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Axis & Allies 1914: Round Robin
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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.
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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:
- 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.-
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.
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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.
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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.
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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. -
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!
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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…
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This scenario is where Snow Cats and W.O.L.F. Units are predominantly the main units.
Round One:Red moves from NP base and nearby hex 7 Wolf units to 1VP N. Greenland hex, defended by 3 White Snow Cat units. Hex taken for a lost of 3 Wolf Units/Wolves.
From ice hex three more Wolf units attack a coastal Greenland hex with two Snow Cats/ Cats. Hex taken for a lost of one unit each side. Builds 2 Wolf Units at main base, along with a ice hex, that connects base to a 1 VP island.
Blue 4 Snow Cats from Apogee Base attack 5 Black Wolf units in N. Greenland 1 VP hex. Hex taken with only 1 Snow Cat left. From main base flies Jet to White’s 2 VP island two hexes from NP base.
Builds 2 and 1 Snow Cat for Apogee and Main Blue Bases.
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Black sends 3 Wolf(from NP base)units and retakes N. Greenland hex, for no lost, destroying Blue Snow Cat.
From ice hex, Wolf unit attacks Joe defenders in Apogee Base. A land unit each side is lost, still in the base 1 Blue & White Cat and White Jet left.
Builds a Wolf unit for NP and main Black base. Also a ice hex to attack White Main Base.
White attacks from Apogee Base Snow Cat & Jet attack coastal hex, held by 2 Red Wolf units. Hex taken for no lost, Jet flies back to Apogee Base.
Builds three and one Snow Cat for Apogee and Main White Bases.
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Round Two:
Red 3 Wolf from N. Greenland attack Apogee Base and destroy 2 Snow Cats. All Red forces lost and still at Apogee White Jet and Snow Cats and a Blue Cat.From NP base a Red Wolf goes to N. Greenland hex. Builds 2 Wolf units for NP base and another ice hex that leads to Blue Main Base.
Blue Snow Cat from Apogee Base and Jet from White’s 2 VP island attack N. Greenland 1 VP that’s defended by 3 Black Wolf units. All are lost, the hex is left undefended.
C from Main Blue Base goes below ice hex two spaces from its base and destroys it. Builds Jet and two Cats for main base and Apogee base.
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Black moves a Wolf to its Greenland hex from NP Base. Moves from its main base 2 Wolf units and Rattler towards White Main Base.
These units are a bit of distance from a potential White counterattack, as land units go to a 2 for defense.
Builds 2 & 1 Wolf units for NP And main bases.
White uses Jet and Cat unit from Apogee Base and center hex another Cat unit, to attack N. Greenland hexes defended by a Wolf unit in each hex. Hexes taken with Jet landing on its 2 VP island.
Builds 2 & 1 Snow Cat for Apogee and Main White Base.
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Round Three:
Red moves from its main base, 3 Wolf units and Rattler to its ice hex, builds 2 & 1 Wolf units for NP and its main bases. Along with another ice hex towards Main Blue Base.
Just like Cobra Commander and the Joe’s Admiral have found out, all their forces have slow down, as the troopers are watching the 2026 halftime show.
Blue sends a Cat from Apogee Base to help reinforce White’s both N. Greenland 1VP hexes.
From Main Blue Base a C lands two Cats on ice hex defended by Red three Wolf and Rattler. All Red forces are lost, along with both Snow Cats.
Jet flies to White 2 VP island, builds 2 Cats for Apogee and Main Base.
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Black sends 2 Wolf units from NP Base to attack N. Greenland hex, defended by 2 Cats. All are lost, but, the hex is maybe open for Red to take next round.
Moves C with Wolf one hex above its main base. Builds Wolf for NP and main base.
White sends 2 Cats from Apogee Base to reinforce its N. Greenland hex. From its 2 VP island Jet flies out and back, destroys Red C off Red main base.
C with two Cats land on ice hex from main base, another snow Cat arrives there also. Builds 4 Cats for Main Base.
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Round 4:
Red…





