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G.I. Joe Operation Cobra l Full Playthrough l Mission 1

Meet Me At The Table Jul 23, 2026
Transcript 1:15:20

Greetings. I'm Barrett and welcome to Meet Me at the Table. It's time to jump into GI Joe Operation Cobra. We're going to be playing to the first mission with two Joe's. This is going to be absolutely amazing. This is something that I have been waiting for for a while since I am a big well nostalgia with the 80s. You know, I'm kind of an old guy. I got to like the GI Joe. I used to watch all the time. I had of course the action figures. Super super cool to get into a game. It's good to play a game based on that IP that I grew up with as a child. Now, we are gonna play. It's good to see in the video. We're going to do a quick setup. I'm going to show you the two Joe's we're going to play with and then we're going to jump right into the game and I'll explain kind of how the game goes as we play through this. I'm going to do my very best to interpret the rules the best I can. This is a lengthy rule book. It sits at about 50 pages long with a lot of different things that you have to keep in mind. So, my goal is to demonstrate the game the best I can.

But, please be aware I may make some errors. And if I do notice them post launch, I'll make sure to put a them in the description of this video. Otherwise, if I notice them while I'm actually doing the recording, I'll be having to try to put a subtitle in so that you can see. And with that, it is time to go into G.I. Joe. Operation Cobra. Can we thwart what Cobra has planned? And if so, then I need you to meet me at the table. Yo, Joe. class. Find yourself on top of the hill. You buy yourself a first class. The first thing we're going to do is set up our characters. We are going to be playing through the first mission in the campaign. Now, do be aware you can play these as one-offs. And if you do, it does tell you exactly how many kind of cards and points you have to spend to build out your Joe's when you play through the game. But for us, we are just going to start with the first mission, meaning that we are going to have our base cards for each of our characters without any higher tier cards. And these are the other cards that CoverGirl gets, which is one of the characters chosen by my Patreon supporters with help from the community when watching my unboxing video. If you [snorts] notice here, we have a T1, a T2, and a T3 abilities and potentially weapons. We are not going to be using those because we are going to be playing the first mission. But if we had gotten up into like mission nine or 10 or something like that, we'd be able to start picking different cards and have a

few other higher, more powerful cards out there and maybe swap out something like that so we could get a Joe that really has a chance of being able to be really well in that mission or potentially play use your play style to be able to play the way you want him to. But for now, we are going to play, like I said, with our very base character here. Just like that. What you're going to see on these characters is their health stat, their heroic points that they're going to have. If they have any defense dice, they're going to show a color or shade in here that you can use. It also has the movement. It's aggro, which is going to be used as potentially a way for one of the enemies to react during the AI step of the game. It also shows the different dice you're going to use for the three different types of tasks that could be done during the game. Muzzle, stealth, and expertise. On top of that, as we play through the game, we potentially could gain an advantage with this. And that'll give us the ability to use this ability here. If this is how the coin is tossed, if it is, of course, tossed to this side, then Cobra is going to be having the advantage. And on their enemy card, some of them have special abilities that they're going to be able to take control of. We're not going to be using that during the first round, but we will be doing using that as the game progresses.

It also has some abilities here. Now, these are special abilities. If you notice, some of them have a little mark next to them, and you have to use a special ability action in order to activate these abilities. But this one down here, flawless, immediately after neutralizing an enemy, Covergirl gains a free special action. That is something that's a passive that's always going to be active. So, if I am able to defeat an enemy with CoverGirl, I could choose one of these to do for free, which is kind of cool. Now, how do you defeat the enemies? You're going to be using your different weapons, which you're going to see down here. One of them is I have a light pistol. This one has a range value of three, but when you roll the dice, you might be able to adjust that range value. I can have a total of five hits and five stars, and as a maximum of what I could get on my dice to be able to use some of the powers on this. When I do use this weapon, I'll be rolling a blue and green dice. And let's pretend that is my roll just because it actually does everything I needed to do. Even though I just picked up the dice and put them there. The symbols here show how much damage you're going to be doing. And these are the stars that you're going to be able to use on this particular weapon. I can spend them to either do extra damage or extra range. So, I could spend it to get four range and extra damage, meaning I would be able to shoot this up to four range and do five damage to something, which would be pretty pretty awesome. I also have a heavy shock laser taser. This, of course, has a zero range because it is a melee weapon. And of course, it shows you exactly the amount that you can have. It shows the dice you're going to be able

to and all the things you can do to spend your stars on when you roll them. Now, she does have adaptive tactics, which is a special ability for CoverGirl. This one says, "Depending on the number of Joe's in the mission, Covergirl gains the following benefits. if there's four, three, or two. Well, we are playing with two. So, she gains the both of the above benefits. The first one is she is able to roll one yellow die when she makes an attack. So, it's going to be with her taser or when she uses her muscle ability there that she can use the roll on the die. She also may spend one to four heroic effort to discard any equal number of damage tokens. And of course, the heroic effort we have is four. And we need need do need to spend heroic effort at certain times during the game to be able to do specific extra things during your turn.

And I'll explain some of those as we go through the game. But for now, just know she has these four. And one of the possible uses of heroic effort is she could spend them to remove damage from herself. That's Covergirl. And I'll go through some of these special abilities if we decide to use them. And we're going to go check out our other character. Now, sadly, our other character was supposed to be different. I was supposed to use a different character for this second character, but when I went to start recording the video, the company has put out an FAQ already saying that some of the weapons in the game have some of the wrong numbers on them, and I didn't want to play with anything that actually had anything wrong on it. Of course, I could be wrong. He might actually have one, but I think if I look through them, he didn't have anything changing any of his weapons. So, I'm using Flint as the second person. Covergirl. Also, her weapons were fine from what I understood. That of course may change after the recording of this video. I hope not because I wanted to go and record it again. I did the intro already and then I had to go back and do it all over again. So, here we are. We're with Flint. He of course has 10 health, five heroic points. He actually has a defense die that he's going to be able to roll.

He has 14 aggression or aggro, sorry. And then these are the dice he'll be using for his skill checks. He does have the ability here when he gets this, he's going to have a special ability he can use. Now, he's got two abilities here and one that is actually a special action ability. He's got when a G.I. Joe team arrive, instead of activating one or two characters, they can choose to activate any from zero to four. Normally, the way this game goes is you'll activate one to two characters and then the Cobra agents or the Cobra faction will go. Then you'll go back and forth. So, if you're playing with four players, you could move one person, then Cobra would activate. Then you can move two more and then Cobra would activate. Then you can move the last one, then Cobra would activate. So you have these back and forth where you'll be able to maybe get into position or let them move into position so you can take them out. So it's kind of this back and forth strategic ability that you're supposed to do. Flint gives us even more strategic advantage by being able to use absolutely everybody or absolutely nobody and let Cobra go to hopefully come up to fight us or we could activate all of our characters and just take full advantage of where the bad guys are out of position and take them out. So it's pretty cool that he has that ability.

Combat planning. It's kind of neat. Um, then he also has the abil, oh, sorry, that's strategic leadership. Then he has co combat planning. Once per game, at the start of a mission, Flint and each adjacent ally may perform a free move action before their first activation. That is going to be pretty huge because this game does have a timer, and that's going to help us be able to move into position faster to start making our way through the mission. He has three different guns firing at three different possible uh options here. They do have four, three, and two for their range. It shows the maximum numbers they can have on their dice and what they're going to be able to do. So, there's a lot of different varieties of what Flint is able to do as he's fighting. And just like Covergirl, he does have some tier one, two, and three cards, and they are all guns. He's like guns blazing guy, which is pretty awesome. So, he's going to come running in and hopefully take some guys out with Covergirl's help.

I've also laid out all of the different tokens that we're going to be using during the battle, and I'll explain them as we go through the battle if we need to use them and what they're going to be able to do. But do know there are things that we may not see because of the actual mission we're in or it might be something we see a lot of. So hopefully we only see the good ones out of here or hopefully we put the bad ones on the bad guys. Here's the mission we are going to be doing. It is jungle secrets. We are going to start here. We're going to have to go in and get our intel and try to get out. Now, of course, all the little things you see here are going to be different types of Cobra and operatives that we're going to either have to take out or at least try to get by and still try to get to this exit. I'm going to have specific mission objectives. And of course, there'll be some mission failures as well that we do not want to see. The S's we see here are going to be supplies which are going to be deenoted by these tokens here. And they are random. And on the back side there what I think three or four different types of things that we could get if we're able to pick up those tokens on the battlefield. These here are going to be doors. And from how I understand the way the game works is you're supposed to set up what you can see and then when you open the doors you'd be able to lay down the other things even though you can see the whole thing here. So, what I'm going to do is I am going to probably put the whole map out, but I'm not going to place the enemies out here until we open the door to have them be able to be activated. Our mission briefing states, "In the dense, untamed jungle near Sierra Gordu, an unexpected radio signal has been detected. What began as a

routine reconnaissance flight quickly turned into disaster when a powerful anti-aircraft force brought your aircraft down, crashing amidst the foliage. You've discovered the source of the intense firepower, a hidden cobra complex concealed deep within the jungle. Well, if they want to remain concealed, they probably shouldn't shut our plane down. Your primary goal is to escape the jungle and report back with your findings. However, the opportunity to uncover what Cobra is up to in this secluded location cannot be ignored. investigate the complex to gather as much intelligence as possible about their operations before making a swift and discreet exit. Time is of the essence. Avoid detection and get out before you are overwhelmed. So, as you can see, our mission objective is to secure mission marker one and reach the mission exit point with all the Joe's and escape across the jungle. At the end of the activation turn, when a Joe reaches the extraction point, they escape and are removed from the board.

Our mission is failed if one of the following happens. The mission fails if all Joe's are wounded. Any Joe is neutralized by the end of round 20. If the objective has not been completed for preparations, we are going to pick out these particular enemies and we're going to equip them with those particular weapons. I don't remember if I saw any of those weapons in the Arata. So, I'm just going to play with them as is. If they are if they have changed based on the company's discretion, then that's fine. We're just going to play with what we have here. It also states down here that all doors start closed except for door C, which is open from the start. And that's this one that we'll see later on during the game as we get that far. Here are the special rules on round timer 5, 8, 12, and 20. Things are going to happen. The first one is the security doors labeled A and B will open and have more enemies for us. Number eight, patrol returns. Reinforcements arrive at reinforcement point one. Deploy Major Blood and two Cobra troopers. UFA. And then we got number 12. The radio post calls for backup. These troops will now be on high alert, increasing the danger if the radio hasn't been disabled by interacting with mission token 2. The radio tech sends out a distress signal.

Deploy a Viper for each Joe in the mission reinforcement area. So, we might want to try to get to that point as well. And then, of course, by round 20, it does say vipers everywhere. As you try to escape, vipers swarm the area and increase numbers and heighten alert, making the situation critical. If you haven't escaped by now, the mission fails. Cobra has successfully repelled your efforts and sadness happens. In this game, you're going to see the tiles that you're going to use here, and it shows your rewards and consequences. If we're able to get all our Joe's, we get one point that we can use to help upgrade our characters. When we get to a certain threshold, we'll be able to gain those extra tier cards. Also, we have one that says if a Joe secured mission marker one, we're going to be able to get one point. Even if we fail, we will get one point. If anyone interacted mission marker two, we get another point. And if anyone was able to neutralize major blood, we'll get a point. So, we have up to four points that we can gain from this. I don't think we're probably going to get all of them, but of course, we'll do our best to try. If we if we failed, we could replay the introductory mission and begin the campaign. can be replayed as many times as needed until successfully completed without penalty. Of course, you could skip it by move failing forward and only taking the one point if you're able to get mission marker one.

It does say that doesn't recommend doing that because it's best this is a good time to be able to learn the mechanics of the game. I am going to show you a little bit of the next mission because there are some cool things that this game has going for it and that's this point here. There are some cool things where it does say if you replay the mission for this is mission two skips both the capture and any reward failure. But here it says if you skip the mission and has no serious consequence the Joe's can retreat. If your group get of players gets eager to advance proceed directly to three. If the mission is not successful the Joe's are captured conditioning the next mission. If the Joe's were captured the next mission should be five. If the mission was successful the next mission should be three. So, it's kind of cool that they potentially have some branching paths that you'll be taking as you go through the game. And there are a lot of different Joe's. And every time you do a mission, you do not have to use the same ones. You can bring in other Joe's as you wish. I believe you would just power them up equal to the points that you have gained through the other missions that you've gone through. Here's the board all set up and ready to go. We have our first two enemies we have, which are just Cobra Troopers. Covergirl and Flint are both up at the top. We have our dial at one ready to go because we are on the first round. This is the cobra trooper. And how they're going to work are is when they're on their turn, they are going to draw cards and activate based on those cards. Once you have activated a person, you'll use these tokens. You can either drop them on the cards themselves or you can drop them next to the characters to show that they have gone. It is up to you. I'll probably be dropping them on the card to

have less on the battlefield. These, of course, like I said, are supply tokens. And this is the Uzi that the Cobra troopers have in their possession. It only has a range of one, but one star, two stars would give it an extra two range. So, it have up to three. It does can only hold up to five and eight of those particular symbols on the dice. And it is going to roll three dice. It can also spend a star to gain an extra damage for the weapon. And the way that they're going to spend their stars and things, there is actually an actual base thing of how they do it. It's gonna first you they're going to use every star they possibly can to try to get the range to get you and then they're going to start using it to help with damage. It kind of makes sense. The cobra trooper itself has three health, two movement, no defense, one uh perception, and it has 19 aggro. This is the extra special power it has during this round.

All Cobra troopers have plus two movement, which is going to be kind of helpful for them. Serpent flow. When a Cobra character moves through a space occupied by a Cobra trooper, the Cobra trooper clears the way, granting the character plus one movement for that movement. AND COB COBRA, YOU PROBABLY SHOULD do the right thing, right? If Cobra commander is on the board, he is not, they would gain some extra bonuses. Those are what the Cobra troopers have available to you. And as you can see, most of their stuff is passive stuff. There really isn't anything that's going to they don't have to spend actions to activate a lot of their extra things they have. You're seeing a lot of different colors on the board here and I'll explain a little bit what those are. The first one we see is the yellow all over the board. That is considered light cover. The lines represent the where the actual cover is and it will cost an extra movement in order to go into it and it'll provide light cover if you're in it or the line of sight crosses past it. Next, we have difficult terrain which is right here and here.

These do not help with line of sight or do not block line of sight at all or h cause any type of hindering to line of sight, but it does cause extra movement to move into them. [snorts] And finally, we have heavy cover, which is over here. These are this red dotted line. You cannot cross through with your character or enemy cannot move through it, but it does you can draw lines of fire through it, line of sight through it, and it will provide heavy cover. Now, like I said, there's a lot going on, so I may make some mistakes as I go through the game. So, please bear with that as we continue on. I do have the option of actually we get to go first. We do not flip this token on the first turn. And it is my character's ability or sorry, Flynn's ability to allow us to have a free movement before we start the first turn. Covergirl has four movement. She's going to move one, two, three to right there. She can't actually move into this because it does cost two movement to move into that. She's out of movement.

Also note that unless you have something that allows you to move diagonally, which technically would be an ability called nimble, then you have to do everything orthogonally when it comes to movement. So he's going to move one, two, three to right there. That was our first opening movement that we have because of Flint's ability. At this point, we can now activate two Joe's or we could activate zero Joe's if we want to. I don't think I want him shooting at me at this point. So I think we're going to try to take him out. So we are going to go first. When it comes to activating a Joe, you can choose when Joe in any order to activate. Once you start activating them, you do have to complete the activation. When you do activate, you are allowed to do two different actions on your turn. Then you can either move, attack, interact, rest, heal, or perform a special action that I've shown on some of the cards here.

So, at this point, I am going to have Covergirl go first. She is going to move one, two, three, four to right there. And as she's moving, she could choose right here. One, two, three, to fire her gun. She's the only She has can do that. Sorry. Because she has the ability quick draw, which allows her to fire her weapon during her movement if she wishes to. It's not going to be that big of a deal. So, I am actually going to move her all the way over there for four. And then I'm going to make her shoot at this guy. When we make our attack, we are going to use a blue and green die and see how it goes. This is a great opportunity to uh show what line of sight is like. So the way you determine line of sight is you take two points on your squares that you have and [snorts] draw them to a point on the enemy's square. If you can do that, then you have line of sight. So for example, I will draw a line here to there and here to there. I do have line of sight to this character. Now, to see if this character has cover, you have to draw a third line from another point on your character and place it onto another area here. And if it goes through any of if any of those lines go through any point part of cover, they would be able to gain that particular cover. I hope I explained that correctly. It was a little I I'm not a big fan of it. I am always partial to center to center. I'm always a big fan of just drawing center to center. That's how I've that's when it comes to line of sight. That is my jam. Uh, there are other people that love this way of line of sight where you can actually be peering around a corner, which is super cool. I understand that

that's kind of very thematic as well, but I've always been a center to center kind of guy. Okay. Anyway, she does have line of sight and there's no cover cuz this does not give any cover as you're playing through the game. So, let's roll the dice. See if we're able to take this guy out. With my light pistol, I'll be rolling a blue and a green. And I got two hits and I got three stars. Now, of course, one of these stars I could use, I mean, I could use these for range or damage. This enemy trooper only has three health, so we're going to be able to take it out with just using one of these stars with the two damage, and this guy will be removed from the board. With him going down, I do activate this immediately after neutralizing an enemy. Covergirl gains a free special action. So, I could choose any one of these if I want. The first one says, "During the next Cobra activation, all enemies that Covergirl has an has in line of sight has negative one range. Then the next one or to their ranged attack targeting Joe's. Next one's rallying support.

Choose another Joe within three or fewer spaces and grant them an inspiration token. I may spain spend a heroic effort to do this as a free action instead of a special action if I wish to. And the final one is guide their steps. For the rest of the round, choose any character that character gains the nimble ability and can move diagonal. The one we're going to choose is guide their steps and we're going to give it to Flint. So with his three speed, he is going to move one, two, three because he can do diagonal because of the nimble feet. And when you do cross a corner with two different types of terrain pieces, you take the least uh hindering of the pieces as you're moving. At this point, I am one, two, three spaces away, so I can use I could pretty much use any of the weapons I wanted to. I could use my mag M4 A1 Carbine if I want to. Or I could because it has three range. This one has two range, but I could spend two stars to get more range if I wanted to.

And this one has the four range already. I'm going to use the carbine because it already has the three range. And we're going to roll two green dice to see if we can get this guy. Now I'm going to draw to see if I have line of sight. I do. I can draw one there. I can draw from here to there. Totally fine. Now, of course, my third line is also going to draw over here, but it's going to go through this red dotted line, which is going to be difficult terrain. Sorry, I apologize. It's heavy cover. Not difficult terrain. This is difficult terrain. This is heavy cover. So, he's going to be gaining a heavy cover die. We're be able to roll our two green dice and we're going to roll the heavy cover die. Now, each one of these symbols on here is going to remove a damage symbol from my dice, unless of course I get this symbol. This is going to negate the attack completely. So, let's roll these up and see how we do. Okay, it's going to negate two damage from here, but I'm still able to get three damage and a star. I do also want to mention that no matter how many stars you roll, you do have to have at least one damage coming through in order to activate those particular stars. So, if I had only a if I only had stars and that two hit, this would negate those two hits, which means none of this would I would not be able to activate any of those stars. So, I wouldn't be able because I could potentially get three damage here just from the stars, but I couldn't because I wouldn't had none. But, we got this. So, we totally toasted this guy. He got super dead. Um, or I should say we have knocked him out or disabled him or something. I don't think any Joe has ever killed a cobra person. So, there you go. That was a super good way to start the game. We were able to take this guy out. Like I said, he blocked

two damage, but I still had three coming through. I could have added a damage or a range or I could have also done some I could have caused some P status effects to them. I do want to mention that we do have a light cover die as well. And the light cover die does have an extra symbol on it which is going to negate stars on this. So there are a way of negating stars based on your cover as well. And Flint actually will have an innate light cover die that he can roll when making when being attacked. Nope, I lied. He doesn't get that. Sorry. He gets there's there's three different types of dice. There are attack dice, there are defense dice, and then there is a vision impaired die. There's like so many different types of dice. And of course, there's all these different colors of dice, too. There's a lot of dice in this game, all doing lots of random things, so you got to keep track of which ones are doing what. This is actually light defense, light heavy defense. This is light cover, heavy cover, and this is and that's just a straight vision impaired die. So, like I said, lots of dice, lots of things going on, and lots of things to keep track of.

Having activated Flint, I will stick a token on him. He's all done. There are no Cobra agents to activate. We're able to take them both out and they're no more available on the board to activate. We'll be removing our two tokens from our characters and moving into round two. At this point, I will now take my token, flip it, and it's going to end up on the cobra side. So, they're going to have their special ability activated if they wish to use it. That's not going to be good for us. At this point, I am going to start again with our characters. And we're going to start with Flint. I lied. Covergirl is going to go next. And she's going to use her heroic resolve to gain her heroic effort token. She's only allowed to have four of those. She can, of course, get rid of them by doing specific actions like a rest action or something, but she's going to use that token. There are different ways you can use those tokens.

The first one is I could choose to move diagonally on my turn. The second one is I could repeat the same action twice. So, I could do two movement actions. I could do two attack actions. Normally can only do one act. You can never do the same action twice on a turn. The other one is we could remove specific status tokens. For example, a disorientation counter, but I can get rid of it before performing actions. I could also add plus two to the movement value during a move action. And of course, I could also use it to do a special action if I wish to. I'm gonna actually add plus two to her movement. And she's going to move one, two, three, four, five. And then she's going to use her action to open this door as her second action. And then she's going to finish her move by moving six. You can do an interact action during your movement and continue your movement afterwards. But other actions most of the time are going to make you stop actually activating or I shouldn't say activating. It's going to make you stop moving. We've added the next part to our map. And once a door is opened, you're going to leave that little thing there so that you know where exactly you can move into the room. Otherwise, it would be completely a black line, which you of course cannot move through. So, replace our token there. That is her activation.

She has done two actions. So, she is going to take a token to show that she has done that. We're going to move into Flint's turn. He is also going to spend one of his heroic. He's going to use a heroic resolve to gain a heroic effort token to allow him to move diagonally during a turn. Or he could take plus two movement. One, two, three, four, five. Actually, he's going to play take plus two movement. That's way better. He's going to move into there. Now he's three away from these two particular agents. And these agents don't have any type of cover in here at all. Sadly, either does Flint. Flint also has no cover. He does have another action he can perform. And the action he's going to perform is, of course, he's going to shoot one of those guys as hard as he can. I'm going to shoot him with my carbine again cuz it's one, two, three spaces away. I think that'd be the best plan. I totally want to use my shotgun, though. But in order for my shotgun to make it, it only has two range. I have to get two stars on the dice. And there aren't many stars on the red dice. There's only a handful of stars on the red dice. So, I think it would be best to use my M41A Carbine to take a shot at one of these guys. These Cobra agents do not have or sorry, Vipers do not have any defense that they can use. So, we're just going to roll our dice and hopefully do some good damage here. We did one, two, three, four, and then I can spend the two stars to gain two more damage, which would mean 1, two, three, four, five, six, which is going to be enough. He only has six health, so I'm going to be able to destroy the first one. Do note that they have their ability right now that says during this round, vipers can move diagonally if they wish to. They do have Cobra failing while adjacent to another Viper or villain. I get to add plus one

damage to an attack. So, that ain't going to happen cuz I killed his B his friend. Elite troops. If Cobra commander is on the on the preparation list for this mission, he is not on the preparation list. Major Blood is on the preparation list. So, that's not going to happen. But I was able to take out one of the Vipers. I will just remove this one from the board and place an activation token on Flint. Now, at this point, our Viper is going to activate. I put out the rest of the board. I think I actually was doing that wrong. I think you are supposed to put out the whole board. You just don't put the enemies out because otherwise otherwise just have these doors just laying sitting around. So, I think you are supposed to put the whole map out. I apologize if I did that wrong at the beginning, but do note that it's and if not, it is probably easier to do that because you already know the whole board. there isn't like some secret book which actually wouldn't have been a bad that'd be kind of cool is if you actually had like this area here and then it would say look in book in the book to figure out the next part of the map once you open some of these doors see what's there but that's beyond the point I am going to take their cards now every enemy does have its own set of cards here so the vipers do have their own set officer has his set of cards we also have techno viper cards and of course major blood and cobra trooper all have their own set of cards we're going to draw the card and and then activate what is on the card. So, we have two different things on the card. We're going to start from the top. Now, the way this is going to activate is it's going to seek its target. The target it's going to seek is going to be the closest one, which is going to be flint.

That is what that symbol means there. There are other ones that could be for, example, the highest health or the lowest health could be any type of those things. Now, once I've established my target, I'm also going to try to give it cover. So, it's going to while it's searching for its target, it's going to try to seek the best cover against the target. And it also will look for anything among spaces with equal cover, it's going to choose one that give it the clearest line of sight to the uh attacker. There, of course, is no cover anywhere in this, but if there was, it would maybe attempt to try to get behind cover and still have no cover bonus to Flint. That would be its plan. Now, once it's met any of those conditions, it is still going to try to find the best way to hit this guy while still being in the primary range of the weapon. The primary range of its particular weapon is three.

So, it is at 1, two, three. It's at three range. So, technically, it is not I don't believe this Viper is going to move because it already has the best cover it can have and it also is giving the worst cover to flint and it is at its base range of its weapon. Now, once that has been established, it is going to go to the next part of that card. And now that it's moved, well, didn't move. The person that it's going to target is, of course, the nearest target, which again will be Flint. Now, when it rolls, it's going to be actually be gaining plus one range and plus one damage, which I believe is what those are, which is going to be super bad. So, this already is doing one damage. It could have a range of four, but it didn't need it. Only has a range of three. The weapon itself is going to roll a red and green die. We'll see how that goes. Now, of course, Flint does get to use his defense die against it. This is going to be super bad. We'll see how this goes.

Hopefully, I can block some of this damage coming in. Oh, boy. Okay, I was able to remove one of the stars because of my defense. I'm going to take three damage. Then, we're going to look down here. It's going to prioritize the way to get to me first, which is going to be adding range, but it doesn't need to. So, it's going to skip that one. The next one is going to be the large area of effect template, which is this. It must have a grenade or something in there. Wow, that's out of control. Then it's going to go to damage. So, the way this is going to activate, it's going to lose one. So, it's got two stars. So, it's going to activate the large template and do an extra damage. So, it is doing 1, two, three, four damage plus the extra one it gets from the cards. That's five damage plus the large blast template as well. Wow, that's out of control. Wow, these guys are bad. So, here we have placed the template down.

And since this is an open door, from what I understand, it is going to branch out and hit covergirl as well. This is super bad. It's going to do. Now, she's only partially covered by this. So, she's going to take half damage from what I understand. But, he is going to take the full brunt of this, which like we said before is going to be one, two, three. And then this is actually, since this is a blast weapon now, from what I understand, this is not going to remove one of the stars. Instead, it's going to remove one of the damage from this. So, you're going to remove one damage for every defense dice you're rolling. I'm only rolling one. So, instead of taking, oh boy, I'm taking 1, two, three, four, five. Still, I'm still taking five damage because I am going to be able to block one of the damage coming in. Normally, it would be 1, two, three, four, five. And then this is going to activate the blast plus the extra one from the card is six. So instead of six damage, I'm only going to take five for him, which is still half of his health in one shot, which is pretty bonkers if you ask me. She's going to take half of that. So instead of six, she's going to take three. So we're going to give her a total of three damage. But let me make sure we did this right because it is actually, from what I understand, separate damage. There's going to be half of this, which is three, and there's going to be half of that, which is three or two. It's two. This is going to be two right here cuz I get one more damage. So 1 2 3 four damage and then this is going to be one two one two damage. So I am going to be taking a total of three. Yes, I will be taking three damage to her as well. Often

really he has a blast weapon. Okay, we got to take that guy down having actually shot my guys to death almost. That character is going to gain an activation token as well and then we'll be removing all of them and moving into round number three. [snorts] Now of course we'll remove our action tokens as well. We got rocked. She's at three damage and he took five. That's out of control. It's a lot of damage. We are going to flip our token and see what we get. Oh no, it's Cobra again. I was really hoping to be GI Joe, a real American hero who got shot with a giant grenade gun. With that, we'll move into our Joe's turn. And I'm going to start again with Covergirl. One, two, three, four. She's going to move to here. One, two, three spaces away. She can then again use light duty pistol and shoot this guy and see what we can do. I'm going to use a blue and green die. This guy has no defense. So, we'll see how this goes. I did one. So, I did actually hit. Now, if you would have blocked that damage, I would have done no damage, but I can spend all of these. I can have a maximum of five stars. So, I have five.

One, two, three, four, five. I can do five damage with those and one with that. That's six. That is enough. That's all of his health. He's going to be removed from the board. And that gives us a clear line to the rest of the game. But I am going to use my second action as a rest action. What that's going to do is now I am going to be able to use my muscle. I'm going to test my muscle. Oh, I also get to do a free uh ability here. Choose another Joe within three to and grant them an inspiration token or I can have him use nimble. I'm going to grant him an inspiration token. The inspiration token does do multiple things. I can remove this token when I make an attack to add an extra yellow dye to my attack if I wish to. or when making if when somebody attacks me, I can add a defense dice, different defense dice. Now, he already starts with a light blue. So, his would just upgrade to a dark blue for one attack, which might be pretty good. I can block some incoming damage or stop another one of those stars where this one was really only stopping stars and one damage. So, light defense isn't great. Heavy defense is way better. Now, on to my muscle test where I get to roll a yellow and blue die because that is her muscle. For every hit or every damage symbol I get, I'm going to be able to remove one damage. For every two stars, I get to remove one damage. Let's see how we do.

I got two stars and two stars and a damage. That's fantastic cuz that'll be enough cuz she has three damage on her. I'm going to be able to remove all three of that damage, bringing her back to full health. Flint has a blue and green and he is also going to do a rest action. He is going to remove some damage from him. He got absolutely poor roll. He gets to remove three, but that's better than nothing. He'll still have two damage. I think that'll be okay. I think it's best to keep moving. He's going to use a move action. One, two, three to right there. And that is going to end the turn. Going to turn four. There are no cobra on the board. We're going to start with our characters. I am going to use Covergirl first. She's going to move one, two, nope, one, two. I lied. I'm going to use him first. One, two, three. He's going to move to right here. And then she's going to move one, two, three, four to right there. I've got a plan. It's going to be kind of tricky and sneaky, but we'll see how it goes. We'll be moving into turn five. And I totally forgot to do my flip my token. So, we'll flip it.

Here we got the Joe's side finally. All right. I forgot to flip it last turn, but it really wasn't going to make too much of a difference. And now that we're in round five is started, these two doors are going to open. And I have set myself up perfectly to be able to take almost all of these guys out. That is going to be my plan. Hopefully, we'll see how this goes. I'm going to place down the two Cobra troopers, which are going to be in this room. One there. And we're going to place another one right here, I think, is where it goes. Yes, it does. Goes right there. All right. Next, I'm going to place a cobra officer. He is going to go right here. Okay. Now, I get to do some fun stuff for these guys. We are going to start with Flint. And Flint can draw a line of sight to this one and a line of sight to this one and a line of sight to this one because he can take these two corners and draw through the door to mark this point here. He can also draw these two corners to that point there. Meaning he has line of sight there. And of course he is standing in an open door to shoot here.

Covergirl has a line of sight. One, two there to this character right over here if I wanted to and there if I wanted to. So we have line of sight to all of these characters and I'm going be able to take my shots before they can. Flint will go first. He's going to do a shotgun blast on that guy. And then he is going to again grab another one of these tokens, these uh heroic tokens to be able to make the same action again. And he's going to fire at that guy with his carbine. Both of these Cobra characters are in cover. So, we're going to use the shotgun first and see how this goes. I got one, two, three, four, but this is going to remove a damage and a star. So, we're just going to remove that, leaving it with three damage, which is enough to kill a cobra uh cobra trooper. They only have three health. I'm going to fire my second attack, which is going to be two green dice. And again, we get to use the light cover. We'll see how this goes.

I've got to remove both of my stars. So, we're going to remove both stars from this, but that is still one, two, three damage, which again is going to be enough to remove the cobra trooper. I set myself up pretty good for this. I'm pretty proud of myself. I have to admit this is going to be good. Now, like I stated earlier, Covergirl also has line of sight to this character, but all this character does not have any type of cover. Let's quickly look at the Cobra officer, though, and see what's going on here. The Cobra officer has the thing, remove an activation token from each ally squad adjacent character within four squares. This one also says, "This character and all ally characters in line of sight with aggro between 15 and 25 perform the following action." Okay, so it's going to boost up these people. It does have eight health and it rolls a purple defense die. This guy is rocking this gun right here. Hopefully, we don't see what this thing does. It's a sniper rifle getting to add three damage. This thing could just shoot all the way across the board if it got a good enough roll. But we're going to try to take this person out with my Oh, actually, you know what I could do? I could move in there. Now, before she does go, I do have Flint's ability here. It says all G.I. Joe characters within line of sight to Flint gain an inspiration token. If this affects all other Joe's on the mission, Flint discards a heroic effort token from himself. That is actually all going to happen because he does have line of sight to covergirl. So, he gets to remove this token. She's going to grab an inspiration token, which is going to be awesome. She's probably going to use it right now because she's going to be able to fire with a lot of stuff. And I think that's about it. So,

let's make our attack against that guy. We have to try to take this guy out one shot. So, I'm going to use that inspiration token to add a yellow dye to my dice pool. And we're going to roll these all. He does get his purple die, though. That's going to be really bad. He's able to block one damage, which means I'm not going to be doing a full thing. Now, I can reroll a yellow dye because of her ability. So, we are going to roll it into nothing. That was fantastic. Best roll ever. I get to do a total. Now, this is going to block one of the damage. So, I'm only going to be able to do 1 2 3 4 five damage, which is fine. He has four left, I believe. I'm going to you grab another heroic inspiration token and I am going to well remove the this one and I'm going to roll these dice again. I did five. Let's see how much more damage I can do to this guy. I did five 6 7 8 9 10 11. Now I've done 11. He's super dead. We're going to take him off the board. But I did have to use both of my actions to attack this turn, but I think it was worth it. Now, when I put this out, I totally forgot to place down my supply token. There is supposed to be a supply token right here that I could go pick up if I wish to. There's also one actually in this room there if I wish to pick that up as well. So, there are a couple out here that I can get. Plus, I also have these I should place down as well.

These are tokens to let us know where the objective markers are. So, there's one right down here as well that I can activate if I wish to. Nope, lied. It's over here. It's all the way over here. Okay, that's the end of our turn. I am going to go to our sixth round and I'm going to flip our token to see what we get. And it flew away over there. But it is a cobra symbol. So we're gonna have to deal with the cobra if it happens. Okay. I [snorts] think I am gonna go get this. I'm gonna go one, two, three, four, and then an in interact token. I'm going to grab a health thing. When I pick up the token, I do have two options. One, I can use it right now for a quick patchup to be able to remove two inspiration tokens or not inspiration tokens, I apologize, heroic effort tokens or two damage tokens. The other thing I can do is then hold on to it and as a special action I can remove four heroic and a action tokens or I can remove four health. I'm going to quick patch right now and just get rid of my heroic effort tokens. I think that's going to be the best use of that. Flint's going to move up one, two, three, and then he's going to do another muscle test to try to heal his injuries before I open that door and get destroyed. So, we're going to roll a green and a blue. And I'm just going to roll it right here just to see what he can do. He can heal himself. One, two.

That's more than I need. I only have two health, so he's able to heal himself more than I needed to. He's good to go. He's at full power again. Okay, that's going to be the end of our round. We're going to go to round number seven, and he's going to open this door, which is going to put out the Cobra Techno Vipers. There's three of them. One is going to go right here, one is going to go here, and the final one is going to go down in this room at the bottom. Now, if you're playing with more than two players, you would be adding more to this board that you're going to have to deal with. Also, I may be using the wrong miniatures for each of these characters. I'm not quite sure which is which, and I apologize if I'm using the wrong miniature. There is one with a giant claw, which I thought was the techniper, but then I looked more at the pit rat or bat enemy, and that looked more like it. So, I'm just going with what I got here. I'm going with these. All right, this door is now open. And another thing about the doors is once they're open, they never can close again unless some rule or outlying out out outside of the core rules that the game comes with. If there's like an actual card or a circumstance based on a mission, these doors never reclose. So at this point, we have three techno vipers there. He did open this door with his first action. His second action, he's going to fire his shotgun at that one right there. And that one's not going. He's going to draw a line of fire or line of sight from here and here to that. And then he's going to draw his cover fire here. And so it is going to go through that particular piece of cover. So it's going to get light cover from this attack. But hopefully the shotgun will

enough to take this guy out. Now this could be bad. He could end up in big trouble here. But we're going to fire this and see how this goes. I'm going to roll it up. He got no defense to it. And I was able to get one, two, three, four, five, six damage through, which is enough to kill a Techno Viper. If we look at their card, it says Techno Viper has no defense, has six health, and it does have some ability here that says any cobra bat within line of sight is going to be able to gain some things. They're not out on the board. Then there's combat ingenuity. While adjacent to another Cobra character, that ally roll attack roll one star and bonus. Also, Technoviper ends their turn adjacent to a Cobra villain or Techno Viper gains an inspiration. Not going to happen. Combat engineer, all bat within five spaces. Again, there are no bat characters, so I'm not going to have to worry about that. But this is enough to take this character off the board. So, that Viper is dead. Um, I don't think I'm going to be able to get the other one. And I think it's going to get a chance to attack me. I am going to end Fluence activation. And now I'm going to activate the enemies. The reason I'm going to do that is because Covergirl could maybe come around and shoot one after they activate from where she is now. She's not going to be able to activate fast enough to be able to get in there and do some damage. The most she can get to is 1, two, three, about right here or even 1 2 3 four right to there if I don't decide to use a heroic effort action to be able to give her diagonal movement or plus two movement.

So I can only get her to there because I can't stand on top of an a hero. One, two, three, four. One, two, three, four, five, six. going to put me on top of him. Either way, I'll go here. So, [snorts] we're going to activate the Cobra Techno Viper. So, we're going to take their cards, give them a little truffle shuffle here, and we're going to draw one of these. Hopefully, it says they stand there and do nothing. The first one over here is going to activate by trying to do a melee attack at the closest, and it's going to move towards and into melee and try to attack, I think, is what this is. So, the speed on the Technov is three. It's going to attempt to get to him. Let's see if it can make it. Don't think it can, especially because it's kind of hanging out in the wrong spot. It's supposed to be right there. So, it is going to be able to go one, two, three, as close as it can get, but it might not move there because there are specific rules based on its movement. If it actually can't get to that position to be able to be in melee combat. So, if it can't make it to the target, it's going to try to get adjacent to its target. It will try to have the clearest line of sight to it.

And it does have the clearest line of sight to it. So, at this point, it is now going to move to the second part, which means it's going to try to make an attack, and that will be flint. So, it's going to make my its attack using its ranged attack, which is going to be its plasma pistol. So, I'm sure this is going to go real good. It's going to roll two per green dice. And it's only gets one range, one two though, to hit my to hit him. And it gets plus one to its range. So, if it gets a star, so we want to hope for no stars. Now, I'm going to use my inspiration token to give myself an upgrade on my defense die. So, it's going to go into a dark purple die. We're going to see how this goes. I was able to block one. So, I'm going to be taking 1 2 3 four damage. Wow, that's bonkers. Oh, wait. I can't. He's not going to hit me. He only has a range of one, and he didn't get any stars to increase his range. So, I'm not going to take four damage. He's going to be super happy about that. With this guy's turn completed, we're going to move to that guy. He is also going to draw a card. Oh, wait. I'm not done. I am now going to take two of these tokens. These are disorientation tokens.

They're going to go onto my character. I'm going to have to at the beginning of my turn, I could use a heroic effort to remove one of these. And after my activation, I can then discard one of these tokens. Now, with one of these tokens in on my character, I'm going to have a lot of detriments going on. I'm going to be suffering negative one to any of the stars I roll on these dice. I'm not I'm going to lose one of those. My defense dice are going to suffer one less of these. So removing stars which is going to be bad. On top of that I am going to have my movement point to move through terrain is going to be an extra one. And at but then at the end of my activation I can remove a token. And like I said earlier I can also use a heroic effort at the beginning of my turn to remove one of those tokens as well. And normally this would only put one on. But see there is a one there. So that means I'm going to gain an extra one. So I'm going to get two. Now we'll move on to our next character enemy down here. And this one is going to do a whole ton of things as well. It's going to move. And [snorts] what this symbol means, it's going to try to move next to an ally. So, he's gonna move one, two, three. Sadly, not be able to get to his ally. Sorry, buddy. Because at this point, he could heal him with a bunch of within a range of two. One, two. He could try to heal this character equal to the red dye, which you roll, but sadly, he's not hurt, so it's no point in doing that. Then, he is going to gain an inspiration token. I'm going to place it right next to his character to remind myself that he has that. That's the end of his turn or their turn, I should say.

I get to go now to Covergirl. And Covergirl is going to gain a heroic token. He's going to grab one of those to be able to move an extra two. One, two, three, four, five to right there. And at this point, I am going to be able to make an attack. So, I'm going to use my gun fire, my light duty pistol to fire at this guy. My line of sight is going to be this square and that square. Both of them can see that square right there. Then my line of sight or my other one is going to be this one to that one. So there's no cover. This guy's going to be gaining no cover. I'm just going to shoot him in the next week. I'm going to roll a blue and green die. He has no defense to help him out here. And I got 1 2 3 four five six which is enough to take him out cuz he get the plus one because of the star. And I don't have any issues with her. She is not confused or dazed or anything and dazed or confused. I'm going to remove the guy from the board. That was a fantastic shot. That's going to be the end of our turn. I am going to go to our eighth round, which now means we do have to see what the book says. The patrol returns.

Reinforcements arrive at the reinforcement point one. Deploy Major Blood and two Cobra Troopers. And that spawn point is right over here. So, we're going to put Major Blood and two Cobra Troopers right here, which are slowly going to come after us now. And we're going to add them to the group that we have to deal with. We're going to flip our coin and see what happens. We got the Joe's side. That's fantastic. That means I'm going to activate him first. He's going to go one, two, three, and he's going to shoot that guy so hard. But before he does, he is going to all characters line of sire gain an inspiration token. And I get to discard a heroic effort token from Flint. And I am going to spend a heroic effort token to remove one of these from him. I [snorts] need to I do get an inspiration token for Covergirl. And I think that's it. Now, I still have this token on me that I'm going to have to deal with.

That means I do only I did to roll two red dice, but I get negative one of the uh stars. So I only get a total of four, five, six. So only six is enough to kill him because my shotgun is out of control. My shotgun is amazing. Flint is amazing. Let's just go with Flint is amazing. So I'm able to do six damage. I can get a total of eight of these if I wanted to, but I only got six, which is just fine. He only has six health, so boom, boom on him. Now that's his two actions. Now that his activation has completed, I am going to discard that token. And she doesn't get this token anymore. He's super dead at this point. I'm going to move into Covergirl next. Covergirl is going to go one, two, three to right there. She is adjacent to this. Oh, you know what? I'm going to spend a heroic effort token to be able to go one, two, three, four. No, I'm going to miss it. Oh, whoa. One, two, three, four. Okay, now we're just going to go one, two, three, four. Right to there.

That's fine. Then I can go one, two, three, four. Next turn. Okay. So, she's going to interact with this as one of her actions. One, two, three. Then she could move back here for four. Or I could give her two more speed, but it doesn't don't think it's really matter. I think we got to You know what? I'm going to let her move diagonal. One, two, three, four. No, we're just going to go like that. Forward. Right there. One, two, three, four. Still be fine. Okay, I have completed our first objective. There was a lot of talking there. I apologize because I was trying to figure out how to do that. So, I did get our objective complete and that's going to go into our next round. But first, we have to move our Cobra Troopers and Major Blood. I have a feeling a lot of this is just going to be moving. So, I'm going to draw a Cobra Trooper card. It's going to attack twice and it's not going to do anything. All right, that's all that one does. The second one will be down here. This one is going to move towards the closest person. All right, so it's going to move and the speed value on the Cobra Trooper is two. So, it's go one, two, just like that. Okay, now it's Major Blood's turn.

Major Blood has a whole bunch of cards here. We're going to mix those up like this. Now, if you ever had to draw a card and there aren't any cuz they all been discarded, that's totally fine. Uh, this person is going to move toward get into melee range and do a bunch of Oh, and get an inspiration token. So, he's going to move his movement value, which is four. So, he's going to move one, two, three, four to right there. Gain an inspiration token. So, I'm just going to place that. I'll place that on his card cuz he is by himself. And before we go too much further, let's just make sure there's nothing else extra exciting that he does. He is an weapon expert. Any weapon equipped with major blood gets plus one to range and if the target is has cover and major blood's attacker will gain plus one to damage. All right, then mercenary resolve one per round. If major blood is about to be neutralized, he must perform a skill check before being neutralized. Roll a green roll one green and yellow for each inspiration token removed. After rolling, remove all inspiration tokens used. Each success removes one damage token. If damage is removed below his vitality, he stays in the game but receives an injury token.

Okay. And yeah, he's not. He gets an injury token. Okay, that's fantastic. He does have one inspiration token right now. I'm going to remove all of our tokens that we've been using and I am going to move into round nine for us. Let's see how this goes. I'm going to flip our GI Joe Cobra token. Hopefully, it stays on G.I. Joe's side. Nope. It flipped to the Cobra side. That is bad news. This is going to be a pretty quick action for the Joe's or turn I should say. I'm gonna move one, two, three with Flint to interact with this as my second action. She's going to move one, two, three, four up here. And interacting with this, in doing so, she is going to gain one of the heroic effort tokens. And we'll put that next to her card. We have now completed this objective. And we have found a new thing. We have found Oh, that's going to be awesome. This token is going to go onto her card. And if she's able to complete the game without becoming wounded or dis dead, I'm going to be able to gain an extra three performance points when we go into the next round, she can spend these to gain more points that she can use to get cards and things like that. So instead of getting the ones from the end of the mission, like the max we get is four, she might be able to get seven with that extra token, which can be super good.

Now, if you do ever get wounded, which means you take as many wounds as you have on your card, you're going to flip your card and any tokens that you have gained over the at that up to this point are going to be removed. So, that means we'd also be removing this token as well, which would be super sat because we'd be we'd lose three I guess you kind of performance points, I guess you could say. Kind of like experience points if you think of it that way. But lose three performance points. Bad news. Now, this one I'm going to give to Flint. I don't think it really matters who's holding these particular tokens, but do know that those are where the tokens are. Cobra is going to activate at this point. We're going to activate major blood first. He is going to gain an inspiration token and then move towards to try to get into melee range. His movement is going to be four. And he has to go around this one, two, three, four to right here. And at this point, that's the end of his turn. is going to gain another inspiration token, making it even harder to kill major blood because remember when he does lose all his health, he's going to gain health back based on the inspiration tokens and rolls and things like that. At this point, we're going to activate our two cobra troopers. The first one is right here. He is going to move. Okay, first he's going to try to attack shoot somebody. Then he's going to move. And this is going to signify that he's going to move into cover or towards cover. So moving one, two up here will still give him heavy cover, which will be just fine. Then we'll move flip over the next person's card. That cobra trooper is going to move an extra two to try to get into melee range. So, it's going to go one, two, three, four. Four spaces that way. Now, of course, I could be moving these guys a little bit wrong, but at

least you're getting the idea of kind of how it works. It's kind of neat that these all have their own little activations that they're going to do, but doing them exactly right every time may be a little challenging. So, just bear that in mind. I'm having a lot of fun, and that's all that matters. We're going to go to round 10 for our characters and for the cobra. We're going to flip our token and see what side we get. We got Cobra again. Oh no, we don't want Cobra to go. Okay, I have to move my characters first. No, I don't. I could actually choose Flint to go to use his ability to allow them to activate themselves in them before our characters because when it does come to our turn, I can choose to activate zero to four characters if I want to. I'm actually going to choose zero. I don't think there's a chance that he's going to be able to get to me. But one, two, three, four. Maybe is he does have four movement if he even gains two movement to get to here. His gun does have a range of only one, but a star can make it plus two. So, one, one, two, one, two. He could get five if he's lucky.

Um, I don't think he's going to get lucky, but we'll find out because he's going to activate. He is going to move and then he's going to try to attack a lot of times. He's going to move one, two, three, four, and he can't make the attack because there's nobody in sight of him. So now we're going to activate our two cobra troopers. Starting with this one right here, he is going to move. Normally he's going to move one, two, I think. Is it two spares? Yeah, two spaces to right here. The next cobra trooper is going to also move two spaces as well. Just moving to right there because you cannot move on top of your own charact enemy. You can't [snorts] have two characters in the same spot. Now it is our turn and I'm going to take another token for Covergirl. She is at four and she's or three, sorry. And she's going to move one, two, three. Oh, do I move the four to right here? Four right here. I think I do. I think I We're going to try to get by this guy. He's also going to gain a token to be able to move an extra three. One, two, three to right there. Now, I get to activate our characters twice. I should have finished Covergirl before I activated Flint, [snorts] but I did not, which was my mistake. She's actually going to use an extra move token, which means she is going to gain her last effort token that she can have. She can only have four, but having an extra movement, I think, is going to be fantastic. She does have this gun I could fire. It has a range of one. One, two, three, and then I need one, two, three extra stars in order to even start doing damage to him if I wanted to fire that, but I don't think I will. I think instead I'm going to move four spaces.

One, two, three, four, and get duck into this room. Flint, on the other hand, is going to move one, two, three out into the corridor here, and that's going to be just fine. That is his second action. And he has now taken two heroic to tokens as well. That ends our round going to round 11. I should have flipped the token for round 10. I forgot to. Oh my gosh. Really? Can Come on. You be the Joe turn sometime. I'm going to move first this time. Even though Cobra has the advantage. I'm going to attack with both of my characters. And of course, I have been missing. Poor Major Blood has been has been duped. It says your Major Blood and Cobra squad characters within five tiles and line of sight gain plus two their movement value this round. I should have been moving these guys extra. So, he should actually be right about here. These guys should be up to These guys should be up to. He actually is probably way up here. He should have probably been way up on us. But I'm just going to move them to there. They should have had a little extra movement. That might have changed the way I moved because now I'm This She was hoping to have cover from this guy. But, uh, now he's right on her and probably going to kill her. And I wanted to keep those three performance points, but that's okay. That they should have had extra movement. That was my fault because they've been flipping only the Cobra symbol pretty much the entire game. Last turn, I forgot to flip it though. So, [snorts] who knows what would have happened, but that's okay. We'll just go like that. That'll be fine. Okay, let us do some damage. I am going to fire with Flint. He is going to fire his shotgun twice. I think that's going to be my best bet here. It only has a range of two, so I'm hoping for at least one star. I changed my mind. I'm still going to use a shotgun, but for my first action, I am going to move two spaces to kind of get a little bit closer. And I'll show you where I move after we're done with this. I'm going to then roll

my dice cuz I need to get two stars. And I think I looked at these dice. There's I mean there is a star in every one. But if I roll even one of these without a star, I'm not going to Well, there's not a star in that one. There's not a star in that one. And he got nothing. So he's going to Wow. He That's really good. Now look at it. I did eight points of damage to this guy. He is down to four health. So we'll place eight damage onto Major Blood. He's That was actually really good. She's going to activate next. And she is adjacent. So she's going to use her heavy taser W191 or whatever this is. And we're hopefully going to do something to him. Now, Major Blood does get his dark purple die, which didn't do him very much good last time. See how it does this time? Well, this time it blocked one damage. So, these two cancel out. But I did do one plus. What else can I do with this? I can do no other damage.

Wow, that's that's pretty amazing. But I can confuse him. That wouldn't be bad. I can silent him. I can trip him. I can do lots of things. Lots of things. Okay, here's what we're going to do. We are going to roll one die because she has an ability allows her to do this. So, I'm going to roll that into a star. That didn't change anything at all. So, we still did one damage. So, he is at nine damage right now, which isn't too bad. And since I did do one damage, I can perform my stars. So, I am going to perform a restrain. And I'm going to trip him because I've got a total of three stars. Since he's restrained, he cannot move unless he performs a move action. And since he is tripped, he cannot per Sorry, since he's tripped, he cannot perform he can not perform any type of action unless until he decides to move up. move. This prevents him from moving. So any attack he makes with a weapon is going to be at negative -2 range. He can still get bonuses with his stars if he wants to. She's then going to move two back here to give herself some cover if he decide or sorry shouldn't be two HP. One, two, three to move in there. And hopefully that's enough to save anything that Major Blood might do. That's the end of our turn. It is going to be Major Blood's turn. We're going to draw a card and see what he does. Now it is Cobra, so everybody's going to get plus two movement, but he cannot move this turn. He's going to gain a token and he's going to try to get into cover a fight. Oh, hit a person that is in cover. Well, he could with plus one range, which is going to be here. So, he could shoot her because he has line here and he has a line here.

And then I'm going to get cover because it's going to go into this square and he could make that attack because he does have a weapon that has technically zero range right now, but he could boost it with some star values. And after attacking, he's going to gain an inspiration token, which is super bad. and he cannot make a move action. So, he's not going to be able to move on this card, but he will attempt to attack Covergirl. And this may be bad for Covergirl because Major Blood has some abilities here. One of them is he gets plus one range and if the person's in cover, and of course, she's in cover. So, he has one range right now. Uh he also is get plus one damage to his attacks. That's that's going to be really really good. Not good. Not good. Okay, he's going to attack with this. He's got a green and blue dye. He's going to roll that up. She has no defense, but I'm going to spend her token to give her light defense. And then she does have light cover right now, too. So, she's going to gain those two dice. I'm going to spend my inspiration token to do that. Okay, let's roll these up. See what happens.

Hopefully, nothing. Let's see. He did get enough stars to get Oh, he did not. Oh my gosh, I blocked everything. Oh, this is super good. So, this is going to block the damage, which means the stars wouldn't even happen. But then these two are also going to block the stars. So everything worked out perfectly. All right. Fantastic. Oh, he does get plus one damage because of his weapon, but he doesn't have the stars to get it there because I blocked all the stars. He only has range one. If he would have if he would have gotten the star on this weapon, he would have been able to make the attack, but that did not happen. I am so sorry. Sad sad news for me. After attacking, he is still going to get an inspiration token. He is now at three inspiration tokens, which is super bad. The Cobra troopers are going to move next with plus two movement. The first one's going to be this one. He is going to activate. We have a movement and then he has Oop, sorry. He's going to attack and then he is going to move. And he's going to move to the closest square without line of sight to an enemy. So one, he's going to move one, two, three, four. Right to there. He'd have no line of sight to any enemy. Oh boy. Can this person see him?

Probably. One, two, three, four up to here. Can she see him from there? Maybe. I again not sure where I should actually move this guy. I'll move him right. Nope. Line of sight there. Oh, he's got line of sight to everything here. One, two, three, four down here. You have line of sight there. Line of sight's going to cross right there. He might be able to draw a No, I don't think he has line of sight there. We're going to go with it. He It's my intention. He doesn't have line of sight. He can't attack anybody cuz have the range on his weapon. No, the Cobra Trooper is going to attack. Move. Let's see what our last Cobra trooper is going to do. He is going to move. Nope. He's going to attack and then he's also going to try to get into cover. Okay. Well, line of sight. Okay. No line of sight. He's going to move 1 2 3 four up there. No line of sight up there, I [snorts] don't think, because it has to look through the No, can't see him. Okay, end of turn. Going to turn 12, which is fantastic because something does happen on turn 12. Hopefully, what happens is this thing is Nope. This is the most broken token I have ever seen. Oft's token is going to be removed at the end of his activation. So, that is off the board. So, we'll be able to stand up and start doing things next turn. Hopefully, we can take him down before that happens. And at the start of turn 12, it does say the troops will now be on high alert. increase the danger. If the radio to hasn't been disabled by interacting with mission token 2, the radio tech sends out a distress signal. Deploy one viper for each Joe in mission reinforcement area part.1, which is where these guys came in. Now, lucky for us, we do have the radio token. So, that is not going to happen. We were able to thwart that ability of them, which is awesome because now we need to

concentrate on these guys. I am going to go first. Flint's not going to go zero. Now, if I make an attack against a prone character uh that is more than two away, two or more away, I am going to suffer a negative one star penalty. Guess what? Don't care about the negative one star because the shotgun doesn't need it. It can fire two squares away and it is just going to crank on major blood here. I'm going to fire it twice. I'm going to gain a token to fire my shotgun twice at Major Blood. He does get a defense die. We're going to roll it up and see how it goes. He blocks one of my damage, but I still get to hit a total of 1, two, three, three damage through, which is enough to kill him. He has a total of 12 health. So, let's check out his card. It does say mercenary resolve. Once per round, if major blood is about to be neutralized, he must perform a skill check before being neutralized. Roll one green plus one yellow for each inspiration token removed. After rolling, remove all inspiration tokens used. Each success removes one damage token.

[snorts]

If damage is removed below his vitality, he stays in the game but receives an injury token. So, I did do a total of three damage to him. Plus, I did a star. And the star I can add, I think, another damage here, which I'm going to do that. So, we've got a total of five damage coming in on him. That puts his total damage to three, four, five, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, I think. 3 6 9 10 11 12 13 14 14 if I can count. So, we are going to roll a green and blue dice for each inspiration token. He does have three inspiration tokens. So, we're going to roll a green and yellow, green and yellow, and a green and yellow. I only have two green dice. So, we're going to roll one more green dice. And then for every star token, I think he says it is our turn with Covergirl. One, two, three, four. Right here. One, two, three. I can shoot at that Cobra agent with my light pistol, which is what I'm going to do. I fire with a green and purple die. I did a total of 1, two, three, four damage, I believe, cuz I Oh, wow. I did a lot more than that. One, two, three, four, five, six, six damage.

This guy's super dead. That guy's not around. He only has three health. Now it's time for our Cobra agent. The Cobra Trooper. During the round, all Cobra troopers have plus two movement. That's fantastic. Wow, they got double movement. Oh, I think I totally messed this up, but that's okay. He's going to move and then make two attacks. Now, I think he's going to move to get into range. One, two. One, two. He's got two range on his gun. Well, he's got one range on his gun, but he can make it two. He is going to attack twice. Okay. Iconography strikes again. This is not attack twice. This is to use your secondary weapon if you're able to. He is not able to. He only has one weapon. That's the Cobra Uzi. So, he's going to fire his Cobra Uzi and try to hurt Covergirl. Firing with two blue and a yellow. Let's see how he does. He did get enough stars to get his gun to two range. So that's going to be that first star over there. Then he's going to start doing damage. He's gonna do one, two, three, four. Four damage. We got a That's That's pretty good. Four damage to Covergirl. That's I'll take it. Not liking it. That's half my health. Oft.

And of course, I forgot his plus two movement. So he probably would have moved one two to be adjacent to her to be able to make it. So you would need to use the extra to get the plus two. So she's going to take two more damage. Wow. Okay. She's almost dead. She only got two health left. Oh boy. Mental note. Make sure Covergirl does not get in the way of of enemies. Now, of course, she has some abilities. I probably missed some of these abilities that she could have been doing, but that's okay. We're going to flip our coin and go into turn 12. Oh, it is finally a Joe coin. It's not a suck coin. All right. Coin sucks. I don't like that coin. It's very mean to me. She's gonna move one, two, three, four to right here. And then I'm going to have her turn and fire her gun at him using a green and blue die. I'm just going to roll it right here cuz I think I'm seeing the end of these poor guys.

One, two, three damage right there. Three, four, five. Enough damage to kill this poor guy. He's off the board. And then he's going to run. One, two, three. One, two, three. Using and gaining his final token here. And I think we might have this. We just have to make it to this square. We're going to go into turn 14. And I can go one, two, three, four. And then we go to turn 15. 1 2 3 4. Turn 16. 1 2 3 4. Off the board. 1 2 3. Go to turn 15. 1 2 3 16. 1 2 3 17. 1 2 3 18. Going to take it till turn 18 for Flint to get off the board. So, we have made it through the mission. And like I showed you earlier, we get to gain our success abilities here. So, all the Joe's made it. That's plus one. Joe's secured mission marker one. We did that.

Mission marker two. Yes. And we neutralize major blood. So we get four points. Plus Covergirl is going to get an extra three, which is going to mean she has seven. And there is a tracking log that you can take advantage of that is going to be on the back of here that you can print out that shows exactly the hero's name, total performance, what rank they're in, and what tier signatures they have unlocked over here. On top of that, it does have a campaign tracker as well that you can also record record and or write down in here. So, it's you can write your mission here, how many times you've replayed it, if you have a success or failure, and then you can write down any notes over on this side of it as well that say like, okay, just remember this this is going to be bad on get to here by turn six or try to do this by turn 10 or something. Maybe giving you some hints as to helping you make successfully through these particular missions cuz these can be tough. So, there you go. That was GI Joe Operation Cobra. Yo, Joe, which was a super fun game. I'm really liking this. I love the fact that I get mission point or performance points, sorry, that I can use. Now, I may have made some errors along with all the activations going through this particular mission.

There is a lot of iconography. There's a lot of different things you have to keep track of. I mean, every one of these cards has different iconography just flying all over it. So, you have to try to figure out which iconography is doing what. I think once you play the game a few times, I think you'll get the idea of what each of these do. Not to mention, there's only a small number of enemies. There's cobra troopers, cobra vipers, techno vipers, uh rats, um and I think that's about it. I think those are all the different like base enemies. Then of course, I think five different bosses that are probably going to appear during the missions as well, like you saw Major Blood come in. Um all doing different things. I dig this token even though it hates me. I mean, look at that. Oh, now it's going now it's going Joe style. Okay, there. That's what I'm expecting. More Cobra style and it's not Cobra Kai, which would be that'd be kind of funny if Cobra Kai was in here. All right, so there you go.

That was G.I. Joe Operation Cobra. I hope you enjoyed the playthrough. If you did, don't forget to like, subscribe, and hit that bell symbol so you know when more content come out. Also, feel free to leave anything in the comments section below. I would love to hear from everyone. Do you have this game? Have you heard of this game? Have you had a chance to see anybody play this game that has enjoyed it? Or are you is this something that you might like? Is it something you don't like? It'd be interesting to hear what people have to say. Personally, I think there are a few a few fiddly rules that I probably wouldn't have used if I were making a game like this, but I can see where it makes it more tactical to be able to use the rules that they have in the game. And all of these cards are cool because each of them do activate differently. But just the iconography once you get it down, I think will be fantastic, but at first play through, it's going to take you a little while to move all the characters and understand everything. I did have to go back to the rule book during a lot of the flipping of the cards to see exactly what those enemies were going to do. And even then, I probably still activated them poorly. So hopefully you were able to hopefully still enjoyed it, even though I probably did some of the interactions incorrectly. But it's still a lot of fun to run through, roll some dice, and be G.I. Joe characters. Flint and Covergirl. So awesome. Covergirl's amazing. I had a lot of fun with that.

But she almost died. And then of course Flint. Well, I shouldn't say die. She almost got wounded, which means she would have lost her performance points. So all right, there you have it. Now, of course, if you'd like to be a Patreon supporter on the channel, please feel free to check out the link in the description of this video. Those that join the Patreon are shown here on the screen. Thank you so much for your patronage. It means the world to me. Colin and I do do our playthroughs, and when you are a Patreon members, you get to see our playthroughs usually a day or two ahead of time without commercial interruptions. On top of that, when it comes to picking characters for games and helping us decide how we go in uh some of the campaign games we have when it comes to leveling up characters and things like that, we do ask our Patreon supporters what they think. For example, this was one of the characters picked by our Patreon supporters after asking people in the comment section of my unboxing what characters they want to see. This was not This was my choice because it was one of the only ones I could find in there that didn't have an erratic card that had already been a ratted. So, that is why I used Flint.

Otherwise, I would have probably used a different character that didn't have a ratic of cards. But anyway, there we go. I hope you enjoyed Operation Cobra, G.I. Joe, the board game. And if you're excited to see what Colin and I have coming up, then I need you to meet me at the table. And now you know. And knowing is half the battle cuz G.I. Joe is there. Gi Joe, real American hero. GI Joe is there. Gi Joe. Yeah,

it's your master to me up with all your energy. It's your master to set me up against your enemies.

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