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[Twilight Imperium] Game 6 - Game Over.

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Posts

  • robinlambertrobinlambert Registered User regular
    edited May 2013
    5 For
    3 Against

    Arborec and Winnu to vote still. I think and looks like Winnu can carry the vote.

    robinlambert on
  • FidohFidoh BelgiumRegistered User regular
    Winnu to decide.

    The Winnu being a cruiser-race, I don't think they should vote for this agenda.

  • robinlambertrobinlambert Registered User regular
    Follow your heart @caliber. It's the only way.

  • LykouraghLykouragh Registered User regular
    Arborec vote For as a symbolic gesture of their peace loving, branchwaving nature

  • robinlambertrobinlambert Registered User regular
    edited May 2013
    Lykouragh wrote: »
    Arborec vote For as a symbolic gesture of their peace loving, branchwaving nature

    Branch waving. Ha. Love it.

    7 For
    3 Against

    robinlambert on
  • MrBlarneyMrBlarney Registered User regular
    @caliber, your vote?

    4463rwiq7r47.png
  • robinlambertrobinlambert Registered User regular
    edited May 2013
    Is this a filibuster?

    robinlambert on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Why would the majority vote filibusterer!

    Expect this game to be slow over the weekend when EVERYONE needs to submit a response.

    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!
  • robinlambertrobinlambert Registered User regular
    That is an excellent question.

  • calibercaliber Registered User regular
    Sorry! Vacation is coming up in a week which means this weekend was been eaten by lots of packing/preparing. While on the topic, expect my responses to be a touch slow memorial day week.

    Anyway ...

    Winnu votes AGAINST

    Let every race's fleet fly free!
    (Plus, bigger fleets mean bigger battles!)

  • robinlambertrobinlambert Registered User regular
    Whoop! The Man can't control our fleets!


    0TG/1AC/2PC
    1SA/4FS/3CP

  • MrBlarneyMrBlarney Registered User regular
    edited May 2013
    Righto. The agenda is voted AGAINST, and all players gain a command counter to Fleet Supply - this will be reflected in the status update coming after everyone makes their pass or play on the Assembly secondary.

    MrBlarney on
    4463rwiq7r47.png
  • robinlambertrobinlambert Registered User regular



    Pass on Assembly Secondary


  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Saar

    Play on secondary, spend a SA to refresh Industrex and Mehar Xull.

    TG/AC/PC: 1/1/2
    SA/FS/CC: 2/6/3

    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!
  • MrBodyMrBody Registered User regular
    edited May 2013
    Yssaril PLAY on secondary, spending nothing! Refresh Loki and Shalloq

    MrBody on
  • FidohFidoh BelgiumRegistered User regular
    edited May 2013
    Mentak PASS on the secondary

    TG/AC/PC: 0/1/1
    SA/FS/CP¨: 2/6/4

    Fidoh on
  • calibercaliber Registered User regular
    If I knew Assembly was being played next, maybe I'd have gotten in on some Leadership lovin.

    Winnu PASS

  • MrBlarneyMrBlarney Registered User regular
    edited May 2013
    Round 2: Action Phase Update 1

    The Mentak Coalition: Play Primary Ability of the (1) Leadership Strategy Card, exhausting Torkan (3I) to gain 1 Command Counter in Strategy Allocation, 1 counter in Fleet Supply, and 2 counters in Command Pool. (SA 1 --> 2, FS 4 --> 5, CP 2 --> 4)
    Hacan plays on the secondary ability, exhausting Kamdorn (1I) and Hercant (1I) to gain 1 Command Counter in Command Pool. (CP 2 --> 3)
    Arborec plays on the secondary ability, exhausting Mallice (3I) and 1 Trade Good (TG 2 --> 1) to gain 1 Command Counter in Strategy Allocation and 1 counter in Fleet Supply. (SA 2 --> 3, FS 3 --> 4)
    Saar plays on the secondary ability, exhausting Mehar Xull (3I) to gain 1 Command Counter in Strategy Allocation. (SA 2 --> 3)
    The Clan of Saar: Play Primary Ability of the (2) Diplomacy Strategy Card, annexing Industrex and gaining 1 Trade Good. (TG 0 --> 1)
    Yssaril play on the secondary ability, exhausting Loki (2I) and Shalloq (2I) to annex El'Nath.
    Hacan plays on the secondary ability (SA 2 --> 1), exhausting Quann (1I) and Saudor (2I) to annex Lodor.
    The Arborec: Play Primary Ability of the (3) Assembly Strategy Card, gaining 1 Political Card, 1 Trade Good, and 2 Action Cards. (PC 2 --> 3, TG 1 --> 2, AC 1 --> 3)
    Arborec claims the Speaker Token and selects Mentak to play a Political Card from their hand.
    Mentak plays Political Card "Fleet Regulations". (PC 2 --> 1)
    The agenda is voted AGAINST (10 votes AGAINST from Winnu, Mentak, and Hacan versus 7 votes FOR from Saar, Yssaril, and Arborec); all players gain a command counter in Fleet Supply. (Arborec FS 4 --> 5, Saar FS 5 --> 6, Winnu FS 3 --> 4, Mentak FS 5 --> 6, Yssaril FS 4 --> 5, Hacan FS 3 --> 4)
    Saar plays on the secondary (SA 3 --> 2), refreshing Industrex and Mehar Xull.
    Yssaril plays on the secondary, refreshing Loki and Shalloq.

    Current Map: Round 2, Action Phase Update 1

    Current Technologies

    Victory Points and Objectives
    The Emirates of Hacan: 0 VP
    The Arborec: 0 VP
    The Clan of Saar: 0 VP
    The Winnu: 0 VP
    The Mentak Coalition: 0 VP
    The Yssaril Tribes: 0 VP

    Public Objectives
    [1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.
    [1 VP] I new spend 3 Command Counters from my Command and/or Strategy Allocation areas. RED TAPE
    [1 VP] I control Mecatol Rex. RED TAPE
    [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn. RED TAPE
    [1 VP] I have 5 Technology Advances RED TAPE
    [1 VP] I control 5 planets outside my Home System. RED TAPE
    [2 VP] I have 5 Technology Advances of the same color. RED TAPE
    [GAME OVER] Imperium Rex: As soon as this card is revealed, the game ends immediately. The player with the most victory points wins the game. RED TAPE
    [2 VP] I control the Mecatol Rex system and at least 3 systems adjacent to it. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system. RED TAPE
    [WIN] Domination!: I control all the planets in the Home Systems of two other players and have at least 4 (non-Fighter) ships in each. RED TAPE
    [2 VP] I won two Space Battles this turn, each in different systems and against at least 3 opposing ships. RED TAPE

    Secret Objectives
    The Emirates of Hacan: 1 Secret Objective
    The Arborec: 1 Secret Objective
    The Clan of Saar: 1 Secret Objective
    The Winnu: 1 Secret Objective
    The Mentak Coalition: 1 Secret Objective
    The Yssaril Tribes: 1 Secret Objective

    The Emirates of Hacan - robinlambert
    Trade Goods: 0
    Action Cards: 1
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: Arborec [2], Yssaril [2]
    Technology: Sarween Tools, Neural Computing

    Worlds:
    R - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Lodor (3R, 1I, G)
    X - Quann (2R, 1I, G)
    X - Saudor (2R, 2I)
    The Arborec - Lykouragh
    Trade Goods: 2
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 3
    Fleet Supply: 5
    Command Pool: 3

    Trade Contracts: Hacan [3], Saar [1]
    Technology: Gen Synthesis, Stasis Capsules

    Worlds:
    R - Nestphar (3R, 2I, G)
    R - Capha (3R, 0I)
    R - Cormund (2R, 0I)
    X - Mallice (0R, 3I)
    The Clan of Saar - Void Slayer
    Trade Goods: 1
    Action Cards: 1
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 6
    Command Pool: 3

    Trade Contracts: Arborec [1], Winnu [1]
    Technology: Antimass Deflectors, Cybernetics, Neural Computing

    Worlds:
    R - Lisis II (1R, 0I)
    R - Ragh (2R, 1I)
    R - Industrex (2R, 0I, R (x2))
    R - Mehar Xull (1R, 3I, B)
    The Winnu - caliber
    Trade Goods: 1
    Action Cards: 1
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: Saar [2], Mentak [1]
    Technology: Stasis Capsules, Neural Computing, Bioptic Recyclers

    Worlds:
    R - Winnu (3R, 4I, Y)
    R - Garbozia (2R, 1I, G)
    R - Hercalor (1R, 0I, Y)
    R - Tiamat (1R, 2I, Y)
    The Mentak Coalition - Fidoh
    Trade Goods: 0
    Action Cards: 1
    Political Cards: 1

    Strategy Allocation: 2
    Fleet Supply: 6
    Command Pool: 4

    Trade Contracts: Winnu [3], Yssaril [1]
    Technology: Micro Technology, Gen Synthesis, Stasis Capsules

    Worlds:
    R - Moll Primus (4R, 1I)
    R - Lesab (2R, 1I, G)
    R - Tequ'ran (2R, 0I, R)
    X - Torkan (0R, 3I, B)
    The Yssaril Tribes - MrBody
    Trade Goods: 1
    Action Cards: 1
    Political Cards: 2

    Strategy Allocation: 0
    Fleet Supply: 5
    Command Pool: 4

    Trade Contracts: Hacan [3], Mentak [1]
    Technology: Light/Wave Deflector

    Worlds:
    R - Retillion (2R, 3I)
    R - Shalloq (1R, 2I)
    R - Abaddon (1R, 0I, R)
    R - Ashtroth (2R, 0I)
    X - El'nath (2R, 0I, B)
    R - Loki (1R, 2I)
    R - Primor (2R, 1I, GF (x2))

    Neutral Worlds and Special Effects
    N - Mecatol Rex (1R, 6I)
    N - Arinam (1R, 2I, B)
    N - Lazar (1R, 0I)
    N - Meer (0R, 4I)
    N - Qucen'n (1R, 2I)
    N - Rarron (0R, 3I, G)
    N - Sakulag (2R, 1I)
    N - Tar'mann (1R, 1I)
    N - Thibah (1R, 1I)
    N - Wellon (1R, 2I)

    Strategic Planning - Yssaril does not need to pay Command Counters to play on secondary abilities of Strategy cards for the duration of Round 2.

    Order of Play
    The Mentak Coalition: (1) Leadership
    The Clan of Saar: (2) Diplomacy II
    The Arborec: (3) Assembly
    The Winnu: (4) Production Current Turn
    The Emirates of Hacan: (5) Trade II
    The Yssaril Tribes: (7) Technology II

    MrBlarney on
    4463rwiq7r47.png
  • calibercaliber Registered User regular
    Alright then, let's keep the theme we have going by PLAYING Production.

    Build 2 cruisers and 2 GF, exhausting Winnu (3R) and the 2R from Production.

  • MrBodyMrBody Registered User regular
    edited May 2013
    Yssaril PASS on secondary

    MrBody on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Bah, Saar Pass.

    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!
  • FidohFidoh BelgiumRegistered User regular
    Mentak

    PLAY on the secondary of Production
    Build 3 cruisers in Moll Primus
    Exhaust Moll Primus (4r) and Lesab (2r)


    TG/AC/PC: 0/1/1
    SA/FS/CP¨: 1/6/4

  • robinlambertrobinlambert Registered User regular
    Pass on Production Secondary

  • MrBodyMrBody Registered User regular
    edited May 2013
    Six(!) cruisers with stasis capsules aimed at us. Oh my.

    MrBody on
  • MrBlarneyMrBlarney Registered User regular
    Once Lykouragh has passed or played on the Production secondary, it will be robinlambert's turn to act.

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    Arborec play production secondary:

    Build a cruiser and two fighters in Nestphaar, exhausting Capha to pay for it.


    T/A/P:1/3/3
    S/F/C: 2/5/3

  • robinlambertrobinlambert Registered User regular
    edited May 2013
    Activate Arinam/Meer System. Move Carrier, 2 GF, 2 Fighters from Quann system. Land one GF on each Arinam and Meer, claiming the planets.

    0TG/1AC/2PC
    1SA/4FS/2CP


    robinlambert on
  • MrBlarneyMrBlarney Registered User regular
    MrBody, it's your turn to act.

    4463rwiq7r47.png
  • robinlambertrobinlambert Registered User regular
    Dear @MrBody,

    We would very much appreciate if you didn't play Technology just this turn though we understand if you must. We have little to offer you at this point besides: our current trade agreement, a non-aggression pact, and future consideration of your feelings.

    Thank you for considering this.

    Kittens.

  • MrBodyMrBody Registered User regular
    edited May 2013
    Activate Loki system. Build space dock on Ashtroth, exhausting the whole system (4R). Transfer all GFs to Ashtroth.

    TG/AC/PC: 1/1/2
    SA/FS/CP¨: 0/5/3

    MrBody on
  • FidohFidoh BelgiumRegistered User regular
    edited May 2013
    The Mentak Coalition activates the Ashtroth/Abaddon/Loki system, breaking the trade agreement between Yssaril and Mentak.

    Move in a carrier from Tequ'ran/Torkan. Move in 3 cruisers and 2GF from Moll Primus; one of those cruisers picks up the ground force at Torkan. Move in 2 cruisers from Wellon.

    I will not play an action card. Take any hits in this order: carrier > empty cruisers > cruisers with a ground force.


    :3

    TG/AC/PC: 0/1/1
    SA/FS/CP¨: 1/6/3

    Fidoh on
  • MrBlarneyMrBlarney Registered User regular
    Once I get verification regarding any conditional plays from MrBody, I'll start resolving the combat.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    No cards. Fighters->carrier->cruiser for casualties

    Oh well, that's game. I really screwed up the opening strategy card plays.

  • MrBlarneyMrBlarney Registered User regular
    Alright, let's try using the forum roller for this combat, and if it's too annoying (and I suspect that given the number of posts I may need to make this could be the case) I'm just gonna use Orokos and link the rolls like last time.

    Round 2 - Battle at Ashtroth-Abaddon-Loki

    Geth roll "1d10t6" for Yssaril PDS Fire
    Geth roll "2d10t7" for Mentak racial combat ability

    Yssaril PDS Fire:
    1d10t6 1 [1d10t6=10]
    Mentak racial combat ability:
    2d10t7 0 [2d10t7=5, 4]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    edited May 2013
    Yssaril PDS Fire destroys 1 Mentak Carrier.

    Combat Round 1

    Yssaril has 1 Cruiser, 1 Carrier, and 2 Fighters.
    Mentak has 5 Cruisers (carrying 3 Ground Forces).

    Geth roll "1d10t7+1d10t9+2d10t9" for Yssaril
    Geth roll "5d10t7" for Mentak

    Yssaril:
    1d10t7+1d10t9+2d10t9 1 [1d10t7=8] [1d10t9=3] [2d10t9=3, 2]
    Mentak:
    5d10t7 2 [5d10t7=10, 2, 4, 10, 1]

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    edited May 2013
    Yssaril removes 2 Fighters, Mentak removes 1 Cruiser.

    Combat Round 2

    Yssaril has 1 Cruiser and 1 Carrier.
    Mentak has 4 Cruisers (carrying 3 Ground Forces).

    Geth roll "1d10t7+1d10t9" for Yssaril
    Geth roll "4d10t7" for Mentak

    Yssaril:
    1d10t7+1d10t9 0 [1d10t7=1] [1d10t9=8]
    Mentak:
    4d10t7 1 [4d10t7=9, 4, 2, 1]

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    edited May 2013
    Yssaril removes 1 Carrier.

    Combat Round 3

    Yssaril has 1 Cruiser.
    Mentak has 4 Cruisers (carrying 3 Ground Forces).

    Geth roll "1d10t7" for Yssaril
    Geth roll "4d10t7" for Mentak

    Yssaril:
    1d10t7 0 [1d10t7=2]
    Mentak:
    4d10t7 1 [4d10t7=5, 7, 6, 6]

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Yssaril removes 1 Cruiser; combat resolves in favor of Mentak.

    Fidoh, you may continue your activation.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    I believe he's carrying 3 GFs

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