OK, taking a quick look at things, it appears as though stever777 initially made one decision on Trade II and then subsequently reversed it? I'll allow it, but stever777 needs to verify whether or not he will do anything with his open Trade Contract (i.e. offer to renew his trade with the L1z1x) or if he will close his action.
The L1z1x Mindnet: Select (1) Leadership Strategy Card. The Ghosts of Creuss: Select (4) Production Strategy Card, converting the bonus counter into a Command Counter in Command Pool (CP 2 --> 3). The Embers of Muaat: Selecet (3) Assembly Strategy Card, converting the bonus counter into a Command Counter in Fleet Supply (CP 4 --> 5). The Yin Brotherhood: Select (6) Warfare II Strategy Card. Universities of Jol-Nar: Select (2) Diplomacy Strategy Card.
Naalu plays Action Card "Productivity Spike" to increase production capacity of the Druaa Space Dock by 1 (AC 5 --> 4).
Naalu plays Action Card "Signal Jamming" to place a Command Counter from the L1z1x reserve into the Queen's Folly system (AC 4 --> 3). The Naalu Collective: Select (5) Trade II Strategy Card.
Jol-Nar plays Action Card "Signal Jamming" to place a Command Counter from the Naalu reserve into the Bereg-Lirta IV system (AC 5 --> 4).
A bonus counter is placed on the (7) Technology II and (8) Bureaucracy Strategy Cards.
Order of Play The Naalu Collective: (0) Trade II Current Turn The L1z1x Mindnet: (1) Leadership Universities of Jol-Nar: (2) Diplomacy The Embers of Muaat: (3) Assembly The Ghosts of Creuss: (4) Production The Yin Brotherhood: (6) Warfare II
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
EDIT: Hold on a sec. Gotta make a confirmation of something first.
MrBlarney on
0
Iron WeaselDillon!You son of a bitch!Registered Userregular
L1z1X play an Action Card
Communications Breakdown
No players may play Action Cards until the end of the battle (except the Sabotage Action Card). Play: Immediately before a Space Battle in which you are participating.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
In the interest of fair disclosure and the declare-reveal method for Action Card plays in case of simultaneous play, I should reveal that Creuss also declared privately the play of a duplicate "Communications Breakdown" Action Card. Since it can no longer be played due to the L1z1x card, it returns to the Creuss hand.
Err, the card returns to the Creuss hand I think, MrBlarney.
I mean, we'll take it, but...
+1
Iron WeaselDillon!You son of a bitch!Registered Userregular
I did jump the gun on playing our AC, but as we have the higher Initiative, our card would have been revealed and played first anyway. Sorry about that.
Anyway, things can only improve from here on, right?
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
keep up the fight-got pretty good odds to take out some dreadnoughts.
I did laugh when I saw your action card play, thought for a bit that MrB just wrote down the wrong race name, guess I'll just be holding on to that one
we continue to not include Tar'mann in our master plans and offer it to the Muaat in our continued efforts to keep troops(what we have remaining) away from our shared border.
I activate the secondary of the diplomacy card, spending a strategic allocation and two three trade goods to take Tar'mann.
TG/AC/PC: 5/4/1
SA/FS/CP: 2/5/2
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
The Naalu Collective: Play Primary Ability of the (5) Trade II Strategy Card, gaining 5 Trade Goods (3 free + 2 from agreements) (TG 1 --> 6).
L1z1x gains no Trade Goods (1 from agreements - 1 non-primary).
Creuss gains 4 Trade Goods (5 from agreements - 1 non-primary) (TG 5 --> 9).
Muaat gains 5 Trade Goods (4 from agreements + 2 from Micro Technology - 1 non-primary) (TG 3 --> 8).
Yin gains 1 Trade Good (2 from agreements - 1 non-primary) (TG 0 --> 1).
Jol-Nar gains 4 Trade Goods (3 from agreements + 2 from Micro Technology - 1 non-primary) (TG 0 --> 4). The L1z1x Mindnet: Activate Lodor system (CP 2 --> 1).
Move in 3 Dreadnoughts and 2 Ground Forces from Tequ'ran-Torkan.
Pre-combat, L1z1x plays Action Card "Communications Breakdown", preventing any other Action Cards from being played for the combat (AC 4 --> 3).
In the space battle, L1z1x loses 3 Dreadnoughts (and 2 Ground Forces to Creuss' 3 Destroyers, 1 Carrier, and 5 Fighters; combat resolves in favor of Creuss. Universities of Jol-Nar: Play Primary Ability of the (2) Diplomacy Strategy Card, requiring all other players to place a Command Counter from their reserves into the Jol-Nar Home System.
Muaat plays on the secondary ability (SA 3 --> 2), exhausting 3 Trade Goods (TG 8 --> 5) to annex Tar'mann.
The L1z1x Mindnet: 4 VP The Ghosts of Creuss: 3 VP Universities of Jol-Nar: 2 VP The Naalu Collective: 1 VP The Yin Brotherhood: 1 VP The Embers of Muaat: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.:
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, YinJol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems. The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 2 Secret Objectives
Trade Contracts: Creuss [2], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, Antimass Deflectors, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds: R - Jol (1R, 2I) R - Nar (2R, 3I) R - Arinam (1R, 2I, B) R - Bereg (3R, 1I, R) R - Lirta IV (2R, 3I, G) R - Meer (0R, 4I) R - Rigel I (0R, 1I, G) R - Rigel II (1R, 2I) R - Rigel III (1R, 1I, B)
Worlds: R - [0.0.0] (5R, 0I) R - Faunus (1R, 3I, G (x2)) R - Saudor (2R, 2I) R - Tequ'ran (2R, 0I, R) R - Torkan (0R, 3I, B) R - Vega Major (2R, 1I) R - Vega Minor (1R, 2I, B)
Worlds: R - Darien (2R, 4I) R - Hercalor (1R, 0I, Y) R - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) R - Thibah (1R, 1I) R - Tiamat (1R, 2I, Y) R - Vefut II (2R, 0I, R)
Special Effects
Productivity Spike - For the period of Round 5, the production capacity of the Druaa Space Dock is increased by 1.
Order of Play The Naalu Collective: (0) Trade II The L1z1x Mindnet: (1) Leadership Universities of Jol-Nar: (2) Diplomacy The Embers of Muaat: (3) Assembly Current Turn The Ghosts of Creuss: (4) Production The Yin Brotherhood: (6) Warfare II
Sorry about that weird hours. Solar flares and such.
Muaat
I will play the primary ability of the (3) Assembly card.
I intend to select the ghosts but... lets just see those cards first.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Posts
Sorry about the mistake there, got my threads mixed up. Currently on a laptop right now, so it's not my usual environment.
- Terence McKenna
The Black Hole of Cygnus X-1
The L1z1x Mindnet: Select (1) Leadership Strategy Card.
The Ghosts of Creuss: Select (4) Production Strategy Card, converting the bonus counter into a Command Counter in Command Pool (CP 2 --> 3).
The Embers of Muaat: Selecet (3) Assembly Strategy Card, converting the bonus counter into a Command Counter in Fleet Supply (CP 4 --> 5).
The Yin Brotherhood: Select (6) Warfare II Strategy Card.
Universities of Jol-Nar: Select (2) Diplomacy Strategy Card.
Naalu plays Action Card "Productivity Spike" to increase production capacity of the Druaa Space Dock by 1 (AC 5 --> 4).
Naalu plays Action Card "Signal Jamming" to place a Command Counter from the L1z1x reserve into the Queen's Folly system (AC 4 --> 3).
The Naalu Collective: Select (5) Trade II Strategy Card.
Jol-Nar plays Action Card "Signal Jamming" to place a Command Counter from the Naalu reserve into the Bereg-Lirta IV system (AC 5 --> 4).
A bonus counter is placed on the (7) Technology II and (8) Bureaucracy Strategy Cards.
Order of Play
The Naalu Collective: (0) Trade II Current Turn
The L1z1x Mindnet: (1) Leadership
Universities of Jol-Nar: (2) Diplomacy
The Embers of Muaat: (3) Assembly
The Ghosts of Creuss: (4) Production
The Yin Brotherhood: (6) Warfare II
TG/PC/AC: 0/0/4
SA/FS/CP: 1/4/1
- Terence McKenna
Fire Assault Cannons, gooooooooooooooooooooo!
- Terence McKenna
Just wondering.
Oh combat, carry on.
Awesome.
The Division, Warframe (XB1)
GT: Tanith 6227
Communications Breakdown
No players may play Action Cards until the end of the battle (except the Sabotage Action Card).
Play: Immediately before a Space Battle in which you are participating.
The Division, Warframe (XB1)
GT: Tanith 6227
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
Cant risk you using Direct hit, mate.
- Terence McKenna
No sabotage
Round 5: Battle at Lodor
Pre-Combat: L1z1x Assault Cannons 3d10 = {2 < 5; 9, 8 > 5}, 2 hits. Creuss destroys 2 Fighters.
L1z1x has 3 Dreadnoughts.
Creuss has 1 Cruiser, 3 Destroyers, 1 Carrier, and 3 Fighters.
Round 1: L1z1x Dreadnoughts 3#1d10+1 = {7, 8, 5 >= 5}, 3 hits. Creuss destroys 3 Fighters.
Creuss Cruiser 1d10+1 = {2 < 7}, Destroyers 3#1d10+1 = {4, 8 < 9; 11 > 9}, Fighters 3d10 = {8, 8 < 9; 9 = 9}, Carrier 1d10 = {10 > 9}, 3 hits. All three of the L1z1x Dreadnoughts are damaged.
Pausing for retreat/sustain calls.
- Terence McKenna
I mean, we'll take it, but...
Anyway, things can only improve from here on, right?
The Division, Warframe (XB1)
GT: Tanith 6227
I did laugh when I saw your action card play, thought for a bit that MrB just wrote down the wrong race name, guess I'll just be holding on to that one
Round 5: Battle at Lodor
Round 2: L1z1x Dreadnoughts 3#1d10+1 = {6, 11, 10 > 5}, 3 hits. Creuss destroys 1 Carrier and 2 Destroyers.
Creuss Cruiser 1d10+1 = {5 < 7}, Destroyers 3#1d10+1 = {2 < 9; 10, 11 > 9}, Carrier 1d10 = {1 < 9}, 2 hits. L1z1x destroys 2 Dreadnoughts, losing 1 Ground Force as collateral damage.
Round 3: L1z1x Dreadnought 1d10+1 = {5 = 5}, 1 hit. Creuss destroys 1 Destroyer.
Creuss Cruiser 1d10+1 = {8 > 7}, Destroyer 1d10 = {3 < 9}, 1 hit. L1x1x destroys 1 Dreadnought, losing 1 Ground Force as collateral damage.
Combat resolves in favor of Creuss.
It is now Jol-Nar's turn to act.
The Division, Warframe (XB1)
GT: Tanith 6227
I activate the primary ability of the (2) Diplomacy II Strategy Card, choosing option a) and targeting the Jol-Nar system.
The Secondary ability of the Strategy Card is now available for play.
Creuss passes on secondary
I activate the secondary of the diplomacy card, spending a strategic allocation and two three trade goods to take Tar'mann.
TG/AC/PC: 5/4/1
SA/FS/CP: 2/5/2
The Naalu Collective: Play Primary Ability of the (5) Trade II Strategy Card, gaining 5 Trade Goods (3 free + 2 from agreements) (TG 1 --> 6).
L1z1x gains no Trade Goods (1 from agreements - 1 non-primary).
Creuss gains 4 Trade Goods (5 from agreements - 1 non-primary) (TG 5 --> 9).
Muaat gains 5 Trade Goods (4 from agreements + 2 from Micro Technology - 1 non-primary) (TG 3 --> 8).
Yin gains 1 Trade Good (2 from agreements - 1 non-primary) (TG 0 --> 1).
Jol-Nar gains 4 Trade Goods (3 from agreements + 2 from Micro Technology - 1 non-primary) (TG 0 --> 4).
The L1z1x Mindnet: Activate Lodor system (CP 2 --> 1).
Move in 3 Dreadnoughts and 2 Ground Forces from Tequ'ran-Torkan.
Pre-combat, L1z1x plays Action Card "Communications Breakdown", preventing any other Action Cards from being played for the combat (AC 4 --> 3).
In the space battle, L1z1x loses 3 Dreadnoughts (and 2 Ground Forces to Creuss' 3 Destroyers, 1 Carrier, and 5 Fighters; combat resolves in favor of Creuss.
Universities of Jol-Nar: Play Primary Ability of the (2) Diplomacy Strategy Card, requiring all other players to place a Command Counter from their reserves into the Jol-Nar Home System.
Muaat plays on the secondary ability (SA 3 --> 2), exhausting 3 Trade Goods (TG 8 --> 5) to annex Tar'mann.
Current Map: Round 5, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 3 VP
Universities of Jol-Nar: 2 VP
The Naalu Collective: 1 VP
The Yin Brotherhood: 1 VP
The Embers of Muaat: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.:
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, Yin Jol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems.
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 2 Secret Objectives
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 4
Political Cards: 4
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 4
Trade Contracts: Creuss [2], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, Antimass Deflectors, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Arinam (1R, 2I, B)
R - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
R - Rigel II (1R, 2I)
R - Rigel III (1R, 1I, B)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Muaat [2] (Naalu [1])
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Abaddon (1R, 0I, R)
R - Ashtroth (2R, 0I)
R - Loki (1R, 2I)
Action Cards: 3
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 1
Trade Contracts: Yin [1] (L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
R - [0.0.0] (5R, 0I)
R - Faunus (1R, 3I, G (x2))
R - Saudor (2R, 2I)
R - Tequ'ran (2R, 0I, R)
R - Torkan (0R, 3I, B)
R - Vega Major (2R, 1I)
R - Vega Minor (1R, 2I, B)
Action Cards: 4
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 8
Command Pool: 3
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser
Worlds:
R - Creuss (4R, 2I)
R - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Mecatol Rex (1R, 6I)
R - Mirage (1R, 2I, F (x2))
R - Wellon (1R, 2I)
Action Cards: 4
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Naalu [2], Creuss [2]
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator
Worlds:
R - Muaat (4R, 1I)
R - Capha (3R, 0I)
R - Centauri (1R, 3I)
R - Gral (1R, 1I, B)
R - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 4
Political Cards: 1
Strategy Allocation: 4
Fleet Supply: 7
Command Pool: 2
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
R - Darien (2R, 4I)
R - Hercalor (1R, 0I, Y)
R - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
R - Thibah (1R, 1I)
R - Tiamat (1R, 2I, Y)
R - Vefut II (2R, 0I, R)
Special Effects
Order of Play
The Naalu Collective: (0) Trade II
The L1z1x Mindnet: (1) Leadership
Universities of Jol-Nar: (2) Diplomacy
The Embers of Muaat: (3) Assembly Current Turn
The Ghosts of Creuss: (4) Production
The Yin Brotherhood: (6) Warfare II
Muaat
I will play the primary ability of the (3) Assembly card.
I intend to select the ghosts but... lets just see those cards first.