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[Risk Legacy PbP] Game 5, A Damaged World [MAJOR SPOILERS]

135

Posts

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    StericaSterica Yes Registered User, Moderator mod
    If you check the Reference Post, I have already included this.

    YL9WnCY.png
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    MrBodyMrBody Registered User regular
    Recruit 3 troops to 20

    Attack 21 from 20 /w 3 troops

    A- 6,5
    D- 5,2 (5,1)

    Defender wiped out
    Move 3 troops into 21

    Maneuver 3 troops to 2

    Draw resource card 21 - Three Coins


    Draw new card- 20 - One Coin

    Resource Cards
    Deck ⇨ A. 20 - One Coin ⇨ B. 34 - One Coin ⇨ C. 35 - Two Coins ⇨ D. 7 - One Coin ⇨ Discard

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    MrBodyMrBody Registered User regular
    p.s. COINS!!!

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    MrBodyMrBody Registered User regular
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    SeGaTaiSeGaTai Registered User regular
    I might need a map, that 3 coin card is messing with my head

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    No more 3 coin card! All mine! WAAAAA!

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    StericaSterica Yes Registered User, Moderator mod
    edited August 2012
    @Capfalcon made an error. You are immune to losing troops from fallout: you still cannot recruit there. You also will not be able to maneuver any troops in that continent since it has to go through 39. You CAN maneuver into or from 39.

    He can fix his mistake, and I'll continue on if MrBody doesn't say anything. I don't think this affects his turn much anyhow.

    Sterica on
    YL9WnCY.png
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    MrBodyMrBody Registered User regular
    Nope! Nothing stop me from grabbing those 3 coins.

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Rorus Raz wrote: »
    @Capfalcon made an error. You are immune to losing troops from fallout: you still cannot recruit there. You also will not be able to maneuver any troops in that continent since it has to go through 39. You CAN maneuver into or from 39.

    He can fix his mistake, and I'll continue on if MrBody doesn't say anything. I don't think this affects his turn much anyhow.

    Sorry, I thought it meant I straight up ignore the effects of it.

    Recruit 5 in 40
    Take 28 with 3 troops
    Maneuver 5 troops to 39 from 40.
    End Turn.

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    StericaSterica Yes Registered User, Moderator mod
    I cannot get an official ruling on it, but their power specifically states that they just don't lose troops.

    Map soon.

    YL9WnCY.png
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    StericaSterica Yes Registered User, Moderator mod
    edited August 2012
    @MrBody, you are maneuvering three troops from where? Territory 21? Because you can only send two troops from there to Territory 2.

    Sterica on
    YL9WnCY.png
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    MrBodyMrBody Registered User regular
    Oops yeah send 2 troops.

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    StericaSterica Yes Registered User, Moderator mod
    edited August 2012
    Round 2.4
    Reference Post
    XhdqB.png

    Red Stars & Missiles
    A parentheses indicates star tokens.


    Capfalcon
    Hippie ☢☢☢ (2 Cards; 2 Coins)
    MrBody (3 Cards; 6 Coins)
    SeGaTai (★)★★ (3 Cards; 3 Coins)
    EvilBadman (1 Card; 2 Coins)

    Resource Cards
    Deck ⇨ A. 20 - One Coin ⇨ B. 34 - One Coin ⇨ C. 35 - Two Coins ⇨ D. 7 - One Coin ⇨ Discard

    Coin Cards Remaining: 5/10

    Scars Cards
    All players have a scar card except SeGaTai

    @SeGaTai is up.

    Hippie and Capfalcon have given missile commands.

    Sterica on
    YL9WnCY.png
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    SeGaTaiSeGaTai Registered User regular
    edited August 2012
    The HQ at 21 was moved to 25 before MrBody moved in so he should be at 0 stars

    Recruit 3 armies to 3

    Attack 3 to 2 w/ 10 armies vs 1

    attack roll:3, 2, 2
    defense roll:4
    attacker loses 1; 9 vs 1

    attack roll:4, 2, 1
    defense roll:1
    defender loses 1-defeated

    Expand 2 to 4 w/ 8 armies

    Maneuver 4 to 3 w/ 7 armies-adding one mercenary in 4

    Taking card territory 7- 1 coin

    New card is 2-2 coins=event

    Resistance
    Resistance - All minor cities containing 1 or 2 troops lose 1 troop.

    Hippie and capfalcon take some loses

    SeGaTai on
    PSN SeGaTai
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    StericaSterica Yes Registered User, Moderator mod
    @SeGaTai, you are going to hate me, but there were supposed to be three troops at #2. If you want, I can assume those rolls still happened, and MrBody just opted to roll one defense die instead of two. That leaves you with two more troops to KO.

    YL9WnCY.png
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    SeGaTaiSeGaTai Registered User regular
    edited August 2012
    works for me, fine with starting the battle from the beginning as well.

    will let @MrBody decide

    SeGaTai on
    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    It's always better to roll the max amount of dice, so I will choose to do that.

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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited August 2012
    @Rorus Raz 4 should be in 10, not 13. So i'm going to lose 13 to the resistance.

    Also, you have me with 1 card, 3 coins when it should only be 2 coins.

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    MrBodyMrBody Registered User regular
    edited August 2012
    Huh, Segatai is going to win the turn after this one. All he has to do is cash in his 4 cards for a star at the start of the turn.

    MrBody on
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    SeGaTaiSeGaTai Registered User regular
    I figured your 16 troops were going to make that a little harder

    Will roll when I get home

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    edited August 2012
    I kind of need to hold on and trade them for a red star. Otherwise I'd have to capture every non-mutant HQ in the game in order to win.

    Cashing in for troops doesn't seem like it would help either. I could take one or both HQs but either you could easily take them back with your special ability or Balkania just swoops up to scoop up the pieces.

    MrBody on
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    StericaSterica Yes Registered User, Moderator mod
    @SeGaTai can roll for Territory 2 from the start whenever he gets the chance since MrBody wants his two dice.

    YL9WnCY.png
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    SeGaTaiSeGaTai Registered User regular
    Trying this again

    Attacking 3 -> 2 w/ 10 armies vs 3
    attack roll:2, 1, 1(killing me here)
    defense roll:6, 6
    attacker loses 2; 8 vs 3

    attack roll:6, 5, 2
    defense roll:2, 1
    defender loses 2; 8 vs 1

    attack roll:6, 2, 2
    defense roll:1
    defender eliminated.

    One army expands from 2 to 4.

    Remaining armies (6) manuever back from 2 to 3.

    Plus mercenary should leave 8 in 3, still taking the territory 7- 1 coin card


    PSN SeGaTai
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    MrBodyMrBody Registered User regular
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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    I was awaiting Rorus to fix the board, since my armies have been wrong for a while now, buuuut.

    I. Recruit two in 11 and one in 10.
    II. Expand two into 13, losing one troop for city.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    SeGaTaiSeGaTai Registered User regular
    Don't you get a continent bonus?

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    He lost control of 13 from the event.

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    SeGaTaiSeGaTai Registered User regular
    O right, the map error-now I'm catching up with everything

    PSN SeGaTai
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    StericaSterica Yes Registered User, Moderator mod
    Map update will be tonight

    YL9WnCY.png
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    StericaSterica Yes Registered User, Moderator mod
    edited September 2012
    Round 2.4
    Reference Post
    tX3tL.png

    Red Stars & Missiles
    A parentheses indicates star tokens.


    Capfalcon
    Hippie ☢☢☢ (2 Cards; 2 Coins)
    MrBody (3 Cards; 6 Coins)
    SeGaTai (★)★★ (4 Cards; 4 Coins)
    EvilBadman (1 Card; 2 Coins)

    Resource Cards
    Deck ⇨ A. 2 - Two ⇨ Coins B. 20 - One Coin ⇨ C. 34 - One Coin ⇨ D. 35 - Two Coins ⇨ Discard

    Coin Cards Remaining: 5/10

    Scars Cards
    All players have a scar card except SeGaTai

    @Capfalcon is up.

    Hippie and Capfalcon have given missile commands.

    Sterica on
    YL9WnCY.png
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Recruit 3 in 38
    2 from 39 to 40
    3 from 38 to 37
    2 from 37 to 27
    Move 4 from 39 to 27

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    MrBodyMrBody Registered User regular
    Leaving behind troops to guard the blasted waste, eh?

    I do believe you get an extra troop at the end of your turn from the toxic waste region, as well as a red star and missile power, though should probably have Raz confirm that.

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    StericaSterica Yes Registered User, Moderator mod
    edited August 2012
    Yes, their power works so long as there is at least one Bio-Hazard scar on the board. So, +1 Star Token for Cap.

    Basically, you want to play those scars ASAP.

    Sterica on
    YL9WnCY.png
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    MrBody wrote: »
    Leaving behind troops to guard the blasted waste, eh?

    I do believe you get an extra troop at the end of your turn from the toxic waste region, as well as a red star and missile power, though should probably have Raz confirm that.

    Pretty sure I moved out all the troops I could.

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    HippieHippie Registered User regular
    Recruit four to 25.

    Attack 21 with five troops:
    Attack: 2, 2, 2
    Defend: 5

    Attacker loses one.

    Attacking with four:
    Attack: 6, 6, 1
    Defend: 6 - dude...

    Attacker loses one.

    Attacking with three:
    Attack: 3, 5, 4
    Defend: 1 - Geez, about time

    Defender loses one and the territory.

    Attack 20 from 21 with two troops.
    Attack: 5, 1
    Defend: 3

    Defender loses one and the territory.

    Maneuver one from 20 to 25.

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    StericaSterica Yes Registered User, Moderator mod
    @Hippie Uh, your card draw?

    YL9WnCY.png
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    HippieHippie Registered User regular
    Whoops, sorry.

    Take 20 - One Coin, and draw: 31 - One Coin

    (Also, I drew a normal coin card in the handtracker thinking it was the territory one, disregard?)

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    MrBodyMrBody Registered User regular
    Capfalcon gets a missile power?

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    MrBodyMrBody Registered User regular
    edited August 2012
    Sigh

    Cash in 6 coins. Recruit 16 to 34 (using special power).

    Expand 1 troop to 35.

    Attack 1 from 34

    A (14)- 6
    Auto win (defender subtracts 1)

    Move 14 troops into 1

    Attack 3

    A (13)- 2,1,1 (You're kiiiiiiiiiding me)
    D (8)- 6,2
    Attacker loses 2

    A (11)- 4,3
    D (8)- 6,6 (you're killing me)
    Attacker loses 2

    A (9)- 5,4
    D (8)- 5,3
    Both lose 1

    A (8)- 5,4
    D (7)- 5,2
    Both lose 1

    A (7)- 4,3
    D (6)- 6,4
    Attacker loses 2

    A (5)- 3,3,2 (fuuuuuuuuuuuck)
    D (6)- 5,4
    Attacker loses 2

    A (3)- 4,3
    D (6)- 3,1
    Defender loses 2 (finally!)

    A (3)- 3,2,1 (and back to crap)
    D (4)- 6,2
    Use missile to turn the '1' into a '6'.
    Both lose 1

    A (2)- 2,1 (I renounce my god)
    D (3)- 3,2

    Pausing to ask others for missile aid. Sega wins the game after this if he retakes both HQs.


    Unfreaking believable rolls. Out of 26 attack dice, only two 5s and zero 6s. I can't even begin to imagine the odds of that.

    Then only two defense rolls get lower than a 5 for the high die. The attacker is supposed to have a 55/45 advantage, and here he takes nearly 3 to 1 casualties. You're now officially on my shit list, Orokos.

    MrBody on
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    SeGaTaiSeGaTai Registered User regular
    There were 2 troops in 1 when you started your attack so the win wasn't guaranteed, otherwise my troops seem to be holding up pretty well.

    PSN SeGaTai
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