• Before we start the RR, theses are the units I house rule into the game. They are for your information only, as the RR only deals with the units that originally come with the game.
    This game is lacking in different units, which happily you can house rule them into your game, they are: 1. 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, after all even thought Russia and China are probably Silent Partners to Cobra, they are not crazy enough to ever give them any nukes/nuclear reactors.
    Allot of Cobra’s Salt Water Navy is loaned, given, sold at a super discount, or, gifted to them(it is not like Cobra can order a Diesel Electric Sub. thru Amazxn).
    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.
    2. 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 Carriers and Aircraft Carriers. Again it is given, cannot be replaced.
    3. 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, for that one time of combat.
    4. Hover-Copter has A/D of 3, changed to a 1, when carrying one vehicle /one trooper or two troopers. 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.
    5. Missile “Sour Grapes” Land Carrier, used only once, it lowers the value of any numbered hex, down to zero. In other words if you cannot keep a particular numbered vex, 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.
    6. Fast All Terrain 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!
    7. 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 BlockBuster bomb. One per side and can only be used once, in the whole game.
    Now back to the RoundRobin…


  • Now back to the RR, this is based on the first scenario given in the rule book. Except for a single trooper and one aircraft( to have combine arms), all air and land units costs are converted into Cruisers.
    First references: Cobra’s main base is called North Pole Base(cause it is on the North Pole), the Joe’s main base in Greenland is called Apogee Base. With an imaginar symbol of Cobra base for game purposes is North, the Joe’s base is going South with to the West (left of the game board) is the Americas. Now if you go to the East(right of the game board) is Western Europe.
    Now if you go from Cobra’s North Pole Base going South(towards the top of the game board), you most likely run into Asiatic Russia(the old Soviet Far East). Russia makes up 53% of the coastline boarding the Arctic Ocean.
    Second Reference: Cobra Commander units are just to be called Red, Destro is Black, Admiral is Blue, Snow is White. Cobra Commander and Destro probably have Generals and Admirals assigned to them. Admiral Haul probably has USMC Joe General and troopers, with Snow Job has a General and Admiral assigned to him.
    Scenario 1: Take opposite base, or, have 10+ VP at end of round, or, most VP at end of Round 7, ties are permitted. This will be Cruiser versus Cruiser, with a trooper and jet/war ground attack jet for each colors( in order to have combine arms). Non Cruiser units are cashed in for Cruisers.
    White Base 12 Points Value, has 2 C, 1 Trooper, and, 1 Jet.
    White/Blue Base 12 Points Value 2 White C and 1 Blue C.
    Blue Base 12 Points Value 5 C, and, 1 Trooper and 1 Jet.
    Total 36 VP
    Red Base: 5 C
    Red/Black Base: 2 C and a trooper and Air Gunship all red. Also Black 4 C and trooper and Air Gunship.
    Black Base: Has 5 Black C.
    Total 24 VP


  • Round One: the Joes are outnumbered in C(ruiser) units by Cobra. Red units lead by Cobra Commander runs an attack on the main Blue G.I. Joe Base. While the remaining units on the other two bases, all Black( Destro)will mostly attack the remaining two White and White/Blue bases(that way they cannot help the main Joe Base).
    Five Red Cs are moving their two spaces, arriving just 1 hex from the main Blue Base(European oriented). Along with two more Cs from the combine Red and Black Base with one transported trooper(will not use the air gunboat/Warthog type of ground attack aircraft).
    Blue hunkers down, jet flies to Apogee Base, builds two more C.
    Black sends 4 C and trooper to attack Apogee Base, and, more 4 C leave Black Base to go attack the White Base. Builds a C.
    White hunkers down and builds 2 C for White Base.


  • Round Two: Red attacks the hunker down forces in 12 VP Joe Blue Base(towards Europe). Cobra Commander sacrifices a C to destroy a Blue C. Still the battle goes bad for Red, they lose 6 C and Blue loses only 3 C. Attacks lasted 2X cause it was a amphibious attack, an C with a trooper is lost, with Blue loses a C also. Losses total 7 C and trooper for Red, while Blue losses 4 C. Had purchased a C and trooper.
    Blue Fighter from Apogee Base & 3 C and trooper from Blue Base to attack Destro 4 C and trooper, that is two spaces from their base. Losses Black all 3 C and trooper and a Blue C and it’s trooper is left.
    Black 4 C arrive off White 12 VP Base 🆚 4 C and fighter and land base trooper. Destro has a one plus attack die advantage. Black loses 3 C and White 1 C, Black retreats remaining C. Had purchase 2 C.
    White from Apogee Base has 3 C go out one space and take out the retreated Black C( for the lost of a C). Had purchase 2 C.
    Round Three: Red…


  • Round Three:
    Red attacks upcoming Joe Fleets of 2 White C and a Blue C with a trooper. They are coming up the coast of Greenland, two spaces from NorthPole Base. There is not enough time to put an ice hex, as you need three to block the lower Greenland approach to the base. All ships lost except Blue with its trooper. Builds 2 C off North Pole base.
    Blue lands a trooper on the island worth 2 VP off just below North Pole Base, and, two more C from Blue 12 VP base arrive there also. Builds a jet and a C on its Blue Base.
    Black sends a C towards North Pole Base, while sending back two C, to hunker down at Black 8 VP Base. Flies Rattler from North Pole Base to Red 8 VP Base. Builds C and Trooper.
    White move a C and trooper to 1VP island below its White Base of 12 VP. While moving a C from Apogee Base towards North Pole Base. Builds a C off White and Apogee Bases.
    Round 4…


  • Round Four:
    Red attacks the 2 VP base below the North Pole Base, with two C and a Rattler. Using Cobra Commander’s special ability, all that is left is Blue C and a trooper on the 2 VP island base. Builds a Cruiser.
    Blue attacks Polar Base with a C and Trooper, defended by Red C and land base trooper. Blue fleet is lost, moves from Blue 12 VP a C and Jet to Blue 2 VP Base. Builds a trooper and 2 C on Blue Base.
    Black C joins Red C at NP Base. Two C midpoint to NP Base and Black home base. Also C and a landed Trooper to 1 VP island just below Black 8 VP base. Builds a C, previously had “iced”, the sea left of NP Base.
    White land a Trooper to upper left of North Pole Base, and, joined there by three more White C. Another two C joins Blue C and Jet on 2VP island Base just below NP Base. Builds 3 C, two at 2 White Base and another at Apogee Base.


  • Round 5: Red hunkers down, builds a Rattler for N.P.Base.
    Blue sends two C and trooper to 2 VP island base. Also had sent a Jet and C to attack Red & Black C off NP Base. For lost of the Jet, both enemy C destroyed. Builds Jet and C.
    Black needs to break siege of NP Base, 2 C attack Blue C just below the base. Each side loses a C. Now a C with trooper occupied a 1 VP island upper left of Black Base. Another C heads for NP Base. Buys 2 C off NP Base.
    White leaves NP region and heads for Black Base with 3 C and Trooper, and, joined by 2 more C from White Base. Jet flies to NP region, a C from Apogee Base heads towards NP Base. Builds a C for White and Apogee bases.

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