, cannot Blitz. A/D of 2/1, if the unit is lost, then the trooper is lost. Once parked the trooper can leave and move if so desired and fight by him or her self.

    The unit by itself does not fight, must have a trooper on board it. Has movement of two, only travels on land.

    The only unit that can be captured and be used by the enemy, if found parked and unmanned.

    Cobra gets two of theses units to offshoot the Danish Trooper Joe gets.


    1. Heavy Bomber(think B-52/B-1). Moves 8 spaces, A/D of 5/1, has same rule of Sleuth. Has a special ability that can be used only once in the whole game.

    It has a Blockbuster Bomb, that can sink an A.C. Capital Ship, with only one hit. You do not need two hits to sink an AC.

    Has a range of 8 spaces, flies only from NP and Apogee bases.

    1. Native Greenland Trooper, AD of 2/1 for first attack, afterwards 1/2. Moves two spaces,

  • If allowed will try to post pictures of theses various supplemental units. None of these units are in scale to the game, except the Danish Trooper.

    Round One: Cobra knows that if you imagine roughly a square box, three corners box in the White Main Base. Before the Joes higher income come into effect, can a attack from NP and Red & Black main base overcome White Main Base?

    While Cobra holds off attacks from Apogee and Blue Main Base.

    Red C lands a trooper and Wolf unit on N. Greenland hexes, moves Rattler same island hex to help protect C. A sub. In same hex, moves to 1VP island just above NP base. Another trooper leaves NP base to go to hex above the base.

    C from main base with a VTOL Jet, trooper and Wolf land in 1 VP island above Red main base, along with a Rattler landing on island. Flies bomber from main base to NP base. Builds AC main base and trooper NP base.

    Note using submarine and VTOL Jet and Heavy Bomber does not allow for this round, to let Black to use them.


  • Blue sends its only unit in Greenland, and, from Apogee Base the Cat takes out Red Wolf unit in N. Greenland 1 VP hex.

    Lands 1 VP island midway from Blue and Red main bases. There arriving a C with VTOL Jet and Snow Cat and trooper. Joining them on hex is A.C. with Jet and Fighter Bomber. Flies Heavy Bomber from Apogee to Main Base.

    Builds C and 5 troopers for Main and Apogee Bases. Having used one of the Fighter Bombers, VTOL Jet, and, Heavy Bomber(White cannot use them this round).


  • Black had built an ice hex from its main base to White main base. From NP base hexes sends C with two Wolf units occupy 1VP island that leads to White Main Base. Along with a Rattler landing on island.

    Hover copter lands with trooper on 1 VP island hex two spaces from White Main Base.

    From main base sends C with two Wolf units up the coast, along with two all terrain units each with a trooper and a Rattler landing on hex.

    Builds C and trooper for main and NP base.


  • White got to hunker down, with three possible invasion armies/fleets heading towards its Main Base.

    From Apogee Base all terrain unit with a trooper and regular trooper( using special ability) takes out defending Red trooper. Also two more troopers and Snow Cat and Hover Copter take over undefended N. Greenland 1 VP hex.

    White needs some breathing space for its forces at Main Base.

    From Main Base attack Black 2 VP island defended by sub., C, Rattler, and, two Wolf units. White C with two Snow Cats, submarine, Jet, and, Heavy Bomber lead the attack.

    All Black units taken out, White losses are sub., Jet, and, Snow Cat.


  • Fighter Bomber flies back to Main Base, builds Jet and C for Main and Apogee Bases.

    At this time Red has 1 VP and Black 2 VP. Blue has 1 and White has 3 VP.


  • Round Two:

    RedIMG_4888.jpeg

    Red…

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