"These snakes no not what they do. We will give them another taste of what happened last time they dared fight us!"
Morale Boost
For one combat round (not an entire battle), all of your units receive +1 on all combat rolls.
Play: Immediately before any Space Battle or Invasion Combat round.
"The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
- Terence McKenna
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!
That was a weak and pitiful hiss I just sent your way.
Man, my snaky navy didn't do very well.
Also, can't retreat if one is not adjacent to an activated system.
Hmm.
Good to know.
Well, you can always declare a Tactical Retreat by spending a Strategy Allocation counter to activate an adjacent system at the start of a combat round. In this case, it wouldn't have mattered as your ships were all destroyed at the end of the second round.
The Universities Take a Tactical Action. Activate Bereg system and move the Dreadnought and carrier (which is now carrying both Ground Forces and the Mechanized Unit) from Arinam to Bereg.
Naalu: We can't accept your offer, I'm afraid. We have no immediate plans to attack, but in an ever-changing galaxy... 1 Trade Good is not enough to induce us to play with one flank tied behind our backs.
Those non-immediate plans got pretty immediate.
Poor snakies.
I do like how the designers took a look at the L1z1x huge production and military advantage and said, "Better give them 1/1 trade treaties to balance it out," then took a look at Yin and thought, "Yeah, better do the same."
It's in everyone else's interest for Naalu to stick around. Might I suggest going for carriers+fighters over dreadnauts? They're massively more cost effective, especially with your racial traits.
I do like how the designers took a look at the L1z1x huge production and military advantage and said, "Better give them 1/1 trade treaties to balance it out," then took a look at Yin and thought, "Yeah, better do the same."
It's in everyone else's interest for Naalu to stick around. Might I suggest going for carriers+fighters over dreadnauts? They're massively more cost effective, especially with your racial traits.
I'm totally cool with the Naalu sticking around. They should also re-launch the trade agreement between our two peoples.
The L1z1x have a fairly good idea of what they would like to do this turn. The Overmind would just like to have his Councillor double check something first. ;>_>
That or the alcohol kicking in, whichever happens first.
Kilnaga on
"The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
- Terence McKenna
Posts
Morale Boost
For one combat round (not an entire battle), all of your units receive +1 on all combat rolls.
Play: Immediately before any Space Battle or Invasion Combat round.
- Terence McKenna
The Black Hole of Cygnus X-1
I'll give 10 cool points and a high-five for no Sabotage. :P
- Terence McKenna
Where do I mine them?
The Black Hole of Cygnus X-1
You can't mine them. I just exude them naturally.
- Terence McKenna
Note: If you find the high-five too tacky, I am willing to give you a free fist bump upgrade.
- Terence McKenna
The Division, Warframe (XB1)
GT: Tanith 6227
- Terence McKenna
Naalu removes a Fighter and Carrier.
Naalu has 1 Dreadnought and 1 Destroyer remaining.
L1z1x has 2 Dreadnoughts, 1 Carrier, and 1 Fighter.
Before Round 1, L1z1x plays action card Morale Boost.
Round 1: Naalu Dreadnought 1d10+1 = {3 < 5}, Destroyer 1d10+1 = {9 = 9}, one hit. L1z1x, how will this hit be assigned?
L1z1x Dreadnoughts 2#1d10+2 = {6, 12 > 5}, Carrier 1d10+1 = {6 < 9}, Fighter 1d10+2 = {6 < 9}, two hits. Naalu destroys his Destroyer and damages his Dreadnought.
- Terence McKenna
Round 2: Naalu Dreadnought 1d10+1 = {2 < 5}, miss.
L1z1x Dreadnoughts 2#1d10+1 = {4 < 5, 9 > 5} Carrier 1d10 = {8 < 9}, 1 hit. Naalu Dreadnought destroyed.
Combat resolves in favor of the L1z1x and the turn passes to the Jol-Nar.
- Terence McKenna
The Black Hole of Cygnus X-1
Hey now, you attacked me there. Those losses are all on you. :P
- Terence McKenna
Man, my snaky navy didn't do very well.
Also, can't retreat if one is not adjacent to an activated system.
Hmm.
Good to know.
The Black Hole of Cygnus X-1
Commence space battle.
Those non-immediate plans got pretty immediate.
Poor snakies.
The Black Hole of Cygnus X-1
Round 1: Jol-Nar Dreadnought 1d10-1 = {1 < 5}, Carrier 1d10-1 = {5 < 9}, no hits.
Naalu Destroyer 1d10 = {3 < 9}, miss.
Round 2: Jol-Nar Dreadnought 1d10-1 = {1 < 5}, Carrier 1d10-1 = {8 < 9}, no hits.
Naalu Destroyer 1d10 = {4 < 9}, miss.
Round 3: Jol-Nar Dreadnought 1d10-1 = {6 > 5}, Carrier 1d10-1 = {5 < 9}, one hit. Naalu Destroyer is destroyed.
Naalu Destroyer 1d10 = {3 < 9, miss.
Combat resolves in favor of the Jol-Nar. Will you proceed with any Planetary Landings?
E - Time to become a political empire.
The Black Hole of Cygnus X-1
Now...
The Black Hole of Cygnus X-1
- Terence McKenna
Proceed with planetary landings. Bombard with Dreadnought, and then one ground force goes to Bereg. The other GF and the mech land on Lirta IV
Round 4 - Invasion of Lirta IV
Pre-Battle: Jol-Nar Dreadnought Bombardment 1d10-1 = {7 < 5}, hit. Naalu Ground Force destroyed.
Combat resolves in favor of the Jol-Nar. It is now the L1z1x turn to act.
Whew, let's take a break from all this fighting and move on to a peaceful race!
It's in everyone else's interest for Naalu to stick around. Might I suggest going for carriers+fighters over dreadnauts? They're massively more cost effective, especially with your racial traits.
I'm totally cool with the Naalu sticking around. They should also re-launch the trade agreement between our two peoples.
The L1z1x have a fairly good idea of what they would like to do this turn. The Overmind would just like to have his Councillor double check something first. ;>_>
That or the alcohol kicking in, whichever happens first.
- Terence McKenna
1 Dreadnought with 1 GF to Tequ'ran, 2 Dreadnoughts and 1 GF to Torkan.
Assimilation Time!
TG/AC/PC: 0/3/1
SA/FS/CP: 1/3/2
- Terence McKenna