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Let's Play Armis ... Friendly-fire ....
Description
These missions were created specifically for the training of Armis instructors, each mission is very challenging, 'should you decide to accept' and succeed you will have certainly received a brain workout.
6) Only Marines - only move your Marines during the game
7) No Marines - issue FF at the start of the game to remove your Marines.
8) The Executive Force - start with the president on one side of the set-up zone and the VP on the other side only the executive (pres and vp) are permitted outside of your set-up zone.
9) Tow Ambush - Show how to use the Mover to indirectly take an opponent's piece.
10) Pushy-Pushy - Use your Mover to move all of your pieces (including the Flag) at least once.
11) F-Bomb - Use the Nuke to capture your opponent's Flag
12) A Sea Adventure - Sea vessel travel and boarding, show all of the following:
a) all three vessels in empowered waters
b) show a land piece move from land to board coast guard,
to board A/C, to board sub in a single move
c) board A/C with one of Air Force then move the A/Cc such
that the air force is on a new flight path
d) use Sub as bridge in Eastern Sea for travel of one piece
from one port to the other port.
13) Duck and Cover ... Advance - show how a set of three or more of your pieces can be used to advance into your opponent's territory without capture
14) Flag Fortress - using your Reserve, Religion, Diplomat, and Nuke, explain how use of these particular pieces creates a Flag fortress, and how this strategy is actually defensively stronger than many other types of set-ups
15) You're Stuck - take opponent's mover and president so that at least two sea vessels are stuck on land, the reserve is stuck in place, and the flag is stuck in place.
16) Forced Retreat - Force three of your opponent's different pieces to retreat during the game.
17) A Perfect Game -
6) Only Marines - only move your Marines during the game
7) No Marines - issue FF at the start of the game to remove your Marines.
8) The Executive Force - start with the president on one side of the set-up zone and the VP on the other side only the executive (pres and vp) are permitted outside of your set-up zone.
9) Tow Ambush - Show how to use the Mover to indirectly take an opponent's piece.
10) Pushy-Pushy - Use your Mover to move all of your pieces (including the Flag) at least once.
11) F-Bomb - Use the Nuke to capture your opponent's Flag
12) A Sea Adventure - Sea vessel travel and boarding, show all of the following:
a) all three vessels in empowered waters
b) show a land piece move from land to board coast guard,
to board A/C, to board sub in a single move
c) board A/C with one of Air Force then move the A/Cc such
that the air force is on a new flight path
d) use Sub as bridge in Eastern Sea for travel of one piece
from one port to the other port.
13) Duck and Cover ... Advance - show how a set of three or more of your pieces can be used to advance into your opponent's territory without capture
14) Flag Fortress - using your Reserve, Religion, Diplomat, and Nuke, explain how use of these particular pieces creates a Flag fortress, and how this strategy is actually defensively stronger than many other types of set-ups
15) You're Stuck - take opponent's mover and president so that at least two sea vessels are stuck on land, the reserve is stuck in place, and the flag is stuck in place.
16) Forced Retreat - Force three of your opponent's different pieces to retreat during the game.
17) A Perfect Game -
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