Lisa and I just finished a battle of Victory, a boardgame using WW2 era units but not constrained by actual history. What we like about it is the look of the blocks: reminds me of units on maps in planning rooms. Also, the blocks are upright so your opponent doesn't know what the unit is or its strength until units are moved to that space.
This was a two-map battle with islands, meaning lots of naval and amphibious assaults. Object: Capture 15 victory points total, each player starts with 10 of his/her own cities. Lisa is Blue, I'm Red.
Lisa wins initiative on the first turn (initiative is rolled in each round) and wastes no time securing the central island.
She rushes to take the western side of the central island while securing her flanks.
My only position on that island was at the southeastern port.

Lisa's strategy was to continually move units to the center island via transports in strategic moves. (Strategic movement is used to move any pieces up to 6 spaces with no battles.) We did not find rules prohibiting strategic moves for transports, so we both moved transports up to six spaces to pick up and/or drop off units. Lisa was able to move units to the coast, then have transports sail over, pick up, sail back and drop off in one move.

Lisa won initiative the first four turns and was able to pour a good number of forces on the center island. I was hoping to do spoiling attacks on the center as well as probing her flanks. I was hoping this would hold back her assault on my strong point on the island while gathering my forces to completely push her out.

Sometimes, you have to throw caution to the wind. I strike at her gathering forces...

and force my way to a lightly defended supply depot, which was quickly destroyed.

Despite a valiant defense, I manage to destroy yet another one of her supply depots, forcing her to go on the defensive.
I'm still harassing her forces with spoiling attacks, reducing the strength of her forces while keeping her guessing.
However, she is able to fortify her positions faster than I can exploit them. After turn four, we left the game to finish the next day. It's at a stalemate, but if Lisa keeps getting the initiative, I have little hope...
So at turn 5, I finally won intiative and made my move...
I establish two beachheads on my side of the island after securing my left flank. With the increased number of forces fortifying the island, I'm hoping it will give me an advantage.
I also intensify my flanking moves in order to surround her.

Close-up of the beachheads
Despite strong counter attacks, I was not only able to hold the center, I began to attack her flanking islands.

It's me planning and moving. Be afraid, be very afraid.
After a long grind and numerous bold counter-attacks by Lisa, I managed to take the central island. I also established footholds on her flanking islands.
Red begins to push forward...
tightening the noose.
Even though Lisa won the initiative the last few turns, she maintained a central defense, all but neglecting her northern island base, which I quickly seized.
She's surrounded. At this point, I won the game with 15 victory points of cities occupied. But her blood was boiling and she was spoiling for one more round.
That's my Sweetie! :-D
OK, Sweetie! Let's do it!
She won initiative and fortified her main island.
Then I attacked her on all sides, securing three of the four intended invasion points. Not to mention piling on the red. It became so crowded I had to literally pile red blocks on her blue blocks.

Red, red and more red! Blue's in trouble!
At this point, Lisa surrendered. It would have only been a matter of time.
I will give Lisa credit for being more aggressive than she had been in past games. It came down to dice rolls. Such are the fortunes of wargaming...