Build a Cruiser in Quann by spending a Strategic Allocation.
TG/AC/PC: 2/6/2
SA/FS/CP: 0/5/2
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!
Max fleet size is equal to your Fleet Supply right? Not fleet supply -1?
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: Activate the Queen's Folly system (CP 2 --> 1).
Move in 1 Cruiser, 1 Carrier, and 6 Fighters from the Naalu Home System.
L1z1x declares a retreat in the first round of battle, activating the Queen's Rift system (SA 1 --> 0).
In the combat, Naalu loses 2 Fighters; L1z1x damages 1 Dreadnought and retreats his 2 Dreadnoughts to the Queen's Rift system. The L1z1x Mindnet: Play the Primary Ability of the (1) Leadership Strategy Card and exhaust Torkan (3I) and Faunus (3I) to place 2 counters into Strategy Allocation and 4 counters into Command Pool (SA 0 --> 2, CP 1 --> 5).
Creuss plays on the secondary, exhausting Mecatol Rex (6I) to place 1 counter into Fleet Supply and 1 counter into Command Pool (SA 8 --> 9, CP 3 --> 4).
Muaat plays on the secondary, exhausting Centauri (3I) and Gral (1I) to place 2 counters into Fleet Supply (FS 5 --> 7).
Jol-Nar plays on the secondary, exhausting Meer (4I), Rigel I (1I), and Political Card "Class Struggle" (PC 4 --> 3), placing 2 counters into Strategy Allocation and 1 counter into Command Pool (SA 1 --> 3, CP 4 --> 5). Universities of Jol-Nar: Activate Naalu Home System (CP 5 --> 4), playing Action Card "Flank Speed" (AC 4 --> 3) to increase movement into the system by 1.
Move in 1 Cruiser from Jol-Nar Home System, Flagship from the Rigel system, and 1 Dreadnought from Bereg-Lirta IV.
PDS Fire damages the Jol-Nar Flagship and Dreadnought.
In the space battle, Jol-Nar expends Action Card "Recheck" (AC 3 --> 2) to claim no losses, while Naalu loses 1 Carrier and 2 Fighters; combat resolves in favor of Jol-Nar. The Embers of Muaat: Spend a counter from Strategic Allocation to produce a Cruiser from the Muaat Flaghsip in Quann (SA 1 --> 0).
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: (Jol-Nar [3], Jol-Nar [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: X - Jol (1R, 2I) X - Nar (2R, 3I) X - Arinam (1R, 2I, B) X - Bereg (3R, 1I, R) X - Lirta IV (2R, 3I, G) X - Meer (0R, 4I) X - Rigel I (0R, 1I, G) X - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B)
Worlds: R - [0.0.0] (5R, 0I) X - Faunus (1R, 3I, G (x2)) R - Saudor (2R, 2I) R - Tequ'ran (2R, 0I, R) X - Torkan (0R, 3I, B) R - Vega Major (2R, 1I) R - Vega Minor (1R, 2I, B)
Worlds: R - Darien (2R, 4I) X - Hercalor (1R, 0I, Y) R - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) X - Thibah (1R, 1I) R - Tiamat (1R, 2I, Y) X - 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 The Ghosts of Creuss: (4) ProductionCurrent Turn The Yin Brotherhood: (6) Warfare II
Assemble the FLEET!
Activate Mecatol Rex-Move in 4 cruisers and 1 destroyer from Lodor and both destroyers from wellon
Exhaust Lodor(3) and wellon(1) to build a space dock.
I was afraid of that. This is probably going to fail and doom me but I pretty much have to. I'm massively outclassed long term by everyone else so it's do or die now.
Yin
Activate Mecatol Rex. Move in all ships from Rarron system. Carry 4 mechanized units on one carrier.
While your efforts are courageous there is probably an easier way to get 1VP with that fleet than going up against mine-even if you do well, you have pretty bad odds at seeing those mechanized units hitting the ground.
Ooooooh it's a combination of things other than 1 VP. I totally screwed up this turn forgetting you had the production card and could get newly created units to there this turn.
Whatever happened to you abandoning Mecatol after claiming the 1 VP? ALL THIS FIGHTING COULD HAVE BEEN AVOIDED
If anyone has any action cards that could affect this battle I invite them to use them against the ghosts! Help it be more even so we grind each other into dust more!
Who would you rather try and take Mecatol away from later? The guy with the biggest fleet supply and highest production, or the low production scrub with the weakest race in the game!
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Iron WeaselDillon!You son of a bitch!Registered Userregular
Atta-boy, Yin! Get in there and fight the Ghosts in the shade cast by their invincible armada!
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Atta-boy, Yin! Get in there and fight the Ghosts in the shade cast by their invincible armada!
SOMEONE has to clean up your failures!
oooooooo!
In all seriousness though Yin is only going to fall farther behind the longer the game goes on. They're a rush race that has to grab Mecatol asap and I didn't move fast enough with them. Between their lack of any useful racial stuff and abysmal trade treaties they're just going to get left in the dust.
Their kamikaze racial makes then good at picking off smaller fleets, more if you grab the racial tech
??? Neither racial tech applies to kamikaze.
I keep thinking fanaticism applies to their other power, yea your screwed and should just give up now. Mech units are kinda weird in that they are too useful. There are a lot of powers/abilities that offset the ground force balance significantly that mech units just negate completely.
Before combat, Creuss plays Action Card "Communications Breakdown" from his hand:
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.
Seems important enough to get a Sabotage check all around before proceeding with battle. Though due to travel plans, it may take a while before I get to battle resolution.
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!
I keep thinking fanaticism applies to their other power, yea your screwed and should just give up now. Mech units are kinda weird in that they are too useful. There are a lot of powers/abilities that offset the ground force balance significantly that mech units just negate completely.
I started a thread on BGG asking about this very thing!
The gap between the two is rather large, practically the difference between cruisers and war suns.
I can see why they decided to try introducing a new ground unit to try and break up planet turtling via allowing invading carriers to carry a stronger invasion force, but any boost they provide attackers applies equally to defenders. The whole "nothing that affects ground forces applies to mech units" aspect is what really throws everything off. Bombardment, bacterial weapons, and special cards/abilities were in place to deal with ground forces but the only thing that counter mech units is more mech units. Then some races rely heavily on a ground force advantage that mech units render obsolete, and they didn't offer any sort of updates to older abilities to adjust to mechs.
Take our public objective about invading a planet with at least one ground force. You would think "at least one ground force present" means as long as there were any ground units on the planet, but according to the rules and FAQ conquering a planet with nothing but mechs units wouldn't count, despite them being much harder to defeat!
I actually can't retreat! Strategic retreat only applies to the defender while normal retreat only works with adjacent activated systems (that's correct, right?)
Lose the empty carrier and 3 destroyers.
So I'm losing more while I have less ships than you. Yup yup this math is looking good.
At first I thought the attacker could also declare a Tactical Retreat, but reading the rules as written, I guess they can't. I learn something new every time this game is played, how about that.
Round 5 - Battle at Mecatol Rex
Yin removes 3 Destroyers and 1 (non-loaded) Carrier, leaving 2 Cruisers and 1 Carrier (with High Alert Token).
Creuss removes 3 Destroyers, leaving 4 Cruisers, 1 Destroyer, and 1 Carrier.
Posts
Build a Cruiser in Quann by spending a Strategic Allocation.
TG/AC/PC: 2/6/2
SA/FS/CP: 0/5/2
The Naalu Collective: Activate the Queen's Folly system (CP 2 --> 1).
Move in 1 Cruiser, 1 Carrier, and 6 Fighters from the Naalu Home System.
L1z1x declares a retreat in the first round of battle, activating the Queen's Rift system (SA 1 --> 0).
In the combat, Naalu loses 2 Fighters; L1z1x damages 1 Dreadnought and retreats his 2 Dreadnoughts to the Queen's Rift system.
The L1z1x Mindnet: Play the Primary Ability of the (1) Leadership Strategy Card and exhaust Torkan (3I) and Faunus (3I) to place 2 counters into Strategy Allocation and 4 counters into Command Pool (SA 0 --> 2, CP 1 --> 5).
Creuss plays on the secondary, exhausting Mecatol Rex (6I) to place 1 counter into Fleet Supply and 1 counter into Command Pool (SA 8 --> 9, CP 3 --> 4).
Muaat plays on the secondary, exhausting Centauri (3I) and Gral (1I) to place 2 counters into Fleet Supply (FS 5 --> 7).
Jol-Nar plays on the secondary, exhausting Meer (4I), Rigel I (1I), and Political Card "Class Struggle" (PC 4 --> 3), placing 2 counters into Strategy Allocation and 1 counter into Command Pool (SA 1 --> 3, CP 4 --> 5).
Universities of Jol-Nar: Activate Naalu Home System (CP 5 --> 4), playing Action Card "Flank Speed" (AC 4 --> 3) to increase movement into the system by 1.
Move in 1 Cruiser from Jol-Nar Home System, Flagship from the Rigel system, and 1 Dreadnought from Bereg-Lirta IV.
PDS Fire damages the Jol-Nar Flagship and Dreadnought.
In the space battle, Jol-Nar expends Action Card "Recheck" (AC 3 --> 2) to claim no losses, while Naalu loses 1 Carrier and 2 Fighters; combat resolves in favor of Jol-Nar.
The Embers of Muaat: Spend a counter from Strategic Allocation to produce a Cruiser from the Muaat Flaghsip in Quann (SA 1 --> 0).
Current Map: Round 5, Action Phase Update 3
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: 2
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 4
Trade Contracts: (Jol-Nar [3], Jol-Nar [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:
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Arinam (1R, 2I, B)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
X - Meer (0R, 4I)
X - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 1
Trade Contracts: (Naalu [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)
X - Loki (1R, 2I)
Action Cards: 3
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 5
Trade Contracts: (L1z1x [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)
X - Faunus (1R, 3I, G (x2))
R - Saudor (2R, 2I)
R - Tequ'ran (2R, 0I, R)
X - Torkan (0R, 3I, B)
R - Vega Major (2R, 1I)
R - Vega Minor (1R, 2I, B)
Action Cards: 4
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 9
Command Pool: 4
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser
Worlds:
X - Creuss (4R, 2I)
R - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
X - Mecatol Rex (1R, 6I)
R - Mirage (1R, 2I, F (x2))
R - Wellon (1R, 2I)
Action Cards: 6
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 7
Command Pool: 2
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator
Worlds:
X - Muaat (4R, 1I)
X - Capha (3R, 0I)
X - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
X - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 3
Fleet Supply: 7
Command Pool: 2
Trade Contracts: (Yin [1], Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
R - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
R - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
R - Tiamat (1R, 2I, Y)
X - 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
The Ghosts of Creuss: (4) Production Current Turn
The Yin Brotherhood: (6) Warfare II
Assemble the FLEET!
Activate Mecatol Rex-Move in 4 cruisers and 1 destroyer from Lodor and both destroyers from wellon
Exhaust Lodor(3) and wellon(1) to build a space dock.
TG/AC/PC:7/4/1
SA/FS/CP:2/9/3
Yin
Activate Mecatol Rex. Move in all ships from Rarron system. Carry 4 mechanized units on one carrier.
TG/AC/PC:1/3/1
SA/FS/CP:3/7/1
Whatever happened to you abandoning Mecatol after claiming the 1 VP? ALL THIS FIGHTING COULD HAVE BEEN AVOIDED
Would have just built the 1 warsun in Lodor and been unable to bring a large enough force to Mecatol that I would have considered holding it.
"If only you had just let me have Poland!"
-Hitler
Who would you rather try and take Mecatol away from later? The guy with the biggest fleet supply and highest production, or the low production scrub with the weakest race in the game!
The Division, Warframe (XB1)
GT: Tanith 6227
hey the muaat are the ones with the space furnaces.
SOMEONE has to clean up your failures!
oooooooo!
In all seriousness though Yin is only going to fall farther behind the longer the game goes on. They're a rush race that has to grab Mecatol asap and I didn't move fast enough with them. Between their lack of any useful racial stuff and abysmal trade treaties they're just going to get left in the dust.
??? Neither racial tech applies to kamikaze.
The Division, Warframe (XB1)
GT: Tanith 6227
I keep thinking fanaticism applies to their other power, yea your screwed and should just give up now. Mech units are kinda weird in that they are too useful. There are a lot of powers/abilities that offset the ground force balance significantly that mech units just negate completely.
Before combat, Creuss plays Action Card "Communications Breakdown" from his hand:
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.
Seems important enough to get a Sabotage check all around before proceeding with battle. Though due to travel plans, it may take a while before I get to battle resolution.
The Black Hole of Cygnus X-1
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
no sabotage
I started a thread on BGG asking about this very thing!
The gap between the two is rather large, practically the difference between cruisers and war suns.
I can see why they decided to try introducing a new ground unit to try and break up planet turtling via allowing invading carriers to carry a stronger invasion force, but any boost they provide attackers applies equally to defenders. The whole "nothing that affects ground forces applies to mech units" aspect is what really throws everything off. Bombardment, bacterial weapons, and special cards/abilities were in place to deal with ground forces but the only thing that counter mech units is more mech units. Then some races rely heavily on a ground force advantage that mech units render obsolete, and they didn't offer any sort of updates to older abilities to adjust to mechs.
Take our public objective about invading a planet with at least one ground force. You would think "at least one ground force present" means as long as there were any ground units on the planet, but according to the rules and FAQ conquering a planet with nothing but mechs units wouldn't count, despite them being much harder to defeat!
Hear that, Sega? This is a golden opportunity!
The Division, Warframe (XB1)
GT: Tanith 6227
Creuss' action card passes, preventing the use of other cards during the remainder of battle.
Yin has 2 Cruisers, 3 Destroyers, 2 Carriers, and the High Alert Token.
Creuss has 4 Cruisers, 4 Destroyers, and 1 Carrier.
Round 1: Yin Cruisers 2#1d10+1 = {4 < 7, 10 > 7}, Destroyers 3#1d10+2 = {7, 8 < 9; 12 > 9}, Carriers 2#1d10+1 = {4 < 9; 11 > 9}, 3 hits. Creuss, how will you assign the hits?
Creuss Cruisers 4#1d10+1 = {3 < 7; 9, 11, 8 > 7}, Destroyers 4#1d10+1 = {7, 7, 7, 4 < 9}, Carrier 1d10 = {9 = 9}, 4 hits. Yin, how will you assign the hits?
You can retreat now and save those tasty mech units. mmmm mech units.
Lose the empty carrier and 3 destroyers.
So I'm losing more while I have less ships than you. Yup yup this math is looking good.
Round 5 - Battle at Mecatol Rex
Yin removes 3 Destroyers and 1 (non-loaded) Carrier, leaving 2 Cruisers and 1 Carrier (with High Alert Token).
Creuss removes 3 Destroyers, leaving 4 Cruisers, 1 Destroyer, and 1 Carrier.
Round 2: Yin Cruisers 2#1d10+2 = {4, 4 < 7}, Carrier 1d10+1 = {8 < 9}, no hits.
Creuss Cruisers 4#1d10+1 = {2, 5, 5 < 7; 11 > 9}, Destroyer 1d10+1 = {5 < 9}, Carrier 1d10 = {3 < 9}, 1 hit. Yin, what unit will take the hit?
The Division, Warframe (XB1)
GT: Tanith 6227
And no kamikaze. The best I could do is trade a cruiser for a cruiser and that's kind of pointless since mine are better at hitting.
Yin elects to destroy a cruiser.
Round 3: Yin Cruiser 1d10+2 = {7 = 7}, Carrier 1d10+1 = {7 < 9}, 1 hit. Creuss elects to destroy a Destroyer.
Creuss Cruisers 4#1d10+1 = {4, 3 < 7; 8, 11 > 7}, Destroyer 1d10+1 = {6 < 9}, Carrier 1d10 = {10 > 9}, 3 hits. Yin destroys his Cruiser and Carrier.
Combat has resolved in favor of Creuss. Since I don't think there's anything else Yin can do in the activated system, the turn will move to Naalu.