Eh, I got pretty good luck, expected to end up with closer to 4 units. Attacking is generally worthwhile; you kill something like 1.1 for every loss you take long run (attacking the Die Mech HQ costs you 1.6 for every 1 kill)
Sir FabulousMalevolent Squid GodRegistered Userregular
Don't have access to a computer right now. Give me a little bit. @phyphor I think you did a little better than you thought. You conquered GG with 8 troops, not 7. Third post from the top of the page, you call it a 1-for-1 when it should have been a total win for you.
Sir FabulousMalevolent Squid GodRegistered Userregular
edited June 2015
MAP UP TO DATE AS OF: End of GG's Turn (Round 3)
The following territories are worth two resources: Territory 1 (Alaska), Territory 5 (Greenland), Territory 8 (Eastern United States), Territory 11(Peru), Territory 17 (Congo), Territory 19 (Madagascar), Territory 22 (Scandinavia), Territory 23 (Northern Europe), Territory 30 (Siberia), Territory 33 (Mongolia), Territory 34 (Kamchatka), Territory 38 (Siam)
All other territories are worth one resource.
SCAR CARDS: There are only 4 scar cards left, not enough for every player. As such, nobody gets any scar cards this game.
RED STAR TOKENS/MISSILES: Brackets indicate Red Stars provided by HQs, which can change ownership
Jdarksun: * [*]
Grunt’s Ghosts:
Phyphor: [*] [*] + 1 Missile
Preda: * [*]
The Brayster: * [*]
Sir FabulousMalevolent Squid GodRegistered Userregular
edited June 2015
@jdarksun a small change of note. You must move at least as many troops into a conquered territory as dice rolled. Because you conquered Territory #17 with the following roll:
You must then move at least (but potentially more than) 3 troops into Territory #17. You elected to move two in, which is illegal.
However, you also mysteriously lost an extra troop somewhere, after your first roll, you go from 14 attacking troops to 11, which is not possible. Therefore, I'll take your turn as stated, returning your lost (and perhaps confused) troop to you in Territory #17.
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Sir FabulousMalevolent Squid GodRegistered Userregular
Hmm, I've been drawing a lot of North America Territory cards.
Maybe I need to shuffle this deck a little better.
I read it as "implicit move everything in, then attack with 7, then maneuver to north africa" since the most efficient play tends to be leaving only 1 behind, but I guess it could go either way
2. Recruit.
Recruited 5 Troops in North Africa (#14), 15 total.
3. Expand and Attack
Attack Central Africa (#17) from North Africa (#14) with 14 units (1 left behind in North Africa (#14)).
14 v 2, lost two
11 (yeah, I miscounted here, should have been 12) v 2, lost two
9 (10) v 2, won. 10 units transferred to Central Africa (#17).
Attack East Africa (#16) from North Africa (#14) with 7* units (2* left behind in Central Africa (#17)).
7 v 3, lost one
6 v 2, won. 6 units transferred to East Africa (#16).
Either the 7* should have been 8 or the 2* should have been 3. My intent was to attack and leave 2 behind, but that's unclear from the typo and the GM'd resolution is fine.
4. Maneuver
Move 4 units from East Africa (#16) to North Africa (#14), leaving 2 behind.
Ah, I understand. I was confused when you said "Attack East Africa (#16) with 7 units (leaving 2 in Central Africa (#17)."
You meant that you were only willing to lose a maximum of 7 units, but I thought that was the number of troops you were moving in.
In the future, you don't need to specify how many units you're attacking with, since you can stop attacking at any time. Just tell me which Territory you're attacking and which Territory you're attacking from, then once you've conquered it, tell me how many troops you're moving into your new Territory.
Hope that clears up any confusion.
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Sir FabulousMalevolent Squid GodRegistered Userregular
Posts
Geth roll 3d6 for attack
Geth roll 2d6 for defense
Geth roll 3d6 for attack
Geth roll 1d6 for defense
Drop them in... Japan (#35) I guess... there aren't really any good places to drop them in.
6 vs 3 and 3 vs 2.
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All other territories are worth one resource.
SCAR CARDS:
There are only 4 scar cards left, not enough for every player. As such, nobody gets any scar cards this game.
RED STAR TOKENS/MISSILES:
Brackets indicate Red Stars provided by HQs, which can change ownership
Jdarksun: * [*]
Grunt’s Ghosts:
Phyphor: [*] [*] + 1 Missile
Preda: * [*]
The Brayster: * [*]
SIDEBOARD:
6/10 Coin Cards Remain
Territory 34 (Kamchatka) --> Territory 6 (Quebec) --> Territory 37 (India) --> Territory 27 (Middle East)
--> --> -->
Discard Pile:
Territory 2 (Northwest Territories), Territory 4 (Ontario), Territory 5 (Greenland), Territory 29 (Ural)
PLAYER LIST:
1. Phyphor
2. Grunt's Ghosts
3. The Brayster
4. Jdarksun
5. Preda
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End turn. @jdarksun
PSN: TheBrayster_92
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists
11 v 2
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists
9 v 2
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists
7 v 3
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Well, that was a shit show.
@Preda for some easy vengeance
Penny Arcade Rockstar Social Club / This is why I despise cyclists
However, you also mysteriously lost an extra troop somewhere, after your first roll, you go from 14 attacking troops to 11, which is not possible. Therefore, I'll take your turn as stated, returning your lost (and perhaps confused) troop to you in Territory #17.
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Maybe I need to shuffle this deck a little better.
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This post I interpreted as Jdarksun moving 2 troops from #14 to #17 and attacking #16 from #14.
Is that not the case?
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All out Attack From Madagascar (19) to Eastern Africa (16).
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Recruited 5 Troops in North Africa (#14), 15 total.
3. Expand and Attack
Attack Central Africa (#17) from North Africa (#14) with 14 units (1 left behind in North Africa (#14)).
14 v 2, lost two
11 (yeah, I miscounted here, should have been 12) v 2, lost two
9 (10) v 2, won. 10 units transferred to Central Africa (#17).
Attack East Africa (#16) from North Africa (#14) with 7* units (2* left behind in Central Africa (#17)).
7 v 3, lost one
6 v 2, won. 6 units transferred to East Africa (#16).
Either the 7* should have been 8 or the 2* should have been 3. My intent was to attack and leave 2 behind, but that's unclear from the typo and the GM'd resolution is fine.
4. Maneuver
Move 4 units from East Africa (#16) to North Africa (#14), leaving 2 behind.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Ah, I understand. I was confused when you said "Attack East Africa (#16) with 7 units (leaving 2 in Central Africa (#17)."
You meant that you were only willing to lose a maximum of 7 units, but I thought that was the number of troops you were moving in.
In the future, you don't need to specify how many units you're attacking with, since you can stop attacking at any time. Just tell me which Territory you're attacking and which Territory you're attacking from, then once you've conquered it, tell me how many troops you're moving into your new Territory.
Hope that clears up any confusion.
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ATTACK Southern Europe #26 from Bearlin #23
Geth roll 3#1d6 for attack
Geth roll 1d6 for defense
PSN: TheBrayster_92
geth roll 3#1d6 for attack
geth roll 1d6 for defense
PSN: TheBrayster_92
End turn
PSN: TheBrayster_92
I apologize for the delay.
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But all is prepared. It is time for @jdarksun to continue the fight.
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Recruit 5 in North Africa (#14). Attack Egypt (#15) with 9 units.
9v3
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Geth, roll 3#1d6 for attack
Geth, roll 2#1d6 for defense
Penny Arcade Rockstar Social Club / This is why I despise cyclists