Twilight Imperium 4e - Game 2 - Round 7: Game Over!

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  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Keep forgetting dreadnaughts cost 4. Edited original post.

  • MrBlarneyMrBlarney Registered User regular
    @discrider, your orders would cause the 2 Fighters built with your last action to immediately be scuttled due to lack of support: you already have 3 Fighters supported by the Space Dock.

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  • discriderdiscrider Registered User regular
    They should have all moved with the War Sun?

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  • discriderdiscrider Registered User regular
    Yeah. @MrBlarney your map has the fighters in the wrong spot.
    They are all currently in Tar'mann

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  • MrBlarneyMrBlarney Registered User regular
    That'd do it. This is why we check things.

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  • discriderdiscrider Registered User regular
    @Phyphor 's action

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular

    Lucky Shot
    Action: Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.

    Destroy that pesky destroyer

    @Ketar

  • discriderdiscrider Registered User regular
    ... righto.
    Was thinking I should have moved that into the nebula, but it's not where I thought it was

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass.

    @MrBody

  • MrBlarneyMrBlarney Registered User regular
    @Lykouragh's turn was skipped, as Naalu follows Winnu in the action order.

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  • LykouraghLykouragh Registered User regular
    Activate the nebula beneath Mecatol Rex and move in one carrier (using gravity drive) from New Albion/Starpoint with 3 fighters. T->0

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass. @MrBody

  • MrBlarneyMrBlarney Registered User regular
    @Lykouragh, would you like to provide a name to the Nebula system?

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  • discriderdiscrider Registered User regular
    FART

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  • LykouraghLykouragh Registered User regular
    Let's call it "Lion's Head" :)

    Predadiscrider
  • MrBlarneyMrBlarney Registered User regular
    Righto. Action is on @MrBody, following L1z1x's pass.

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  • MrBodyMrBody Registered User regular
    Let's cast that die.

    Tactical action Naalu homeworld.

    Move carrier + all fighters and infantry from Tequ'ran, dreadnought (gravity drive) + fighter from Mellon.

    T/F/S: 0/4/0
    AC/C/TG: 5/0/7

  • discriderdiscrider Registered User regular
    Ooooooooooh

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  • MrBlarneyMrBlarney Registered User regular
    Action resolution once @Lykouragh chimes in, followed by map update.

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  • LykouraghLykouragh Registered User regular
    You have one busy weekend, and someone invades your homeworld when you're not looking!

    jakobaggerdiscrider
  • LykouraghLykouragh Registered User regular
    Orders in, sorry for double post.

  • MrBodyMrBody Registered User regular
    Remember, you can choose NOT to fire your pds!

  • MrBlarneyMrBlarney Registered User regular
    Round 5 - N'orr movement into Naalu Home System

    Pre-combat actions

    N'orr has 1 Exotrireme II, 1 Carrier II, and 3 Fighters (holding 1 Infantry)
    Naalu has 1 Cruiser, 1 Destroyer, and 1 Hybrid Crystal Fighter II.

    Naalu has 1 PDS unit in the system eligible for Space Cannon fire.
    Naalu uses Anti-Fighter Barrage with their Destroyer.
    (I probably should have rolled for Space Cannon Offense before this, but it shouldn't make a big difference.)

    Geth roll 1d10t6 for Naalu Space Cannon
    Geth roll 2d10t9 for Naalu Anti-Fighter Barrage

    Naalu Space Cannon:
    1d10t6 1 [1d10t6=6]
    Naalu Anti-Fighter Barrage:
    2d10t9 0 [2d10t9=2, 7]

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  • MrBlarneyMrBlarney Registered User regular
    Naalu Space Cannon scores 1 hit. @MrBody, how will the hit be allocated?

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  • LykouraghLykouragh Registered User regular
    PS Holy Crap dreads with move 3, I did not read the N'orr racial carefully enough.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Lykouragh wrote: »
    PS Holy Crap dreads with move 3, I did not read the N'orr racial carefully enough.

    The dreads are move 2. Gravity Drive gives one ship 1 extra movement.

    discrider
  • MrBodyMrBody Registered User regular
    Ketar wrote: »
    Lykouragh wrote: »
    PS Holy Crap dreads with move 3, I did not read the N'orr racial carefully enough.

    The dreads are move 2. Gravity Drive gives one ship 1 extra movement.

    What could possibly go wrong with using gravity drives to move large ships quickly?

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    Event-Horizon-Sam-Neill-as-Dr.-Weir.jpg

    Ketar
  • MrBodyMrBody Registered User regular
    edited December 2017
    That 6 should be a miss for the space cannon since I have anti-mass deflectors.

    MrBody on
  • MrBodyMrBody Registered User regular
  • MrBlarneyMrBlarney Registered User regular
    Ah, that's right. No hit, then.

    Combat Round 1

    N'orr has 1 Exotrireme II, 1 Carrier II, and 3 Fighters (holding 1 Infantry)
    Naalu has 1 Cruiser, 1 Destroyer, and 1 Hybrid Crystal Fighter II.

    Geth roll 1d10t4+1d10t8+3d10t8 for N'orr
    Geth roll 1d10t7+1d10t9+1d10t8 for Naalu

    N'orr:
    1d10t4+1d10t8+3d10t8 2 [1d10t4=7] [1d10t8=1] [3d10t8=3, 8, 5]
    Naalu:
    1d10t7+1d10t9+1d10t8 0 [1d10t7=5] [1d10t9=4] [1d10t8=4]

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  • MrBlarneyMrBlarney Registered User regular
    N'orr scores two hits, which are negated by Naalu's play of Action Card "Shields Holding":

    Shields Holding
    Before you assign hits to your ships during a space combat: Cancel up to 2 hits.

    Pausing for reactions from N'orr.

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  • MrBodyMrBody Registered User regular
    No reaction.

  • MrBodyMrBody Registered User regular
    (Naalu crystal fighter IIs are 7 to hit)

  • MrBlarneyMrBlarney Registered User regular
    You'd think that with unit upgrades being so discrete in 4th edition that I wouldn't be making so many combat mistakes. But here we are.

    Combat Round 2

    N'orr has 1 Exotrireme II, 1 Carrier II, and 3 Fighters (holding 1 Infantry)
    Naalu has 1 Cruiser, 1 Destroyer, and 1 Hybrid Crystal Fighter II.

    Geth roll 1d10t4+1d10t8+3d10t8 for N'orr
    Geth roll 1d10t7+1d10t9+1d10t7 for Naalu

    N'orr:
    1d10t4+1d10t8+3d10t8 2 [1d10t4=9] [1d10t8=6] [3d10t8=9, 2, 4]
    Naalu:
    1d10t7+1d10t9+1d10t7 1 [1d10t7=5] [1d10t9=1] [1d10t7=8]

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  • MrBlarneyMrBlarney Registered User regular
    edited December 2017
    N'orr scores two hits, destroying 1 Naalu Destroyer and 1 Hybrid Crystal Fighter II.
    Naalu scores one hit; how will the hit be allocated, @MrBody?

    MrBlarney on
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  • MrBodyMrBody Registered User regular
    hit to dread @MrBlarney

  • MrBlarneyMrBlarney Registered User regular
    N'orr Exotrireme has been damaged.

    Combat Round 3

    N'orr has 1 Exotrireme II (damaged), 1 Carrier II, and 3 Fighters (holding 1 Infantry)
    Naalu has 1 Cruiser.

    Geth roll 1d10t4+1d10t8+3d10t8 for N'orr
    Geth roll 1d10t7 for Naalu

    N'orr:
    1d10t4+1d10t8+3d10t8 2 [1d10t4=4] [1d10t8=4] [3d10t8=10, 2, 4]
    Naalu:
    1d10t7 0 [1d10t7=6]

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  • MrBlarneyMrBlarney Registered User regular
    N'orr scores two hits, destroying the Naalu Cruiser. Combat resolves in favor of N'orr.

    @MrBody, your action continues.

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  • MrBodyMrBody Registered User regular
    Let the galaxy know the Queen Mother's mercy in not destroying the Naalu's home space dock!

    Invade & bombard Maaluuk with both infantry

  • MrBlarneyMrBlarney Registered User regular
    edited December 2017
    Hold on just a moment. Both infantry? You only brought along one, from Tequ'ran? I interpreted that part of your action orders as
    (carrier + all fighters) and (infantry from Tequ'ran)

    MrBlarney on
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