@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.
@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.
@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.
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.
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.
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.
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.
Posts
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
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.
Twitch Stream
Map soon.
Reference Post
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.
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
will let @MrBody decide
Also, you have me with 1 card, 3 coins when it should only be 2 coins.
Will roll when I get home
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.
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
I. Recruit two in 11 and one in 10.
II. Expand two into 13, losing one troop for city.
Reference Post
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.
2 from 39 to 40
3 from 38 to 37
2 from 37 to 27
Move 4 from 39 to 27
Twitch Stream
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.
Basically, you want to play those scars ASAP.
Pretty sure I moved out all the troops I could.
Twitch Stream
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.
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?)
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.