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Twilight Imperium 4e - Game 3: Round 6 - Status Phase / Game End

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    El SkidEl Skid The frozen white northRegistered User regular
    You know what? I don't need to tank this one. Crushing the Hacan and Sol will be sufficient, and we'll spare our Librarian friends some suffering. Decline to play action cards.

    @Zombie Hero our offer of friendship stands. Please think on it.

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    mindflare77mindflare77 OhioRegistered User regular
    edited May 2018
    So, clarification. You can get 1 action phase secret objectives per tactical action (so, up to 3 per round), point for Imperial on Mecatol, Imperial objective completion (1 or 2 points, depending), regular objective completion (1 or 2 points, depending), Support for the Thrones, and then I think there may be an agenda card that puts a point out?

    So, max points right now per turn, assuming no more Supports: 3 Secret objectives, 1 point from Imperial objective, 1 point from end of round objective. Technically 5.

    Just want to make sure everyone is on the same page/everything is above board.



    For those curious, I asked a friend who plays a ton. Theoretical max: "6-player game, convince other 5 players to give you Support for the Throne, Flip Imperial, 2 point objective, MR point, 2/3 action phase secret objectives, status phase 2 point objective, 0/1 status phase secret objectives, Agenda phase, successfully get a point for Imperial Rider, get voted a point via the one that lets you get a point if you have the most points."

    mindflare77 on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited May 2018
    38thDoe wrote: Β»
    Can you score more than one secret objective a game? I thought I read it was one per game.

    3 in a game, but each secret objective only once.

    Oh man, I thought you could just have three in your hand and only score one per game. I... I may have made poor choices.

    There really are many rules.

    38thDoe on
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    Zombie HeroZombie Hero Registered User regular
    So, clarification. You can get 1 action phase secret objectives per tactical action (so, up to 3 per round), point for Imperial on Mecatol, Imperial objective completion (1 or 2 points, depending), regular objective completion (1 or 2 points, depending), Support for the Thrones, and then I think there may be an agenda card that puts a point out?

    So, max points right now per turn, assuming no more Supports: 3 Secret objectives, 1 point from Imperial objective, 1 point from end of round objective. Technically 5.

    Just want to make sure everyone is on the same page/everything is above board.

    You can claim VP for secret objectives after any tactical action? Oh. Then I missed an opportunity.

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    mindflare77mindflare77 OhioRegistered User regular
    It depends. Some Secret Objectives are Status Phase, some are Action Phase. The Action Phase ones you can do after tactical actions. Status Phase ones, only in the Status Phase.

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    MrBlarneyMrBlarney Registered User regular
    So, clarification. You can get 1 action phase secret objectives per tactical action (so, up to 3 per round), point for Imperial on Mecatol, Imperial objective completion (1 or 2 points, depending), regular objective completion (1 or 2 points, depending), Support for the Thrones, and then I think there may be an agenda card that puts a point out?

    So, max points right now per turn, assuming no more Supports: 3 Secret objectives, 1 point from Imperial objective, 1 point from end of round objective. Technically 5.

    Just want to make sure everyone is on the same page/everything is above board.



    For those curious, I asked a friend who plays a ton. Theoretical max: "6-player game, convince other 5 players to give you Support for the Throne, Flip Imperial, 2 point objective, MR point, 2/3 action phase secret objectives, status phase 2 point objective, 0/1 status phase secret objectives, Agenda phase, successfully get a point for Imperial Rider, get voted a point via the one that lets you get a point if you have the most points."
    There is more than one Agenda that provides victory points, but yeah. Also, in your last scenario, the game would end at 10 VP before the start of the Agenda Phase, so anything there wouldn't matter. Well, unless you were playing an Epic-length game.

    So, El Skid (N'orr) is just voting AGAINST and Brody (Creuss) is just letting the result stand with his AGAINST as well? I'll try and cobble together a game state update before I head out.

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    edited May 2018
    Round 4: Start of Strategy Phase

    First Agenda
    The top card of the Agenda deck is drawn: "Representative Government".
    N'orr plays Action Card "Politics Rider", predicting an outcome of For. (AC 6 --> 5)
    Arborec plays Action Card "Construction Rider", predicting an outcome of For. (AC 7 --> 6)
    Hacan plays Action Card "Imperial Rider", predicting an outcome of Against. (AC 4 --> 3)
    Hacan performs a transaction, giving 2 Trade Goods and promissory note "Trade Agreement" to Jol-Nar. (Hacan TG 2 --> 0; Jol-Nar TG 10 --> 12)
    Vote results: 0 votes cast; tie broken in favor of Against by speaker Creuss.
    The Against outcome has no effects.
    Hacan gains 1 Victory Point from their "Imperial Rider" prediction. (VP 4 --> 5)
    Second Agenda
    The top card of the Agenda deck is drawn: "Anti-Intellectual Revolution".
    Sol performs a transaction, giving Hacan 2 Action Cards. (Sol AC 7 --> 5, Hacan AC 3 --> 5)
    Vote results: 35 votes - For (Hacan, Sol, Jol-Nar), 31 votes - Against (Arborec, N'orr, Creuss).
    The "Anti-Intellectual Revolution" Law is put into play.

    Current Map: Round 4, Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Emirates of Hacan - 5 VP
    Federation of Sol - 4 VP
    Universities of Jol-Nar - 3 VP
    The Arborec - 2 VP
    Sardakk N'orr - 2 VP
    The Ghosts of Creuss - 0 VP

    Public Objectives
    Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: Sol, Jol-Nar, N'orr
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Jol-Nar, Sol
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Hacan, Arborec, N'orr
    Sway the Council (1 VP): Spend 8 influence.: Hacan
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Emirates of Hacan: Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
    1 unfulfilled secret objective in hand.
    The Arborec: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
    1 unfulfilled secret objective in hand.
    Federation of Sol: 1 unfulfilled secret objective in hand.
    Universities of Jol-Nar: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 2 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: 2 unfulfilled secret objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Hacan.
    Imperial Primary Ability (1 VP): Claimed by Sol once (Round 2).
    Hacan's Support for the Throne (1 VP): Held by Sol.
    Creuss' Support for the Throne (1 VP): Held by Jol-Nar.
    Imperial Rider (1 VP): Successful prediction by Hacan.

    The Emirates of Hacan (mindflare77)
    Commodities: 0 / 6
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 4
    Fleet Pool: 3
    Strategy Pool: 3

    Promissory Notes: Arborec's Ceasefire (Ceasefire, Political Secret)
    Technology: Antimass Deflectors, Gravity Drive, Sarween Tools, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    R - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    R - Quann (Cultural, 2R, 1I)
    R - Resculon (Cultural, 2R, 0I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
    - Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
    - Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
    - Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
    - Guild Ships: You can negotiate transactions with players who are not your neighbor.
    - Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.

    The Arborec (Zombie Hero)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Stymie)
    Technology: Magen Defense Grid, Sarween Tools, Neural Motivator, Dacxive Animators

    Worlds:
    R - Nestphar (3R, 2I)
    R - Arinam (Industrial, 1R, 2I)
    R - Arnor (Industrial, 2R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Lodor (Cultural, 3R, 1I)
    R - Lor (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Racial Unit: Letani Warrior (Infantry): As Infantry, but Production 1.
    - Flagship: Duha Menaimon: Combat Value 7 (x2), Movement 1, Carry Capacity 5. Sustain Damage. After you activate this system, you may produce up to 5 units in this system.
    - Racial Technology: Bioplasmosis (Green, requires 2 Green): At the end of the Status Phase, you may remove any number of Infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
    - Racial Technology: Letani Warrior II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 7. Production 2. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Mitosis: Your Space Docks cannot produce Infantry. At the start of the Status Phase, place 1 Infantry from your reinforcements on any planet you control.
    - Racial Promissory Note: Stymie: Action: Place this card faceup in your play area. While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units. If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.

    Federation of Sol (Lykouragh)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Jol-Nar's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Military Support)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Fleet Logistics, Advanced Carrier II, Fighter II

    Worlds:
    R - Jord (4R, 2I)
    R - Mecatol Rex (1R, 6I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)

    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Starting Technologies: Neural Motivator, Antimass Deflectors
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    Universities of Jol-Nar (38thDoe)
    Commodities: 0 / 4
    Trade Goods: 12
    Action Cards: 5

    Tactic Pool: 4
    Fleet Pool: 4
    Strategy Pool: 5

    Promissory Notes: Sol's Ceasefire, Hacan's Trade Agreement, Creuss' Trade Agreement, Creuss' Support for the Throne, N'orr's Tekklar Legion, Hacan's Trade Convoys, Creuss' Creuss IFF (Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Magen Defense Grid, Duranium Armor, PDS II, Dreadnought II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Lazar (Industrial, 1R, 0I, Y)
    R - Mellon (Cultural, 0R, 2I)
    R - Sakulag (Hazardous, 2R, 1I)
    R - Wellon (Industrial, 1R, 2I, Y)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you ativate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    Sardakk N'orr (El Skid)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Hyper Metabolism, Sarween Tools, Plasma Scoring, Antimass Deflectors, Gravity Drive, Cruiser II, Fighter II

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Fria (Hazardous, 2R, 0I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Saudor (Industrial, 2R, 2I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    The Ghosts of Creuss (Brody) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 8
    Action Cards: 2

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Jol-Nar's Research Agreement (Ceasefire, Political Secret)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator

    Worlds:
    R - Creuss (4R, 2I)
    R - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    Agenda Effects
    Minister of Peace - Held by Hacan. After a player activates a system that contains 1 or more of a different player's units, Hacan may discard this card; immediately end the active player's turn.
    Anti-Intellectual Revolution - After a player researches a technology, they must destroy 1 of their non-fighter ships.

    Order of Play
    The Ghosts of Creuss (@Brody):
    The Emirates of Hacan (mindflare77):
    The Arborec (Zombie Hero):
    Federation of Sol (Lykouragh):
    Universities of Jol-Nar (38thDoe):
    Sardakk N'orr (El Skid):

    There is 1 Trade Good on each of the (6) Warfare and (8) Imperial Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.

    MrBlarney on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    Sorry, its going to take me a minute to think my plan through.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    BrodyBrody The Watch The First ShoreRegistered User regular
    Leadership

    @mindflare77

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    mindflare77mindflare77 OhioRegistered User regular
    Imperial.

    @Zombie Hero

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    PSN/Steam: mindflare77
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    Zombie HeroZombie Hero Registered User regular
    Hmm, Imperial? We should probably leave trade alone.

    Politics

    @Lykouragh

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    LykouraghLykouragh Registered User regular
    Diplomacy

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    Zombie HeroZombie Hero Registered User regular
    Well, at least you aren't taking warfare.

    Steam
    Nintendo ID: Pastalonius
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    El SkidEl Skid The frozen white northRegistered User regular
    Well, at least you aren't taking warfare.

    He's saving it for meeee! Bwahahaha!

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    LykouraghLykouragh Registered User regular
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    Zombie HeroZombie Hero Registered User regular
    In conclusion, I got severely punished by trading away speaker.

    Steam
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Did you want warfare?

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    El SkidEl Skid The frozen white northRegistered User regular
    38thDoe wrote: Β»
    Did you want warfare?

    I don't actually care. The three strategies I most wanted are somehow all available, so whatevs :D

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Trade?
    @El Skid

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    Zombie HeroZombie Hero Registered User regular
    Hmmm, I wonder if this is going to be as bad as I think it will be.

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    El SkidEl Skid The frozen white northRegistered User regular
    In for a penny, in for a pound.

    Take Technology.

    @MrBlarney

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    El SkidEl Skid The frozen white northRegistered User regular
    El Skid wrote: Β»
    Activate Home System. Exhaust Bereg (3R) and Quinarra (3R) plus 1R for Sarween tools to build 3 Cruisers (6R) and 2 Infantry (1R) on Quinarra


    @MrBlarney Sorry I should have noticed this sooner- I should have 2 infantry from this last build of last round, but I have fighters instead in the update.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Actually isn't @Brody clear to play?

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    LykouraghLykouragh Registered User regular
    @mindflare77 If I refrain from popping your carrier turn 1 can I trust you not to invade my homeworld?

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    mindflare77mindflare77 OhioRegistered User regular
    We have zero intentions of invading Jord. Also zero intentions of occupying the space above it. We should hope that such peaceful thoughts would be reciprocated.

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    LykouraghLykouragh Registered User regular
    We have zero intentions of invading Jord. Also zero intentions of occupying the space above it. We should hope that such peaceful thoughts would be reciprocated.

    Oh definitely, I'm just trying to hold my home territory from plants with a million resources and a million production capacity this round and if I'm very lucky maybe also get an objective.

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    BrodyBrody The Watch The First ShoreRegistered User regular
    Activate Abyz/Frea, moving in 1 Dreadnought, 1 Cruiser, 1 Carrier, 1 Destroyer, 2 fighters, and 3 GF.

    We are tired of the N'orr's oppression.


    @MrBlarney @El Skid

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    LykouraghLykouragh Registered User regular
    Go get 'em ghosties!

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited May 2018
    @Brody Would it mess with any of your plans if I moved/placed a wormhole thing?
    @Zombie Hero @Lykouragh standard 1 TG for refresh?
    @El Skid Free refresh to hold off on technology for a few turns?

    38thDoe on
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    LykouraghLykouragh Registered User regular
    I'm up for paying 1 TG for refresh

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    Zombie HeroZombie Hero Registered User regular
    Me too

    Steam
    Nintendo ID: Pastalonius
    Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
    3ds: 3282-2248-0453
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    Zombie HeroZombie Hero Registered User regular
    But I would like tech earlier rather than later

    Steam
    Nintendo ID: Pastalonius
    Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
    3ds: 3282-2248-0453
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    BrodyBrody The Watch The First ShoreRegistered User regular
    @38thDoe I'd rather you place a new one, but not particularly.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    El SkidEl Skid The frozen white northRegistered User regular
    Brody wrote: Β»
    Activate Abyz/Frea, moving in 1 Dreadnought, 1 Cruiser, 1 Carrier, 1 Destroyer, 2 fighters, and 3 GF.

    We are tired of the N'orr's oppression.

    Point of order- your dreadnought and carrier each have 1 move, plus one move for being in your home system. You have gravity drive to get one of them there, but how is the other moving 3 spaces?

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    El SkidEl Skid The frozen white northRegistered User regular
    Also, we welcome the ghost’s suicidal attack! This is how a warrior faces death!

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    BrodyBrody The Watch The First ShoreRegistered User regular
    The carrier is coming from Tar'mann.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    LykouraghLykouragh Registered User regular
    Also Abyz/Fria is only 2 distance from the Ghost home planet, not 3, right?

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    El SkidEl Skid The frozen white northRegistered User regular
    edited May 2018
    Oh right, I was expecting him to attack starpoint/ new albion... carry on!

    El Skid on
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    BrodyBrody The Watch The First ShoreRegistered User regular
    I mean, I'm not using gravity drive. All ships have enough movement using my racial WH bonus movement.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    El SkidEl Skid The frozen white northRegistered User regular
    Brody wrote: Β»
    I mean, I'm not using gravity drive. All ships have enough movement using my racial WH bonus movement.

    Thats what I get for posting from a phone where I can barely see the map heh

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