Probably the best way to proceed, your plan was to stop when you got to 2 armies to request missile assistance from others. The following 6,2 defense roll should still apply.
Capfalcon's missile condition does not yet apply since I've already lost one HQ
Of course I can't even beat a 2!
Use my missile to turn the '2' into a '6'.
Both lose 1
A (2)- 4,1 (die in a fire, orokos)
D (3)- 3,2
Stopping there to request missile aid. If you don't want Sega to win after my turn, use them now. If you wait till his turn he's going to be getting his rolling bonus for attacking HQs.
Deck ⇨ A. 17 - One Coin ⇨ B. 31 - One Coin ⇨ C. 34 - One Coin ⇨ D. 7 - One Coin ⇨ Discard
I guess that's the best I can do without compromising the odds of the republic winning next turn. Probably going to need some missiles defending that HQ.
I took the 7-1 coin card last round, I believe the 2-2 coin card should still be up for grabs.
Looks like I'll have 4 troops to work with at most and there are 4 missiles left on the board-what fun....
Recruit 3 armies to 7
Attack 7 to 3 w/ 4 armies vs 2
attack roll:4, 3, 2
defense roll:4, 2
both lose one, attacker at 3, defender at 1
attack roll:5, 4, 4
defense roll:3
defender defeated. attacker left w/ 3
Maneuver 1 army from 3 to 7, mercenary adds 1 to 3
Taking the territory 2-2 coin card unless someone can point out where it went missing-will take a coin card if thats the base.
New card will be 14-2coins regardless
New event is:agent of chaos: If no human faction has a continent bonus, the Mutants get one Red Star token.
Should be no effect since evilbadman controls S. America, yes?
PSN SeGaTai
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EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited September 2012
So, I was wandering around the Sheraton at Pax, as I am wont to do, and saw a group playing this. Then I had the realization that maybe I should check this to see if I was up. As you can imagine, I am at Pax, and am indisposed until Monday night. @rorus raz may act in my stead if that's too long to wait.
I made a large error in the map, but Hippie caught it. He still controlled 25 and 22 with one troop each.
Hippie, however, made an error that I am going to allow because technically he can get away with it.
First off: stop including the one troop you have to leave behind in your attacks. At 25, you attacked 21 with four troops. Not five. You lost two troops, bringing you down to two attacking troops and three total in 25. So you didn't get three die, but since MrBody rolled a 1 I don't think it makes a difference. This means you can only attack 20 with one troop, not two. Maybe you thought you had six troops because I borked the update?
Obviously you can't maneuver anything back to 25.
I'm letting it pass because I've been playing Guild Wars 2 extremely busy and slowing down the game.
Hippie and Capfalcon have given missile commands. For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
I made a large error in the map, but Hippie caught it. He still controlled 25 and 22 with one troop each.
Hippie, however, made an error that I am going to allow because technically he can get away with it.
First off: stop including the one troop you have to leave behind in your attacks. At 25, you attacked 21 with four troops. Not five. You lost two troops, bringing you down to two attacking troops and three total in 25. So you didn't get three die, but since MrBody rolled a 1 I don't think it makes a difference. This means you can only attack 20 with one troop, not two. Maybe you thought you had six troops because I borked the update?
Obviously you can't maneuver anything back to 25.
I'm letting it pass because I've been playing Guild Wars 2 extremely busy and slowing down the game.
But I had two troops in 25 to begin with. Recruit the normal three. Plus one from my HQ, leaving me with 5 to attack with. Granted, my maths is very very bad, so i'll go with your decision.
Mutants are immune to mutant event cards, so no effect. Card is still destroyed.
Also: I update the reference sheet with Stealthy. MrBody is playing is correctly, but the Enclave CANNOT recruit into empty territories that are marked (scar or city).
Also: Hippie loses one troop in Bork and Wangshire to the event, causing him to lose control of Bork entirely. Capfalcon loses a troop in Sega and Headless, causing him to lose Headless and therefore The Billiard Room (his power kicked in at Sega before losing the troops, so he maintains Sega). EvilBadman loses one troop in Bonus Blocker, which lives up to its name and loosen the Imperial grasp on the Orange Continent. No losses in Ms. Scarlet on account of four troops being present.
Hippie and Capfalcon have given missile commands. For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
Also: I update the reference sheet with Stealthy. MrBody is playing is correctly, but the Enclave CANNOT recruit into empty territories that are marked (scar or city).
Heh, I was about to recruit in Wangshire but changed at the last second for the coin grab.
Their backs to the wall, the Republic had one ace up their sleeve: tons of stockpiled resources. Wisely employing this ace, the Republic was able to swiftly expel the Enclave from the region and push the Imperials back towards the border. Beaten and battered, the other factions allow their hated enemy this victory. For now, they licks their wounds and prepare for the next conflict. The Republic basks in their victory, and plans for their next course of action...
Red Stars & Missiles
A parentheses indicates star tokens.
-Found a Major City: This is worth 2 population (totaled with your territories when determining recruited troops), and counts as a legal starting territory for you and you alone (even if it has a scar). Please provide the name as well.
-Name a Continent: You may name an unnamed continent, giving you and only you a +1 bonus to this continent's troop bonus when controlling all of it.
-Alter a Continent: You may give a continent a +1 or -1 to its troop bonus. This applied to all players.
-Fortify a City: You may select one city and give it a fortification. Fortified cities received +1 to all defense rolls. A fortification has 10 pips and loses a pip each time it is attacked by three or more troops (regardless of outcome). One a fortification runs out of pips, it ceases to provide any bonus.
-Remove a Scar: You may remove a scar from a territory, eliminating that scar forever and preventing future scarring. This region may also be a legal starting territory again if there's no city.
-Destroy a Territory Card: Is there a region that is too valuable? You may eliminate it. Permanently.
Also, you may add a brief phrase or comment alongside your name on the winners' list.
Losers' Consolation
All other players held on. They may select a territory that they occupied at the end of the game and add a coin to its corresponding resource card.
Posts
1
Defender loses 2. Same outcome.
Of course, the defender's 2nd die is a 6
Both lose 1, defender has 1 troop left.
My next roll is a 6. That one is an auto win since the defender is down to one die.
So I only have 2 troops and dice going into the roll where I say "finally!". Should I redo from there?
Capfalcon's missile condition does not yet apply since I've already lost one HQ
D (4)- 6,2 (keeping old roll)
Of course I can't even beat a 2!
Use my missile to turn the '2' into a '6'.
Both lose 1
A (2)- 4,1 (die in a fire, orokos)
D (3)- 3,2
Stopping there to request missile aid. If you don't want Sega to win after my turn, use them now. If you wait till his turn he's going to be getting his rolling bonus for attacking HQs.
A (2) 6,4
D (3) 3,2
Defender loses 2
A (2) 5,5
D (1) 2
Defender wiped out
Move 2 troops into 3
Maneuver 1 troop to 1.
Mercenary provides 1 troop to 3
Draw card 35 - Two Coins
New card is 17 - One Coin
Deck ⇨ A. 17 - One Coin ⇨ B. 31 - One Coin ⇨ C. 34 - One Coin ⇨ D. 7 - One Coin ⇨ Discard
I guess that's the best I can do without compromising the odds of the republic winning next turn. Probably going to need some missiles defending that HQ.
Looks like I'll have 4 troops to work with at most and there are 4 missiles left on the board-what fun....
Recruit 3 armies to 7
Attack 7 to 3 w/ 4 armies vs 2
attack roll:4, 3, 2
defense roll:4, 2
both lose one, attacker at 3, defender at 1
attack roll:5, 4, 4
defense roll:3
defender defeated. attacker left w/ 3
Maneuver 1 army from 3 to 7, mercenary adds 1 to 3
Taking the territory 2-2 coin card unless someone can point out where it went missing-will take a coin card if thats the base.
New card will be 14-2coins regardless
New event is:agent of chaos: If no human faction has a continent bonus, the Mutants get one Red Star token.
Should be no effect since evilbadman controls S. America, yes?
Hippie, however, made an error that I am going to allow because technically he can get away with it.
First off: stop including the one troop you have to leave behind in your attacks. At 25, you attacked 21 with four troops. Not five. You lost two troops, bringing you down to two attacking troops and three total in 25. So you didn't get three die, but since MrBody rolled a 1 I don't think it makes a difference. This means you can only attack 20 with one troop, not two. Maybe you thought you had six troops because I borked the update?
Obviously you can't maneuver anything back to 25.
I'm letting it pass because I've been playing Guild Wars 2 extremely busy and slowing down the game.
Cap gets no star because EvilBadman controls a continent.
Cap does not get a missile power because the Mutants do not have a brown power slot.
Expand eight troops into #9, losing one troop to resistance.
Attack #7 with six troops.
Offense: 4, 2, 1
Defense: 6, 4
Can't even missile that! Attacker loses two.
4-2
Offense: 5, 5, 1
Defese: 4, ,4
Boom goes the dynamite. Defender wiped out; rolling into 7 with four troops.
Maneuvering two troops to #9 from #12.
Mercenaries add 1 to #9.
You all borked up the card order, so the new order is: Deck ⇨ A. 14 - Two Coins ⇨ B. 17 - One Coin ⇨ C. 31 - One Coin ⇨ D. 34 - One Coin ⇨ Discard
Taking 14 - Two Coins, and drawing new card: #3 - One Coin
Deck ⇨ A. 3 - One Coins ⇨ B. 17 - One Coin ⇨ C. 31 - One Coin ⇨ D. 34 - One Coin ⇨ Discard
Reference Post
Red Stars & Missiles
A parentheses indicates star tokens.
Capfalcon (★)★☢
Hippie ★☢☢ (3 Cards; 3 Coins)
MrBody ★ (1 Cards; 2 Coins)
SeGaTai (★) (5 Cards; 6 Coins)
EvilBadman ★★ ☢ (2 Card; 4 Coins)
Resource Cards
Deck ⇨ A. 3 - One Coins ⇨ B. 17 - One Coin ⇨ C. 31 - One Coin ⇨ D. 34 - One Coin ⇨ 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. For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
But I had two troops in 25 to begin with. Recruit the normal three. Plus one from my HQ, leaving me with 5 to attack with. Granted, my maths is very very bad, so i'll go with your decision.
Move 12 troops from 27 to 26
Attacker (1d6=4, 1d6=5, 1d6=3)
Defender (1d6=1)
Success. Take 26.
Move 11 troops from 26 to 25
Attacker (1d6=5, 1d6=4, 1d6=6)
Defender (1d6=3) (4 from the fortified)
Pause for missiles.
Twitch Stream
It probably is best to notify a person if you want to wait on missiles or some such.
Attacker loses one. 10 troops.
Attacker (1d6=4, 1d6=3, 1d6=4)
Defender (1d6=3) (4 from fortified)
Attacker loses one. 9 troops.
Attacker (1d6=4, 1d6=4, 1d6=1)
Reroll 1s against the Bringer of Nuclear Fire.
Attacker (1d6=1)
Attacker (1d6=1) ...
Attacker (1d6=3)
Defender (1d6=1) (2 with fortified)
Missile makes defender 6.
Attacker loses one. 8 troops.
Attacker (1d6=6)Attacker (1d6=6, 1d6=2)
Defender (1d6=4) (5 with fortified)
Defender loses 1.
7 Troops from 25 attack 14.
Attacker (1d6=2, 1d6=6, 1d6=3)
Defender (1d6=2) (1 with ammo shortage)
6 Troops from 14 attack 12
Attacker (1d6=3, 1d6=2, 1d6=3)
Defender (1d6=5, 1d6=6)
Attacker loses two. 4 troops left.
Attacker (1d6=4, 1d6=2, 1d6=6)
Defender (1d6=5, 1d6=3)
Pause for missiles from @EvilBadman
Twitch Stream
@Capfalcon
Attacker has 3.
Defender has 2.
Attacker (1d6=2, 1d6=4, 1d6=3)
Defender (1d6=6, 1d6=5)
Attacker loses 2. 1 troop remains
Attacker (1d6=2)
Defender (1d6=3, 1d6=5)
Attacker defeated.
Coin card
Resource cards
Deck ⇨ A. 8 - One Coins ⇨ B. 3 - One Coins ⇨ C. 17 - One Coin ⇨ D. 31 - One Coin ⇨ Discard
Alas, almost made it.
Twitch Stream
(+1 troop to 27)
Attack 25 from 21 with three:
Attack: 1, 4, 1 sigh
Defense:4
Attacker loses one.
Attack with two troops:
Attack: 6, 5 oh yeah
Defense: 2
Defender loses one and the territory.
Get my HQ back and draw a coin card.
New card is 18 - Two Coins
http://handtracker.heroku.com/games/261/acts/15908
Event - Resistance - All minor cities containing 1 or 2 troops lose 1 troop.
http://handtracker.heroku.com/games/261/acts/15909
Recruit 3 troops to 18
Expand to 16 /w 2 troops
Attack 14 from 16 /w 1 troop
A (1) - 5
D (1) - 6 (4)
Defender wiped out. 1 troop moves into 16
End turn
Claim card 18 - Two Coins
Draw new card: 38 - Two Coins
Event: Fallout: Roll a die. Remove that many troops from every territory connected to the Fallout Zone. DESTROY this card.
No effect?
Resource cards
Deck ⇨ A. 38 - Two Coins ⇨ B. 8 - One Coins ⇨ C. 3 - One Coins ⇨ D. 17 - One Coin ⇨ Discard
Also: I update the reference sheet with Stealthy. MrBody is playing is correctly, but the Enclave CANNOT recruit into empty territories that are marked (scar or city).
Also: Hippie loses one troop in Bork and Wangshire to the event, causing him to lose control of Bork entirely. Capfalcon loses a troop in Sega and Headless, causing him to lose Headless and therefore The Billiard Room (his power kicked in at Sega before losing the troops, so he maintains Sega). EvilBadman loses one troop in Bonus Blocker, which lives up to its name and loosen the Imperial grasp on the Orange Continent. No losses in Ms. Scarlet on account of four troops being present.
Reference Post
Red Stars & Missiles
A parentheses indicates star tokens.
Capfalcon (★)★ (1 Card; 1 Coin
Hippie ★ (4 Cards; 4 Coins)
MrBody ★ (2 Cards; 4 Coins)
SeGaTai (★) (5 Cards; 6 Coins)
EvilBadman ★★ (2 Card; 4 Coins)
Resource Cards
Deck ⇨ A. 38 - Two Coins ⇨ B. 8 - One Coins ⇨ C. 3 - One Coins ⇨ D. 17 - One Coin ⇨ Discard
Coin Cards Remaining: 3/10
Scars Cards
All players have a scar card except SeGaTai
@SeGaTai is up.
Hippie and Capfalcon have given missile commands. For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
Heh, I was about to recruit in Wangshire but changed at the last second for the coin grab.
Attack 1 from 3 w/ 7 armies, defender at 1
attack roll:6, 4, 3
defense roll:4
@Capfalcon missile now? missile later?
Twitch Stream
My bad.
Defender defeated-Maneuver 6 armies from 1 to 3
Attack 7 from 3 w/ 6 armies vs 4 defender
attack roll:6, 6, 2
defense roll:5, 3
defender loses 2, attacker at 6, defender at 2
attack roll:6, 3, 2
defense roll:5, 5
both lose 1, attacker at 5, defender at 1
attack roll:6, 6, 5
defense roll:3
defender eliminated
4 Stars for me!
Reference Post
Their backs to the wall, the Republic had one ace up their sleeve: tons of stockpiled resources. Wisely employing this ace, the Republic was able to swiftly expel the Enclave from the region and push the Imperials back towards the border. Beaten and battered, the other factions allow their hated enemy this victory. For now, they licks their wounds and prepare for the next conflict. The Republic basks in their victory, and plans for their next course of action...
Red Stars & Missiles
A parentheses indicates star tokens.
Capfalcon (★)★ (1 Card; 1 Coin
Hippie ★ (4 Cards; 4 Coins)
MrBody (2 Cards; 4 Coins)
SeGaTai (★★)★★ (5 Cards; 6 Coins)
EvilBadman ★ (2 Card; 4 Coins)
Winner's Reward
@SeGaTai may chose one of the following:
-Found a Major City: This is worth 2 population (totaled with your territories when determining recruited troops), and counts as a legal starting territory for you and you alone (even if it has a scar). Please provide the name as well.
-Name a Continent: You may name an unnamed continent, giving you and only you a +1 bonus to this continent's troop bonus when controlling all of it.
-Alter a Continent: You may give a continent a +1 or -1 to its troop bonus. This applied to all players.
-Fortify a City: You may select one city and give it a fortification. Fortified cities received +1 to all defense rolls. A fortification has 10 pips and loses a pip each time it is attacked by three or more troops (regardless of outcome). One a fortification runs out of pips, it ceases to provide any bonus.
-Remove a Scar: You may remove a scar from a territory, eliminating that scar forever and preventing future scarring. This region may also be a legal starting territory again if there's no city.
-Destroy a Territory Card: Is there a region that is too valuable? You may eliminate it. Permanently.
Also, you may add a brief phrase or comment alongside your name on the winners' list.
Losers' Consolation
All other players held on. They may select a territory that they occupied at the end of the game and add a coin to its corresponding resource card.
Coin Order:
EvilBadman
Capfalcon
Hippie
MrBody
@SeGaTai to pick his reward, then @EvilBadman begins the coin process.