HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I lose the one ground force that was on the destroyed carrier, right? Or do I get to pretend they took an escape pod over to the other carrier, as long as there's sufficient transport room? I can't find any explicit text in the rulebook.
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I'm pretty sure by rules 39.2 and 84.2 that the ground force that was on the carrier that was destroyed is also destroyed, regardless of other transport capacity in the system. Happy to be corrected about that. But I think it's worth just moving on.
Commence Invasion of Mecatol Rex.
Geth roll 2d10t8 for Arborec infantry
Geth roll 1d10t8 for Letnev infantry
Arborec infantry:
2d10t80 [2d10t8=5, 7]
Letnev infantry:
1d10t81 [1d10t8=10]
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Arborec loses one infantry.
Geth roll 1d10t8 for Arborec infantry
Geth roll 1d10t8 for Letnev infantry
Arborec infantry:
1d10t81 [1d10t8=8]
Letnev infantry:
1d10t80 [1d10t8=5]
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I am pretty sure that infantry are no longer assigned to specific carriers and so long as there is capacity they survive, which was a change from TI3, but I can't check right now
Homogeneous distribution of your varieties of amuse-gueule
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
edited December 2017
Victory! Arborec takes Mecatol Rex (for now.)
Arborec units remaining: 1 carrier, 1 wounded dreadnought, 1 infantry on the planet.
Use Arborec's infantry production power: Exhaust Nestphar to build a second Dreadnought over Mecatox Rex (Cost of 3 because of Sarween tools)
(If Mojo is right, then I have 2 infantry on Mecatol, and I'll also exhaust Gral to build a Destroyer.) @MrBody, can we get an official ruling on this?
Edit: Given the clarifications from Mojo & Ketar, just to clarify my orders and the situation in Mecatol:
- Space Units in Mecatol after the end of the turn: 1 carrier, 1 destroyer, 1 wounded dreadnought, 1 fresh dreadnought
- 2 Infantry on the Planet
- Nestphar and Gral exhausted
Hedgethorn on
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Iron WeaselDillon!You son of a bitch!Registered Userregular
That was great, you guys.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
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KetarCome on upstairswe're having a partyRegistered Userregular
The final step for Space Combat is:
67.10
After a combat ends, the player with one or more ships remaining in the system is the winner of the combat; the other player is the loser of the combat. If neither player has a ship remaining, the combat ends in a draw and there is no winner.
• If the winner of the combat has fighters or ground forces in space that exceed his ships’ capacity in the active system, he must destroy the excess units of his choice.
Mojo_Jojo is correct that units are not considered to be assigned to individual ships, but simply to the space they are in as long as there is sufficient capacity. We had to go through that in the other game.
Correct. Units are not assigned to specific ships and are just considered to be "in space"
It is only when capacity is exceeded that you have to kill them off.
(And only after space combat has concluded. You can be over-capacity during space combat.
But I don't think anyone was worried about that.)
Also, it appears that Space Combat takes place after the Space Cannon stage, which actually takes place during the movement phase of a tactical action; so, presumably, some space cannon shots could cause you to discard fighters / GFs before combat starts.
Since it's been one round around the table, can I request a map or status update? I noticed one more error in the action record, following Brody's play of the Trade Strategy Card: he already used up my Trade Agreement promissory note last round, so it should not have been available to him this round. I guess @Brody should have a second chance to decide whether or not to refresh my commodities as well (since I don't seem to have anything to offer him, following his transaction with Elvenshae).
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BrodyThe WatchThe First ShoreRegistered Userregular
I didn't use it last round, I instead purchased my own refresh through the secondary ability wit ha Command Token.
Oh, right. I think I made the same comprehension mistake last round too. I really gotta invest more attention to this thing. As it stands, I think I need to make a play against Mecatol Rex myself. So:
Activate the Mecatol Rex system. (TP 1 --> 0)
Move in 2 Super-Dreadnought IIs, 1 Carrier (via Gravity Drive), 6 Fighters, and 1 Infantry II from the Beta Wormhole system, picking up 1 Infantry II from Tar'mann, and
1 Cruiser II from Tar'mann, curving through Bereg-Lirta IV to pick up 1 Infantry II from Bereg before moving back through Tar'mann.
It is time for the true successors of the ancient Lazax return to their rightful home. @Hedgethorn for reactions.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Now I feel like I also should take a pop at Metacol Rex on my turn to avoid being left out
Homogeneous distribution of your varieties of amuse-gueule
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
@MrBlarney You don't have any TG to pay me not to take a PDS shot. I'll happily take your racial note to power down my space cannons though
Homogeneous distribution of your varieties of amuse-gueule
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I'm going to wait and see if Mojo's PDS fires before reacting.
L1z1x has 2 Super-Dreadnought IIs (1 damaged), 1 Cruiser II, 1 Carrier, and 6 Fighters. (3 Infantry II carried)
Arborec has 2 Dreadnoughts (1 damaged), 1 Carrier, and 1 Destroyer.
Play "Shields Holding" to cancel hits from the first combat round: Shields Holding Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
L1z1x has 2 Super-Dreadnought IIs (1 damaged), 1 Cruiser II, 1 Carrier, and 5 Fighters. (3 Infantry II carried)
Geth roll 2d10t4+1d10t6+1d10t9+5d10t9 for L1z1x Combat Round 1
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
1 Arborec infantry on Mecatol Rex killed.
Play Parley- After a player commits infantry to land on a planet you control, return those infantry to the space area.
Hmmmm....shoot. I looks like I dealt that card to MrBlarney on September 23rd. Then with a bookkeeping mistake I dealt it to Hedgethorn again on October 5. There's only one copy and it should have gone to Blarney.
Not sure what to right now since it's not fair to either player for this invasion. Redeal a random card to each?
Posts
Geth roll 1d10t5 for Dreadnought
Begin Invasion.
Geth roll 2d10t5 for Bombardment
Pause for @Brody to assign hits / card play before landing my ground forces.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Commence Invasion of Mecatol Rex.
Geth roll 2d10t8 for Arborec infantry
Geth roll 1d10t8 for Letnev infantry
Geth roll 1d10t8 for Arborec infantry
Geth roll 1d10t8 for Letnev infantry
Arborec units remaining: 1 carrier, 1 wounded dreadnought, 1 infantry on the planet.
Use Arborec's infantry production power: Exhaust Nestphar to build a second Dreadnought over Mecatox Rex (Cost of 3 because of Sarween tools)
(If Mojo is right, then I have 2 infantry on Mecatol, and I'll also exhaust Gral to build a Destroyer.) @MrBody, can we get an official ruling on this?
@Preda, your turn up next.
Edit:
Given the clarifications from Mojo & Ketar, just to clarify my orders and the situation in Mecatol:
- Space Units in Mecatol after the end of the turn: 1 carrier, 1 destroyer, 1 wounded dreadnought, 1 fresh dreadnought
- 2 Infantry on the Planet
- Nestphar and Gral exhausted
The Division, Warframe (XB1)
GT: Tanith 6227
67.10
After a combat ends, the player with one or more ships remaining in the system is the winner of the combat; the other player is the loser of the combat. If neither player has a ship remaining, the combat ends in a draw and there is no winner.
• If the winner of the combat has fighters or ground forces in space that exceed his ships’ capacity in the active system, he must destroy the excess units of his choice.
Mojo_Jojo is correct that units are not considered to be assigned to individual ships, but simply to the space they are in as long as there is sufficient capacity. We had to go through that in the other game.
@MrBody for 2 action cards.
@Hedgethorn @Mojo_Jojo @Brody @MrBlarney @Elvenshae for secondary choice.
Wrong time...
Edited because that card hasn't actually been played
Sorry, I was looking at the turn order from the last round. Must have been way too excited about my combat victory. Sorry y'all.
It is only when capacity is exceeded that you have to kill them off.
(And only after space combat has concluded. You can be over-capacity during space combat.
But I don't think anyone was worried about that.)
Also, it appears that Space Combat takes place after the Space Cannon stage, which actually takes place during the movement phase of a tactical action; so, presumably, some space cannon shots could cause you to discard fighters / GFs before combat starts.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
https://forums.penny-arcade.com/discussion/comment/38664796/#Comment_38664796
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Activate the Mecatol Rex system. (TP 1 --> 0)
Move in 2 Super-Dreadnought IIs, 1 Carrier (via Gravity Drive), 6 Fighters, and 1 Infantry II from the Beta Wormhole system, picking up 1 Infantry II from Tar'mann, and
1 Cruiser II from Tar'mann, curving through Bereg-Lirta IV to pick up 1 Infantry II from Bereg before moving back through Tar'mann.
It is time for the true successors of the ancient Lazax return to their rightful home.
@Hedgethorn for reactions.
Geth roll 2d10t6 for PDS (+! dice from plasma scoring, -1 to hit from MrBlarney's antimass deflectors)
Not using Graviton laser system
Start of Combat
L1z1x has 2 Super-Dreadnought IIs (1 damaged), 1 Cruiser II, 1 Carrier, and 6 Fighters. (3 Infantry II carried)
Arborec has 2 Dreadnoughts (1 damaged), 1 Carrier, and 1 Destroyer.
@Hedgethorn for initial combat effects.
Geth roll 2d10t9 for anti-fighter barrage.
Declare retreat. Ships will be leaving at the end of the combat round. Infantry is staying on Mecatol Rex.
Geth roll 2d10t5 for Dreadnoughts
Geth roll 1d10t9 for Carrier
Geth roll 1d10t9 for Destroyer
Shields Holding
Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
L1z1x has 2 Super-Dreadnought IIs (1 damaged), 1 Cruiser II, 1 Carrier, and 5 Fighters. (3 Infantry II carried)
Geth roll 2d10t4+1d10t6+1d10t9+5d10t9 for L1z1x Combat Round 1
@Hedgethorn to resolve space combat.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
All Arborec ships destroyed.
I assume you're invading, so I'll play this now:
Play Bunker- Play at the start of an invasion, apply a -4 modifier to bombardment rolls against planets you control.
Pre-Combat Effects
L1z1x has 3 Infantry II.
Arborec has 2 Letani Warriors.
L1z1x uses bombardment on Mecatol Rex with 2 Super-Dreadnought IIs, +1 die roll for Plasma Scoring and -4 to hit due to "Bunker".
Geth roll 3d10t8 for L1z1x Bombardment
Play Parley- After a player commits infantry to land on a planet you control, return those infantry to the space area.
Invasion over. Have a nice day @MrBlarney.
Not sure what to right now since it's not fair to either player for this invasion. Redeal a random card to each?