@Caliber are you sure you wouldn't rather me take Hercalor/Tiamat? It's 2 resource points instead of the 3 on Lazar/Sarculag. Unless you need the yellow tech specialties for next round?
I don't quite follow the train of thought of "Well, it's your fault someone else will win, because now I HAVE to kill you instead of winning the game", but... eh...
Haha. Well, it is really not much more than you are doing in a way. You aren't going to win so, Chaos Away. I am not knocking it at all. At some point I have to accept that way way back, I lost my chance to win (it was when that vote about invading was passed) and so what should I do? Play for second? Maybe. But in the meantime, Chaos Kitty Litter.
Anyhow, why not take Capha and Industrex? That is two.
Aye. I am not going to win. But I aim to score as many points as I can, being the goal of the game. If I simply wanted to Chaos away without caring about my game position, I'd have pumped my fleet supply to 9 and smashed every ship I own into Mecatol Rex just for Yssaril or Arborec to take it. Or something equally disruptive, but pointless. I still play for VPs, and that's very different from your announced plan to just wail on the Arborec. Unless your SO somehow justifies it, and the attack is just a cloak.
Re: Capha/Industrex because the Winnu have a war sun. Costing them a couple of exhausted planets for a round is not the same as shooting down a carrier and ground troops - actual damage. For the former - they reluctantly let me have it (for which I'm grateful). For the latter - I suspect they will actually retaliate. And my space forces are meager and precious.
@Caliber are you sure you wouldn't rather me take Hercalor/Tiamat? It's 2 resource points instead of the 3 on Lazar/Sarculag. Unless you need the yellow tech specialties for next round?
Hercalor/Tiamat are also (begrudgingly) acceptable. I discounted them due to the difficult terrain blocking them, but if you have the ability to pass through it, the same agreement will stand.
How about this Kaneski, you don't judge how I choose to play and I won't judge your style. It's all equally valid and the results will be in soon enough.
When the time comes, we will play this 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.
How about this Kaneski, you don't judge how I choose to play and I won't judge your style. It's all equally valid and the results will be in soon enough.
You go first.
Edit: Also: No. Because that is a pretty large part of the game. 2nd edit: and no, they're no all equally valid.
Okay, let's take this one at a time. Start with the Lodor activation. In a situation that's not using an action card for an action, we should be following the 'declare-reveal' method of resolution, so Lykouragh's play of "Into the Breach" and robinlambert's play of "Communications Breakdown" are considered simultaneous. Resolution should follow in order of play, and since Hacan has (1) Leadership while Arborec has (8) Bureaucracy, robinlambert's card should be resolved first. In the case that robinlambert's card is not sabotaged, then because Lykouragh's card will no longer be allowed to be played, it will return to his hand for later play.
So, in summary, "Communications Breakdown" is slated to resolve before "Into the Breach"; does anyone want to sabotage either of these cards?
Sorry if this hurt your feelings robin.... I didn't talk to you about it because, well, I needed those juicy fleets to stay where they are and not grow a lot, and I didn't think you'd be likely to just sacrifice a bunch of systems to me.
Yeah, I only asked because there was a second Action Card submitted. Time to move on!
robinlambert's Action card play goes through, preventing the play of any Action Cards for the remainder of battle. Lykouragh's card returns to his hand.
Round 7 - Battle at Lodor
Pre-Combat Round
Arborec has 3 Dreadnoughts (with 2 Shock Troops) and 1 Cruiser (with 1 Ground Force).
Hacan has 1 Dreadnought, 2 Cruisers, and 2 Destroyers.
(assuming I have a shock troop left after surviving 2x PDS fire and fighting a MU, which Hacan built on the production secondary after the last update). Go ahead and kill the GF before the shock troops.
The Winnu: Play the primary strategy of the (4) Production Strategy Card, exhausting Winnu (3R), Garbozia (2R), Industrex (2R), Sakulag (2R), Hercalor (1R), Lazar (1R), Tiamat (1R), Tar'Mann (1R), +2R from the primary to build 1 War Sun (12R), 2 Fighters (1R), and 1 Mechanized Unit (2R) at Garbozia.
Mentak plays on the secondary (SA 2 --> 1), exhausting Lesab (2R), Wellon (1R), and 1 Trade Good (TG 3 --> 2) to build 1 Cruiser (3R) and 2 Fighters (1R) at Moll Primus.
Yssaril plays on the secondary (SA 2 --> 1), exhausting Ashtroth (2R), El'Nath (2R), and Primor (2R) to build 2 Cruisers (4R) and 1 Mechanized Unit (2R) on Ashtroth.
Arborec plays on the secondary, exhausting Nestphar (3R), Capha (3R), Cormund (2R), Thibah (1R), and 1 Trade Good (TG 6 --> 5) to buiild 2 Dreadnoughts (10R) at Capha. The Yssaril Tribes: Use racial technology to skip turn. The Arborec: Activate the Lodor system. (CP 3 --> 2)
Move in 3 Dreadnoughts, 1 Cruiser, 2 Shock Troops, and 1 Ground Force from Capha.
The trade agreement between Hacan and Arborec is broken.
Before the space battle, Hacan plays Action Card "Communications Breakdown" (AC 6 --> 5), preventing play of any action cards for the remainder of battle.
During the space battle, Arborec damages a Dreadnought and Cruiser, while Hacan loses 1 Dreadnought, 2 Cruisers, and 2 Destroyers; combat resolves in favor of Arborec.
Land 2 Shock Troops and 1 Ground Force on Lodor.
Shock Troops take over the Hacan Space Dock, replacing it with an Arborec Space Dock.
Use Fleet Logistics technology to make a second Tactical Action.
Activate the Mallice system. (CP 2 --> 1)
Move in 1 Cruiser and 2 Dreadnoughts from the Arborec home system.
During the space battle, Arborec damages 2 Dreadnoughts and 1 Cruiser, while Hacan loses 3 Cruisers, 2 Ground Forces, and expends Action Card "Recheck" (AC 5 --> 4); combat resolves in favor of Arborec.
Land 3 Ground Forces on Mallice.
Bombardment destroys 1 Winnu Shock Troop; combat resolves in favor of Arborec.
The Winnu: 6 VP The Mentak Coalition: 6 VP The Emirates of Hacan: 5 VP The Arborec: 3 VP The Clan of Saar: 2 VP The Yssaril Tribes: 2 VP
Public Objectives
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Mentak, Winnu, Saar, Hacan, Arborec
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Winnu, Mentak, Arborec
[1 VP] I control Mecatol Rex.: Mentak, Winnu
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Yssaril, Hacan, Mentak, Winnu
[1 VP] I have 5 Technology Advances.: Hacan, Winnu, Mentak, Saar, Arborec
[1 VP] I control 5 planets outside my Home System.: Mentak, Yssaril
[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.: Hacan
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
Special Objectives
Corrupt Empire - The next player to attack Saar gains 1 Victory Point. This card is then discarded from play. Winnu
Worlds: R - Arretze (2R, 0I) X - Hercant (1R, 1I) R - Kamdorn (0R, 1I) R - Mecatol Rex (1R, 6I) X - Arinam (1R, 2I, B) R - Meer (0R, 4I) R - Quann (2R, 1I, G) R - Saudor (2R, 2I)
Trade Contracts: Saar [1] (Yssaril [2])
Technology: Light/Wave Deflector, Magen Defense Grid, Deep Space Cannon, Graviton Laser System, Hylar V Assault Laser, Graviton Negator, Mageon Implants
Worlds: R - Retillion (2R, 3I) X - Shalloq (1R, 2I) R - Abaddon (1R, 0I, R) X - Ashtroth (2R, 0I) X - El'nath (2R, 0I, B) X - Loki (1R, 2I) X - Primor (2R, 1I, GF (x2)) X - Tequ'ran (2R, 0I, R)
Neutral Worlds and Special Effects
Strategic Planning - Arborec will not need to pay Command Counters from Strategy Allocation to play on secondary abilities of Strategy Cards during Round 7.
Multiculturalism - Yssaril has copied the following racial ability for the duration of Round 7: Your Ground Forces have a production capacity of 1. You may not produce units with Ground Forces that have moved during the same activation.
Enhanced Armor - Arborec's Cruisers have the "sustain damage" ability until the end of Round 7.
Armistice - Yssaril may not invade Mecatol Rex until after the end of Round 7.
Order of Play The Emirates of Hacan: (1) Leadership Current Player The Mentak Coalition: (2) Diplomacy II The Clan of Saar: (3) Assembly The Winnu: (4) Production The Yssaril Tribes: (6) Warfare II The Arborec: (8) Bureaucracy
Sorry, I was posting through the full battle, so I didn't see the posts you made, robinlambert. To make certain, you were going to play Recheck on one of your Cruisers' missed rolls?
Hacan plays Action Card Recheck, rerolling a missed attack roll from one of his Cruisers. The result is updated to a hit, damaging one of Arborec's dreadnoughts.
Combat Round 2
As there are still three firing ships on Arborec's side, combat results are maintained as stands. Update post above has been revised to reflect updated conditions.
Posts
Haha. Well, it is really not much more than you are doing in a way. You aren't going to win so, Chaos Away. I am not knocking it at all. At some point I have to accept that way way back, I lost my chance to win (it was when that vote about invading was passed) and so what should I do? Play for second? Maybe. But in the meantime, Chaos Kitty Litter.
Anyhow, why not take Capha and Industrex? That is two.
And @Lykouragh why not just talk to me first?
Re: Capha/Industrex because the Winnu have a war sun. Costing them a couple of exhausted planets for a round is not the same as shooting down a carrier and ground troops - actual damage. For the former - they reluctantly let me have it (for which I'm grateful). For the latter - I suspect they will actually retaliate. And my space forces are meager and precious.
Hercalor/Tiamat are also (begrudgingly) acceptable. I discounted them due to the difficult terrain blocking them, but if you have the ability to pass through it, the same agreement will stand.
And no sabo, while I'm here.
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
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.
You go first.
Edit: Also: No. Because that is a pretty large part of the game. 2nd edit: and no, they're no all equally valid.
So, in summary, "Communications Breakdown" is slated to resolve before "Into the Breach"; does anyone want to sabotage either of these cards?
Sorry if this hurt your feelings robin.... I didn't talk to you about it because, well, I needed those juicy fleets to stay where they are and not grow a lot, and I didn't think you'd be likely to just sacrifice a bunch of systems to me.
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
robinlambert's Action card play goes through, preventing the play of any Action Cards for the remainder of battle. Lykouragh's card returns to his hand.
Round 7 - Battle at Lodor
Pre-Combat Round
Arborec has 3 Dreadnoughts (with 2 Shock Troops) and 1 Cruiser (with 1 Ground Force).
Hacan has 1 Dreadnought, 2 Cruisers, and 2 Destroyers.
Geth roll "1d10t5" for Hacan Assault Cannon
Combat Round 1
Arborec has 3 Dreadnoughts (with 2 Shock Troops) and 1 Cruiser (with 1 Ground Force).
Hacan has 1 Dreadnought, 2 Cruisers, and 2 Destroyers.
Geth roll "3d10t5+1d10t7" for Arborec
Geth roll "1d10t5+2d10t7+2d10t9" for Hacan
Arborec damages their Cruiser and one Dreadnought (not carrying a Shock Troop).
Hacan damages their Dreadnought and destroys two Destroyers.
Combat Round 2
Arborec has 3 Dreadnoughts (1 damaged, 2 carrying Shock Troops) and 1 Cruiser (damaged, carrying 1 Ground Force).
Hacan has 1 Dreadnought (damaged) and 2 Cruisers.
Geth roll "3d10t5+1d10t7" for Arborec
Geth roll "1d10t5+2d10t7" for Hacan
Arborec lands 2 Shock Troops and 1 Ground Force on Lodor; @Lykouragh, will your Shock Troops take over the Hacan Space Dock, or will it be destroyed?
Combat Round 1
Arborec has 2 Dreadnoughts and 1 Cruiser (each carrying 1 Ground Force).
Hacan has 3 Cruisers (carrying 2 Ground Forces).
Geth roll "2d10t5+1d10t7" for Arborec
Geth roll "3d10t7" for Hacan
Hacan destroys a non-loaded Cruiser.
Combat Round 2
Arborec has 2 Dreadnoughts and 1 damaged Cruiser (each carrying 1 Ground Force).
Hacan has 2 Cruisers (carrying 2 Ground Forces).
Geth roll "2d10t5+1d10t7" for Arborec
Geth roll "2d10t7" for Hacan
Can I still play it?
Play Recheck on missed shot first round.
Hacan destroys two Cruisers (and two carried Ground Forces).
Combat resolves in favor of Arborec.
Lykouragh has orders to land all Ground Forces on Mallice.
Round 7 - Invasion of Mallice
Pre-Combat Actions
Arborec Dreadnoughts perform bombardment before the first round of Invasion Combat.
Geth roll "2d10t5" for Arborec Bombardment
Winnu Shock Troop is destroyed; combat resolves in favor of Arborec.
The Winnu: Play the primary strategy of the (4) Production Strategy Card, exhausting Winnu (3R), Garbozia (2R), Industrex (2R), Sakulag (2R), Hercalor (1R), Lazar (1R), Tiamat (1R), Tar'Mann (1R), +2R from the primary to build 1 War Sun (12R), 2 Fighters (1R), and 1 Mechanized Unit (2R) at Garbozia.
Mentak plays on the secondary (SA 2 --> 1), exhausting Lesab (2R), Wellon (1R), and 1 Trade Good (TG 3 --> 2) to build 1 Cruiser (3R) and 2 Fighters (1R) at Moll Primus.
Yssaril plays on the secondary (SA 2 --> 1), exhausting Ashtroth (2R), El'Nath (2R), and Primor (2R) to build 2 Cruisers (4R) and 1 Mechanized Unit (2R) on Ashtroth.
Arborec plays on the secondary, exhausting Nestphar (3R), Capha (3R), Cormund (2R), Thibah (1R), and 1 Trade Good (TG 6 --> 5) to buiild 2 Dreadnoughts (10R) at Capha.
The Yssaril Tribes: Use racial technology to skip turn.
The Arborec: Activate the Lodor system. (CP 3 --> 2)
Move in 3 Dreadnoughts, 1 Cruiser, 2 Shock Troops, and 1 Ground Force from Capha.
The trade agreement between Hacan and Arborec is broken.
Before the space battle, Hacan plays Action Card "Communications Breakdown" (AC 6 --> 5), preventing play of any action cards for the remainder of battle.
During the space battle, Arborec damages a Dreadnought and Cruiser, while Hacan loses 1 Dreadnought, 2 Cruisers, and 2 Destroyers; combat resolves in favor of Arborec.
Land 2 Shock Troops and 1 Ground Force on Lodor.
Shock Troops take over the Hacan Space Dock, replacing it with an Arborec Space Dock.
Use Fleet Logistics technology to make a second Tactical Action.
Activate the Mallice system. (CP 2 --> 1)
Move in 1 Cruiser and 2 Dreadnoughts from the Arborec home system.
During the space battle, Arborec damages 2 Dreadnoughts and 1 Cruiser, while Hacan loses 3 Cruisers, 2 Ground Forces, and expends Action Card "Recheck" (AC 5 --> 4); combat resolves in favor of Arborec.
Land 3 Ground Forces on Mallice.
Bombardment destroys 1 Winnu Shock Troop; combat resolves in favor of Arborec.
Current Map: Round 7, Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Mentak Coalition: 6 VP
The Emirates of Hacan: 5 VP
The Arborec: 3 VP
The Clan of Saar: 2 VP
The Yssaril Tribes: 2 VP
Public Objectives
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Mentak, Winnu, Saar, Hacan, Arborec
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Winnu, Mentak, Arborec
[1 VP] I control Mecatol Rex.: Mentak, Winnu
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Yssaril, Hacan, Mentak, Winnu
[1 VP] I have 5 Technology Advances.: Hacan, Winnu, Mentak, Saar, Arborec
[1 VP] I control 5 planets outside my Home System.: Mentak, Yssaril
[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.: Hacan
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
Special Objectives
Corrupt Empire - The next player to attack Saar gains 1 Victory Point. This card is then discarded from play. Winnu
The Emirates of Hacan - robinlambert
Action Cards: 4
Political Cards: 3
Strategy Allocation: 0
Fleet Supply: 6
Command Pool: 2
Trade Contracts: (Hacan [3], Hacan [3])
Technology: Sarween Tools, Neural Computing, Neural Motivator, Hypermetabolism, Stasis Capsules, Cybernetics, Assault Cannon, Production Centers, Quantum Datahub Node
Worlds:
R - Arretze (2R, 0I)
X - Hercant (1R, 1I)
R - Kamdorn (0R, 1I)
R - Mecatol Rex (1R, 6I)
X - Arinam (1R, 2I, B)
R - Meer (0R, 4I)
R - Quann (2R, 1I, G)
R - Saudor (2R, 2I)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 0
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Mentak [1] (Arborec [2])
Technology: Gen Synthesis, Stasis Capsules, Neural Computing, Neural Motivator, Hyper Metabolism, Fleet Logistics, Type IV Drive, Spore Acceleration
Worlds:
X - Nestphar (3R, 2I, G)
X - Capha (3R, 0I)
X - Cormund
X - Lodor (3R, 1I, G)(2R, 0I)
X - Mallice (0R, 3I)
X - Thibah (1R, 1I)
Action Cards: 4
Political Cards: 3
Strategy Allocation: 4
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Yssaril [1] (Saar [2])
Technology: Antimass Deflectors, Maneuvering Jets, Gravity Drive, Light/Wave Deflector, Cybernetics, Neural Computing, Assault Cannon, Duranium Armor
Worlds:
X - Lisis II (1R, 0I)
X - Ragh (2R, 1I)
R - Mehar Xull (1R, 3I, B)
X - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
Action Cards: 4
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 6
Command Pool: 3
Trade Contracts: (Winnu [3], Winnu [1])
Technology: Stasis Capsules, Neural Computing, Neural Motivator, Hypermetabolism, Fleet Logistics, Type IV Drive, XRD Transporters, Duranium Armor, Micro Technology, War Sun, Bioptic Recyclers
Worlds:
X - Winnu (3R, 4I, Y)
X - Garbozia (2R, 1I, G)
X - Hercalor (1R, 0I, Y)
X - Industrex (2R, 0I, R (x2))
X - Lazar (1R, 0I)
X - Sakulag (2R, 1I)
X - Tiamat (1R, 2I, Y)
Action Cards: 3
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 6
Command Pool: 2
Trade Contracts: Arborec [1] (Mentak [1])
Technology: Micro Technology, Transit Diodes, Gen Synthesis, Stasis Capsules, X-89 Bacterial Weapon, Cybernetics, Neural Motivator, Magen Defense Grid
Worlds:
R - Moll Primus (4R, 1I)
X - Lesab (2R, 1I, G)
R - Torkan (0R, 3I, B)
X - Wellon (1R, 2I)
Action Cards: 10
Political Cards: 5
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 2
Trade Contracts: Saar [1] (Yssaril [2])
Technology: Light/Wave Deflector, Magen Defense Grid, Deep Space Cannon, Graviton Laser System, Hylar V Assault Laser, Graviton Negator, Mageon Implants
Worlds:
R - Retillion (2R, 3I)
X - Shalloq (1R, 2I)
R - Abaddon (1R, 0I, R)
X - Ashtroth (2R, 0I)
X - El'nath (2R, 0I, B)
X - Loki (1R, 2I)
X - Primor (2R, 1I, GF (x2))
X - Tequ'ran (2R, 0I, R)
Neutral Worlds and Special Effects
Multiculturalism - Yssaril has copied the following racial ability for the duration of Round 7: Your Ground Forces have a production capacity of 1. You may not produce units with Ground Forces that have moved during the same activation.
Enhanced Armor - Arborec's Cruisers have the "sustain damage" ability until the end of Round 7.
Armistice - Yssaril may not invade Mecatol Rex until after the end of Round 7.
Order of Play
The Emirates of Hacan: (1) Leadership Current Player
The Mentak Coalition: (2) Diplomacy II
The Clan of Saar: (3) Assembly
The Winnu: (4) Production
The Yssaril Tribes: (6) Warfare II
The Arborec: (8) Bureaucracy
I never sent in my orders for the second battle as I was at work.
I messaged during the battle to stop so I could play an AC. You can see the time stamps on my messages.
I still want to play that action card.
Thank you.
Edit: Actually, don't we have the following houserule? "MU: Can be damaged (but not destroyed) by bombardment and PDS fire."
Can no one see my comments?
Thank you.
If it doesn't work, no change in outcome.
If it works, things could change.
Thank you.
Geth roll "1d10t7" for Hacan Recheck
Hacan plays Action Card Recheck, rerolling a missed attack roll from one of his Cruisers. The result is updated to a hit, damaging one of Arborec's dreadnoughts.
Combat Round 2
As there are still three firing ships on Arborec's side, combat results are maintained as stands. Update post above has been revised to reflect updated conditions.