• Round Three:

    Red moves and lands a trooper from its C, on island hex, below NP base. Also lands Rattler on Southern island hex, from main base, only two spaces from Blue Main Base.

    On adjacent Northern island hex is a Joe Blue Trooper.

    Builds Rattler for its man base.

    Blue using special ability moves Trooper back to its Main Base where a C is located. Lands Jet from island just below Apogee Base, to 1 VP Northern Greenland hex( control, by White).

    Builds Jet for main Base.

    Black flies Rattler from its main base, and, lands it, only two hexes from White Main Base.

    Also flies 2 Rattlers from island hex, below NP base. They attack White N. Greenland 1VP hex, defended by a Blue Jet. They destroy it, and, land in 1VP Black hex, in N. Greenland.

    Builds C & trooper for NP base.

    White flies jet and destroys Black Rattler only 2 hexes from its Main Base. Flies from Apogee Base fighter to attack two Black Rattlers on Black 1 VP Northern Greenland hex. Jet and Rattler lost.

    Builds Jet and C for Apogee Base.


  • Round 4:
    Red amphibious assault of a C & trooper and Rattler, from two island located 2 hexes from Blue Main Base(defended by C & trooper and 2 jets). All lost except for a Blue Jet.

    Flies in from its main base, a Rattler to island two hexes from Blue Main Base.

    Builds Rattler on its main base.

    Blue sends jet from its Main Base and destroys Rattler on island below NP base(Jet is lost also).

    Built units are trooper and jet for Apogee Base. Along with C for Blue main Base.

    Black moves from NP base C & trooper, so it can occupy remaining 1VP hex in N. Greenland.

    Builds Rattler for NP base.

    White builds for Apogee Base a trooper and Jet. 
    

    Round 5:
    Red…


  • Round 5…

    Red Rattler attacks Main Blue Base and destroy Blue C flying in from 1VP island two hexes away, for no lost. Another Rattler flies in from main Red base to island hex. Builds trooper and C at NP base.

    Blue Jet from Apogee base destroys Black Rattler on N. Greenland 1VP hex, with trooper leaves Apogee Base for same hex( no Blue losses). Builds for Main Base C and Jet.

    Black moves trooper and C form N. Greenland 1VP hex, to a 2 VP island two hexes from Main Blue Base. Possible two prong Cobra attack, next turn to take that base. Builds NP base another Rattler.

    White Jet on its main base cannot attack undefended Black main base, as it has no place to land, much less go to the lower part of the board. Might as well be on the moon, as all it can do is sit there on its base.

    Sends Jet from Apogee Base to Blue Main Base as reinforcement. Moves also C towards Main Blue Base, while trooper using special ability , goes up Greenland coast and takes over a N. Greenland 1VP hex(vacated by Black).

    Builds 2 Jets for Apogee Base.

    Round Six: Red attacks with 2 Rattlers from hex next to Main Blue Base and from island two hexes away. Two rattlers versus defending two jets and a C. Both Rattlers are lost along with a Jet and a C. Builds for NP Base a Rattler and moves trooper from same base onto ice hex, that connects to Greenland. Along with C moving to island just below NP base.

    Blue flies Jet to White controlled N. Greenland 1 VP hex. Trooper takes over other 1VP hex in Northern Greenland. Builds C and Jet for its Main Base.

    Black decides to to land trooper via C with Rattler as air support not at Main Blue Base(too heavily defended), instead lands at Joe controlled 1VP N. Greenland hex. For the lost of a Rattler destroys jet and defending trooper. Rattler from NP base attacks White trooper in the other 1VP hex, both are lost. Builds Rattler for NP base.

    White sends C back to Apogee Base, From same base 2 Jets attack and destroy Black C and trooper, for the lost of a Jet, at N. Greenland 1VP hex. Remaining Jet lands on other 1VP hex controlled by Blue. Builds trooper and Jet at Apogee Base.

    Round 7.


  • Round 7.

    Red attacks from NP base with Rattler along with foot from ice hex, 1VP N. Greenland hex defended by White Jet. Hex taken for lost of Rattler.

    Builds another Rattler.

    -The rest of Round 7 was lost in a Yahoo Draft which failed to save the information. I will fill in the rest of the Round Seven from memory.-

    Blue moves 2 Jets from Main Base to Apogee Base.

    Black builds.

    White attacks weakest of the N. Greenland base, loses a Jet but trooper moves in and takes the hex. Both from Apogee Base.

    The game is a tie, most of the Main Bases were undefended by both sides, even with air units overwhelmingly the area, they cannot take the base. Unless you got that lone trooper delivered by a C, the base is safe.

    Lots of extra funds could not be carried over, especially when you wanted to get another air unit. If you you got is nine, not a ten, you can carry over 4 for funds and lose 5.

    Next game will be troopers being the main units, at a cost of two, there will be few funds to carry over.

    Units left same for troopers both sides, 2 C for Joe and 1C for Cobra, 7 Jets and 2 Rattlers.

    Unless your Main Base is in danger for the final round, building is a waste of time.

    Also will save Game Information on two different e-mail severs. The chances of it being “lost” goes down, thanks, Pellulo


  • Limited to one C and one Air unit for combine arms, the main unit will be troopers.

    Scenario Three: Round One:

    Red wants to try like it’s 1914. The game with Cruisers is too limited, while using primary aircraft is just too expensive.

    While using troopers as primary units has a possible difference. First the units are cheap, using an extra ice hex to attack Greenland, using mass waves of troopers to take Apogee base.

    Hold off attacks till the fourth round, in order to have a high numbers of troopers. Annoy the enemy with air and sea attacks, and, see if the die rolls come your way.

    Worst comes to worst taking Northern Greenland lets you win the game.

    After all attacking a main base even with air and C and two landed troopers, probably will not work defended by same setup(but with six defended troopers).

    Hey what can happen, another tie?


  • Round One:
    Red moves, but first due to stacking limits, and the conversion of other units into troopers, I had to put some units on blank hexes. Also add additional troopers to main bases.

    Attacks White’s Northern Greenland 1 VP hex, even if they cannot take it, hopefully weaken it for Black to take it over. From ice hex 6 troopers attack 8 troopers. Red uses special ability, the attacks fails, leaving only 1 White trooper defender.

    Replaces all 6 attacks with fresh eight troopers from NP base and nearby hex. Another from NP base of 5 troopers go to hex just below NP base(again I made a exception to hex limit, due to so many troopers).

    From main base sends C with 2 troopers and Rattler to island hex, only 2 hexes from Blue main base.

    Builds on NP base another three troopers, and, two more troopers on main base. Plus an ice hex, leading to Blue main base.

    Blue moves from a hex 2 troopers to White’s 1 VP Northern Greenland hex, along with six troopers coming from Apogee base for White’s hex. Also jet from main Blue base flies to White’s hex as a air craft reinforcement.

    From main Blue base a C and two troopers attack Island two hexes above their base, defended by Red C & Rattler & two troopers. All Blue forces lost, along with Red C and a trooper.

    Had purchase a C and two troopers for main base( if in the previous combat the Blue C was not lost, the new C would have been converted to just additional troopers, as only one C and one Jet allowed for combine arms). Also three troopers for Apogee Base.


  • Black with 7 troopers attack White’s hex from their Northern Greenland 1 VP hex, defended by a White trooper and Blue Jet and two Blue troopers. For a lost of two troopers Black takes the hex.

    Of course their own hex is undefended. From the NP region 11 troopers are coming to the ice hex( again due to hex limits, I let these troopers pass by the already crowded NP hexes).

    From main Black base, C with 2 troopers move two hexes closer, along with a Rattler to White main base. Builds a ice hex from Black the main base, towards the White main base.

    Builds for Black main base three troopers and NP base another 3 troopers.

    White uses special ability and just takes over Black’s undefended 1VP Northern Greenland hex, with 4 troopers. Also jet flies from Apogee base to 1VP island just below NP base.

    Buys 4 troopers for Main base and 5 troopers for Apogee base.


  • Round Two:

    Red sends Rattler to destroy C at main blue base, defended by also three troopers. The Rattler and the Blue C are lost.

    From ice hex that connects Greenland and NP base, attacks with eight troopers, the 4 White Troopers who had taken over a 1 VP hex. Cobra now controls Northern Greenland(for a lost of three troopers took out 4 White Troopers)!

    Eight troopers from NP base go onto ice hex. Builds at main base a C & trooper & ice hex that connects from 1 VP island to Blue main base.

    Blue sends 6 troopers to attack N. Greenland 1 VP hex that is defended by 5 Black troopers. All Blue Troopers lost, with one Black trooper still defending.

    Sends 2 troopers and 5 troopers to both hexes above the Apogee Base. Builds Jet & C for Apogee Base and trooper for its main base.

    Black moves just passing thru 4 troopers onto ice hex and another 4 troopers from NP base, and, three more troopers from the actual NP base onto the ice hex. All these troopers are passing thru, if I went by the eight on the hex rule, with so many copious amounts of troopers, I never get the game played.

    At main base two troopers go onto ice hex, while C goes back to its main base(from a land /sea hex, only two hexes from White main base), to avoid attack from White C that is stationed at White main base.

    Had built three and four troopers for main and NP base.

    White using special ability sends 5 troopers from main base, to where the newly placed ice hex borders it. From main base, C goes and destroys the new ice hex.

    Builds 5 & 4 troopers for Apogee and Main White Base.


  • 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.


  • Round 4:

    Red has 8 troopers on N. Greenland 1VP hex, and, attacks three surrounding hexes, defended by White trooper, Blue trooper, and, 2 Blue troopers. For lost of a trooper, all hexes taken. Places 1 on White’s 1 VP hex, and, 2 & 4 troopers on the other two hexes. Moves from ice hex another 3 troopers onto recently taken 1 VP hex, and, another 4 troopers from NP base area goes onto ice hex.

    Also using special ability, takes out White Jet, on 2 VP island two hexes below NP base, for a Rattler. Finally C goes to NP base, from 1 VP island two hexes from Blue Main Base. Builds 5 troopers and 2 for NP and Red main base.

    Blue C arrives at White’ 2 VP island, moves 4 troopers to ice hex, opposite Red’s 1VP hex defended by C and 3 troopers. Another 4 troopers leave main base, onto another ice hex.

    From Apogee base Jet and 4 troopers attack 4 Red troopers, on hex above the base. Hex taken for no loss and Jet flies to White controlled 2 VP island. Builds 5 and 4 troopers for Apogee and main base.

    Also using special ability puts a trooper with its C.

    Black 3 troopers from main base, take out on ice hex 2 White troopers, for no lost. Four troopers and Rattler attack another ice hex, holding 4 White troopers. Black losses 3 troopers, for the lost of only 1 White trooper. The remaining trooper and Rattler, retreat to ice hex holding 3 Black troopers.

    Moves 3 troopers to N. Greenland and another 2 troopers to ice hex. Builds 4 and 3 troopers for main & NP base.

    White moves C towards its 2 VP island from Apogee base. Four troopers from Apogee base, attack three Red troopers above said base. Hex is taken for lost of one trooper. Four troopers on ice hex, attack ice hex defended by Black 4 troopers and Rattler. All White Troopers lost and three Black troopers are destroyed. Leaving a Black trooper and Rattler to defend its home base.

    Builds Jet and trooper and four troopers for Apogee and Main White Base.

    White moves C to 2 VP island, picks up 2 White troopers, and, lands them onto Red’s Northern Greenland hex(defended by 4 troopers). Also two more troopers arrived from nearby hex. Both sides lose two troopers, the hex falls!

    Using special ability a trooper(from Apogee base), and, Jet, along with another trooper from nearby hex. Attacks two Black troopers in remaining Cobra held N. Greenland 1VP hex.
    Hex falls for lost of a trooper, Jet lands onto 2VP island.

    Again using special ability, from White Main Base, 4 Troopers attack Black trooper on ice hex. Hex taken for lost of two troopers.

    Builds 5 and 4 troopers for Apogee and White main base.


  • Round 5:
    Red attacks four Blue Troopers with three troopers, from its 2 VP island, retreats back to where it started( each side loses a trooper).

    Three troopers go from its main base, onto ice hex that leads towards Blue main base. Using special ability C heads to Blue C at Whites 2 VP island.

    Four troopers move from NP hexes onto ice hex, and, another two from NP base. Builds Rattler and trooper for NP and main base.

    Blue takes out on ice hex, two Red troopers, for no lost of its 3 troopers. Moves 4 troopers up on ice hex, another four leave main base, onto ice hex( the two Red troopers on 2 VP island hex, are cur off, and, Red main base is undefended, the base is sieged by 3 Blue troopers).

    Five troops move upwards from Apogee base to hex above it. One to the right and four to the right. Meanwhile 4 troopers attack three Black troopers in upper Greenland 1VP hex, with Jet from 2VP island. All are lost( Jet survives and flies back to Apogee base), and, all the Black troopers are destroyed. Nobody on hex, so it is still controlled by Black.

    Buys C and trooper & 4 troopers for Apogee and main base.

    Black moves 2 troopers from ice hex to its undefended 1VP hex, and, 3 troopers from NP base to ice hex.

    Also moves 4 troopers from main base to ice hex, builds C and 2 troopers for main base.

    White moves C to 2 VP island, picks up 2 White troopers, and, lands them onto Red’s Northern Greenland hex(defended by 4 troopers). Also two more troopers arrived from nearby hex. Both sides lose two troopers, the hex falls!

    Using special ability a trooper(from Apogee base), and, Jet, along with another trooper from nearby hex. Attacks two Black troopers in remaining Cobra held N. Greenland 1VP hex.
    Hex falls for lost of a trooper, Jet lands onto 2VP island.

    Again using special ability, from White Main Base, 4 Troopers attack Black trooper on ice hex. Hex taken for lost of two troopers.

    Builds 5 and 4 troopers for Apogee and White main base.


  • 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…

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