Naalu has 1 Cruiser, 2 Carriers (one carrying 2 Ground Forces, one carrying 1 Mechanized Unit and 1 PDS), and 5 Fighters.
Nekro has 1 Dreadnought, 1 Carrier, and 1 Fighter.
Geth roll 1d10t7+2d10t9+5d10t8 for Naalu
Geth roll 1d10t5+1d10t9+1d10t9 for Nekro
Naalu scores three hits; Nekro loses 1 Carrier and 1 Fighter and damages their Dreadnought.
Nekro scores one hit; @Phyphor, which unit will take the hit?
Naalu has 1 Cruiser, 2 Carriers (one carrying 2 Ground Forces, one carrying 1 Mechanized Unit and 1 PDS), and 4 Fighters.
Nekro has 1 Dreadnought (damaged)
Geth roll 1d10t7+2d10t9+4d10t8 for Naalu
Geth roll 1d10t5 for Nekro
The Yssaril Tribes: Use racial ability to skip turn. Federation of Sol: Activate the Lazar-Sakulag system. (CP 2 --> 1)
Move in 1 Cruiser, 1 Destroyer, 1 Carrier, 2 Fighters, and 2 Ground Forces from Arnor-Lor.
In space combat, Sol takes no losses while Yssaril loses 1 Carrier; combat resolves in favor of Sol.
Land 2 Ground Units on Sakulag.
In invasion combat, Sol takes no losses while Yssaril loses 1 Ground Force; 2 Sol Ground Forces promote into Shock Troops and combat resolves in favor of Sol. The Naalu Collective: Activate the Lodor system. (CP 2 --> 1)
Move in 1 Carrier, 4 Fighters, and 2 Ground Forces from Faunus and 1 Cruiser, 1 Carrier, 1 Fighter, 1 Mechanized Unit, and 1 PDS from Bereg.
Play Action Card "Flanking Tactic" to prevent Nekro retreat. (AC 4 --> 3)
In space combat, Naalu loses 2 Fighters while Nekro loses 1 Dreadnought, 1 Carrier, and 1 Fighter; combat resolves in favor of Naalu.
Nekro uses their racial ability to gain technology "Antimass Deflectors".
Land 1 Mechanized Unit, 2 Ground Forces, and 1 PDS on Lodor.
In invasion combat, Naalu takes no losses while Nekro loses 1 Ground Force; combat resolves in favor of Naalu.
Gen Synthesis regenerates 1 Nekro Ground Force at Mordai II. The Barony of Letnev: Activate the Letnev Home System. (CP 1 --> 0)
Exhaust Arc Prime (4R), Wren Terra (2R), and Vega Major (2R) to build 2 Cruisers (4R), 1 Carrier (3R), and 2 Ground Forces (1R) at Arc Prime. Universities of Jol-Nar: Activate the The Romero Disruption system. (CP 2 --> 1)
Move in 1 Dreadnought from the Jol-Nar Home System and 1 Cruiser from Primor.
The Nekro Virus: 2 VP The Yssaril Tribes: 1 VP The Barony of Letnev: 1 VP The Naalu Collective: 1 VP Federation of Sol: 1 VP Universities of Jol-Nar: 1 VP
Public Objectives
[1 VP] I took control of 3 planets this turn.: Naalu, Letnev, Yssaril, Sol, Nekro
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives The Yssaril Tribes: 2 Secret Objectives The Barony of Letnev: 2 Secret Objectives The Naalu Collective: 2 Secret Objectives The Nekro Virus: 2 Secret Objectives Federation of Sol: 2 Secret Objectives Universities of Jol-Nar: 2 Secret Objectives
Special Objectives Seed of an Empire: The players with the fewest victory points gain 1 victory point.: Nekro, Jol-Nar
Worlds: R - Jord (4R, 2I) R - Arnor (2R, 1I) R - Coorneeq (1R, 2I, R) R - Lor (1R, 2I, R) R - Perimiter (2R, 2I) X - Resculon (2R, 0I) X - Sakulag (2R, 1I)
Trade Contracts: Yssaril [2], Sol [2]
Technology: Hylar V Assault Laser, Antimass Deflectors, XRD Transporters
Worlds: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) R - Sem-Lore (3R, 2I, Y) R - Tequ'ran (2R, 0I, R) R - Torkan (0R, 3I, B) X - Vega Major (2R, 1I) R - Vega Minor (1R, 2I, B) R - Wellon (1R, 2I)
Worlds: R - Maaluuk (0R, 2I) R - Druaa (3R, 1I) R - Bellatrix (0R, 1I, R) X - Bereg (3R, 1I, R) R - Faunus (1R, 3I, G (x2)) R - Lirta IV (2R, 3I, G) X - Lodor (3R, 1I, G) X - Quann (2R, 1I, G) X - Tsion (2R, 2I, TG (x2)) X - Velnor (2R, 0I, R)
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Mallice (0R, 3I)
N - Tar'mann (1R, 1I)
Order of Play The Naalu Collective: (0) Trade II The Barony of Letnev: (1) Leadership Universities of Jol-Nar: (2) Diplomacy The Nekro Virus: (4) ProductionCurrent Player The Yssaril Tribes: (7) Technology II Federation of Sol: (8) Bureaucracy
MrBlarney on
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Options
El SkidThe frozen white northRegistered Userregular
Activate Lodor
Move in Dreadnaught, 2 cruisers and a carrier with 5 fighters and 1 GF from home system.
We have no cards to play to begin space combat. Naalu, any cards to play?
Everything seems to be in order. @jakobagger to act next.
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Options
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Tactical action:
Spend one CC from CP to activate Lazar/Sakulag system. Move in carrier and 2 fighters from El'Nath, and from home system carrier, 2 fighters, 2 GFs, cruiser and 1 destroyer.
No combat cards. Casualty priority: fighters, destroyer, cruiser, carriers.
Yssaril scores 4 hits, destroying 1 Sol Cruiser, 1 Destroyer, 1 Carrier, and 1 Fighter.
Sol scores 1 hit, destroying 1 Yssaril Fighter.
Combat resolves in favor of Yssaril; @jakobagger to continue his action.
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Options
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Play Bureuacracy primary.
Claim [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.
Add one CC to Command (S/F/C: 2/5/2).
Posts
You seem to be under the impression that you did not already make that choice for us both
Combat Round 1
Naalu has 1 Cruiser, 2 Carriers (one carrying 2 Ground Forces, one carrying 1 Mechanized Unit and 1 PDS), and 5 Fighters.
Nekro has 1 Dreadnought, 1 Carrier, and 1 Fighter.
Geth roll 1d10t7+2d10t9+5d10t8 for Naalu
Geth roll 1d10t5+1d10t9+1d10t9 for Nekro
Nekro scores one hit; @Phyphor, which unit will take the hit?
Land everything after
Combat Round 2
Naalu has 1 Cruiser, 2 Carriers (one carrying 2 Ground Forces, one carrying 1 Mechanized Unit and 1 PDS), and 4 Fighters.
Nekro has 1 Dreadnought (damaged)
Geth roll 1d10t7+2d10t9+4d10t8 for Naalu
Geth roll 1d10t5 for Nekro
Nekro scores 1 hit; 1 Naalu Fighter destroyed.
Combat resolves in favor of Naalu. Nekro uses their racial ability to gain technology "Antimass Deflectors".
Naalu lands 1 Mechanized Unit, 2 Ground Forces, and 1 PDS on Lodor.
Round 4 - Invasion of Lodor
Naalu has 1 Mechanized Unit and 2 Ground Forces.
Nekro has 1 Ground Force.
Geth roll 2d10t6+2d10t8 for Naalu
Geth roll 1d10t7 for Nekro
Combat resolves in favor of Naalu.
@Daemonis is up to act next.
Geth roll 1d10t5 for Gen Synthesis
"Don't mind us-- just spectating the galactic storm cloud up close. It's actually a lot nicer to look at than that blasted nova."
@El Skid
The Yssaril Tribes: Use racial ability to skip turn.
Federation of Sol: Activate the Lazar-Sakulag system. (CP 2 --> 1)
Move in 1 Cruiser, 1 Destroyer, 1 Carrier, 2 Fighters, and 2 Ground Forces from Arnor-Lor.
In space combat, Sol takes no losses while Yssaril loses 1 Carrier; combat resolves in favor of Sol.
Land 2 Ground Units on Sakulag.
In invasion combat, Sol takes no losses while Yssaril loses 1 Ground Force; 2 Sol Ground Forces promote into Shock Troops and combat resolves in favor of Sol.
The Naalu Collective: Activate the Lodor system. (CP 2 --> 1)
Move in 1 Carrier, 4 Fighters, and 2 Ground Forces from Faunus and 1 Cruiser, 1 Carrier, 1 Fighter, 1 Mechanized Unit, and 1 PDS from Bereg.
Play Action Card "Flanking Tactic" to prevent Nekro retreat. (AC 4 --> 3)
In space combat, Naalu loses 2 Fighters while Nekro loses 1 Dreadnought, 1 Carrier, and 1 Fighter; combat resolves in favor of Naalu.
Nekro uses their racial ability to gain technology "Antimass Deflectors".
Land 1 Mechanized Unit, 2 Ground Forces, and 1 PDS on Lodor.
In invasion combat, Naalu takes no losses while Nekro loses 1 Ground Force; combat resolves in favor of Naalu.
Gen Synthesis regenerates 1 Nekro Ground Force at Mordai II.
The Barony of Letnev: Activate the Letnev Home System. (CP 1 --> 0)
Exhaust Arc Prime (4R), Wren Terra (2R), and Vega Major (2R) to build 2 Cruisers (4R), 1 Carrier (3R), and 2 Ground Forces (1R) at Arc Prime.
Universities of Jol-Nar: Activate the The Romero Disruption system. (CP 2 --> 1)
Move in 1 Dreadnought from the Jol-Nar Home System and 1 Cruiser from Primor.
Current Map: Round 3, Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Yssaril Tribes: 1 VP
The Barony of Letnev: 1 VP
The Naalu Collective: 1 VP
Federation of Sol: 1 VP
Universities of Jol-Nar: 1 VP
Public Objectives
[1 VP] I took control of 3 planets this turn.: Naalu, Letnev, Yssaril, Sol, Nekro
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.
3 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives
The Yssaril Tribes: 2 Secret Objectives
The Barony of Letnev: 2 Secret Objectives
The Naalu Collective: 2 Secret Objectives
The Nekro Virus: 2 Secret Objectives
Federation of Sol: 2 Secret Objectives
Universities of Jol-Nar: 2 Secret Objectives
Special Objectives
Seed of an Empire: The players with the fewest victory points gain 1 victory point.: Nekro, Jol-Nar
The Nekro Virus: El Skid
Action Cards: 2
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 3
Trade Contracts: Sol [2], Jol-Nar [3]
Technology: Gen Synthesis, Dacxive Animators, Hylar V Assault Laser, XRD Transporters, Antimass Deflectors, Enviro Compensator
Worlds:
R - Mordai II (4R, 0I)
R - Abyz (3R, 0I)
X - Fria (2R, 0I, B)
X - Lisis (2R, 2I)
Action Cards: 3
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 2
Trade Contracts: Letnev [1], Naalu [1]
Technology: Antimass Deflectors, XRD Transporters, Enviro Compensator
Worlds:
R - Retillion (2R, 3I)
X - Shalloq (1R, 2I)
R - El'nath (2R, 0I, B)
X - Lazar (1R, 0I)
R - Saudor (2R, 2I)
Action Cards: 2
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Nekro [1], Letnev [1]
Technology: Antimass Deflectors, Gravity Drive, Cybernetics, Enviro Compensator
Worlds:
R - Jord (4R, 2I)
R - Arnor (2R, 1I)
R - Coorneeq (1R, 2I, R)
R - Lor (1R, 2I, R)
R - Perimiter (2R, 2I)
X - Resculon (2R, 0I)
X - Sakulag (2R, 1I)
Action Cards: 2
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Nekro [2], Naalu [2]
Technology: Hylar V Assault Laser, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Primor (2R, 1I, GF (x2))
Action Cards: 2
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 0
Trade Contracts: Yssaril [2], Sol [2]
Technology: Hylar V Assault Laser, Antimass Deflectors, XRD Transporters
Worlds:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
R - Sem-Lore (3R, 2I, Y)
R - Tequ'ran (2R, 0I, R)
R - Torkan (0R, 3I, B)
X - Vega Major (2R, 1I)
R - Vega Minor (1R, 2I, B)
R - Wellon (1R, 2I)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 1
Trade Contracts: Jol-Nar [1], Yssaril [1]
Technology: Antimass Deflectors, XRD Transporters, Enviro Compensator
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Bellatrix (0R, 1I, R)
X - Bereg (3R, 1I, R)
R - Faunus (1R, 3I, G (x2))
R - Lirta IV (2R, 3I, G)
X - Lodor (3R, 1I, G)
X - Quann (2R, 1I, G)
X - Tsion (2R, 2I, TG (x2))
X - Velnor (2R, 0I, R)
Neutral Worlds
N - Mallice (0R, 3I)
N - Tar'mann (1R, 1I)
Order of Play
The Naalu Collective: (0) Trade II
The Barony of Letnev: (1) Leadership
Universities of Jol-Nar: (2) Diplomacy
The Nekro Virus: (4) Production Current Player
The Yssaril Tribes: (7) Technology II
Federation of Sol: (8) Bureaucracy
Move in Dreadnaught, 2 cruisers and a carrier with 5 fighters and 1 GF from home system.
We have no cards to play to begin space combat. Naalu, any cards to play?
Geth roll 1d10t6
But there will be no combat. We prefer to fight only when victory is assured
SA 1->0
Tactical retreat before battle to Emptier Than Empty
@El Skid to continue
@jakobagger
Spend one CC from CP to activate Lazar/Sakulag system. Move in carrier and 2 fighters from El'Nath, and from home system carrier, 2 fighters, 2 GFs, cruiser and 1 destroyer.
No combat cards. Casualty priority: fighters, destroyer, cruiser, carriers.
Pre-Battle Round
Yssaril has 1 Cruiser, 1 Destroyer, 2 Carriers (one carrying 2 Ground Forces, and 4 Fighters.
Sol has 1 Cruiser, 1 Destroyer, 1 Carrier, and 2 Fighters.
Geth roll 2d10t9 for Yssaril Anti-Fighter Barrage
Geth roll 2d10t8 for Sol Anti-Fighter Barrage
Yssaril lands 1 hit, destroying 1 Sol Fighter.
Combat Round 1
Yssaril has 1 Cruiser, 1 Destroyer, 2 Carriers (one carrying 2 Ground Forces), and 4 Fighters.
Sol has 1 Cruiser, 1 Destroyer, 1 Carrier, and 1 Fighter.
Geth roll 1d10t7+1d10t9+2d10t9+4d10t9 for Yssaril
Geth roll 1d10t7+1d10t9+1d10t9+1d10t8 for Sol
Sol scores 1 hit, destroying 1 Yssaril Fighter.
Combat resolves in favor of Yssaril; @jakobagger to continue his action.
Claim [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.
Add one CC to Command (S/F/C: 2/5/2).
Objective me up!
[1 VP] I have at least 5 Technology Advances.
Bureacracy secondaries are up.
S/F/C
1/4/3
CC: 1 | 5 | 1
@jakobagger
We have no CC to spend and must pass
Jol-Sol may trade if they wish for a small bribe of 1. Otherwise negotiations are closed