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…