Twilight Imperium - Game 6: Round 3 - Action Phase

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Arnor-Lor. Move in dread and cruiser from home system.

    1/4/2


    @discrider

  • discriderdiscrider Registered User regular
    I have to exhaust Teq'rann, Bereg or Starpoint for my action @Phyphor , @A Half Eaten Oreo and @38thDoe
    Because I haven't got any ACs that actually benefit me.

    Not sure if anyone wants to help me choose a target.

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    This wouldn’t be the fastest I’ve regretted trading cease fires...

  • discriderdiscrider Registered User regular
    edited July 24
    Well, it would've definitely been Starpoint otherwise.
    My entire hand of ACs seems to be 'screw with 38th' which is completely unproductive at this point.

    I need that 'Discard ACs for a VP' secret objective honestly.

    discrider on
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  • discriderdiscrider Registered User regular
    But yeah, honestly looking at Teq'rann more because the other two players are hurting.

    If Sol or the University had any Hazardous planets I'd be targeting them, but they don't.

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Are you stalling with any real purpose? Because I don't think jol nar is going to help you out with warfare timing

  • discriderdiscrider Registered User regular
    ....
    Good question

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  • discriderdiscrider Registered User regular
    Activate Mellon-Zohbat.
    Move Dreadnaught + Fighter in from Winnu
    1/3/4
    @38thDoe

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  • MrBlarneyMrBlarney Registered User regular
    Action is currently on @38thDoe.

    4463rwiq7r47.png
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Activate Naalu System
    Exhaust Quann for 2 +1 Sarween
    Build 4 fighters and an infantry

    @Phyphor

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Politics
    Well now's the time for speaker bribes @Ketar I guess

    And @A Half Eaten Oreo @38thDoe @MrBody @discrider for the secondary if you don't want to wait for the primary to resolve

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Primary Ability: Choose a player other than the speaker. That player gains the speaker token. Then, draw 2 Action cards. Finally, look at the top 2 cards of the Agenda deck. Place each card on the top or bottom of the deck in any order.
    Secondary Ability: Spend 1 token from your Strategy pool to draw 2 Action cards.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited July 27
    I'll pass.

    38thDoe on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @Phyphor Pretty straightforward: if you still want Warfare next round, the Jol-Nar will graciously accept being made Speaker. If you want something else then don't worry about it - we'll engage in some shenanigans to retain Warfare rather than take a chance on what's available picking 5th, but that won't matter if you have a different strategy card in mind.

  • discriderdiscrider Registered User regular
    play

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Make myself speaker
    @MrBlarney

  • discriderdiscrider Registered User regular
    (not like I could actually keep the token anyway I think)

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

    1/4/1

  • MrBodyMrBody Registered User regular
    Pass politics

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Play
    1/2/0

  • MrBlarneyMrBlarney Registered User regular
    All card draws have been sent out. I'll post a game state up shortly, and will edit in @Phyphor's agenda draw choices in once he's made a decision.

    Otherwise, action is on @A Half Eaten Oreo.

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    edited August 4
    Round 3: Action Phase Update 4

    Federation of Sol: Activate the Coorneeq-Resculon system. (TP 2 --> 1)
    Move in 1 Carrier and 3 Fighters from the Sol Home System.
    Exhaust Jord (4R), Resculon (2R), Saudor (2R), and 1 Trade Good (TG 5 --> 4) to build flagship Genesis (8R) and 2 Fighters (1R) at Coorneeq.
    Universities of Jol-Nar: Activate the Arnor-Lor system. (TP 2 --> 1)
    Move in 1 Dreadnought and 1 Cruiser from the Jol-Nar Home System.
    The Winnu: Activate the Mellon-Zohbat system. (TP 2 --> 1)
    Move in 1 Dreadnought and 1 Fighter from the Winnu Home System.
    The Naalu Collective: Activate the Naalu Home System. (TP 2 --> 1)
    Exhaust Quann (2R), +1R from Sarween Tools, to build 4 Fighters (2R) and 1 Infantry (1R) at Druaa.
    Nekro Virus: Play the primary ability of the (3) Politics Strategy Card, claiming the Speaker token and drawing 2 Action Cards. (AC 2 --> 4)
    Draw the top two cards of the Agenda deck, returning both to the bottom of the deck.
    Winnu plays on the secondary (SP 4 --> 3), drawing 2 Action Cards. (AC 4 --> 6)
    Jol-Nar plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 4 --> 6)
    Creuss plays on the secondary (SP 1 --> 0), darwing 2 Action Cards. (AC 2 --> 4)

    Current Map: Round 3, Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 3 VP
    The Winnu: 0 VP
    Universities of Jol-Nar: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 0 VP
    The Naalu Collective: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    Erect a Monument (1 VP): Spend 8 resources.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    1 Stage I Objective and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 1 Secret Objective in hand.
    Universities of Jol-Nar: 1 Secret Objective in hand.
    The Ghosts of Creuss: 1 Secret Objective in hand.
    Nekro Virus: 1 Secret Objective in hand.
    Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    The Naalu Collective: 1 Secret Objective in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
    Seed of an Empire (1 VP): Gained by Sol in Round 2.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Naalu Ceasefire (Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, PDS II

    Worlds:
    R - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    X - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Arnor (Industrial, 2R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Lor (Industrial, 1R, 2I)
    R - Xxehan (Cultural, 1R, 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 activate 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.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 2
    Strategy Pool: 0

    Promissory Notes: Winnu Political Secret (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    X - Vefut II (Hazardous, 2R, 2I)

    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.

    Nekro Virus (Phyphor) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 4

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 2

    Promissory Notes: Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y)

    Worlds:
    R - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Lodor (Cultural, 3R, 1I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody)
    Commodities: 0 / 4
    Trade Goods: 4
    Action Cards: 3

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Advanced Carrier II

    Worlds:
    X - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)


    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.
    - 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.

    The Naalu Collective (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 7
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Winnu Trade Agreement, Winnu Ceasefire (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Carrier II

    Worlds:
    X - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Neutral Worlds and Ongoing Game Effects
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - Wellon (Industrial, 1R, 2I, Y)

    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.

    Order of Play
    Universities of Jol-Nar (Ketar) - (0) Warfare
    The Winnu (discrider) - (1) Leadership
    The Naalu Collective (38thDoe) - (2) Diplomacy
    Nekro Virus (Phyphor) - (3) Politics
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology Current Player
    Federation of Sol (MrBody) - (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Put both of those agendas on the bottom

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Activate Creuss
    Exhaust Bereg (3R) and use Sarween tools (1R) to build 1 Cruiser (2R), and 4 Fighters (2R)
    0/2/0


    @MrBody

  • MrBodyMrBody Registered User regular
    Orbital drop on Mecatol Rex
    -1 SA
    1/2/1


    @Ketar

  • discriderdiscrider Registered User regular
    Please stop shooting your convicts onto Mecatol Rex.

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No matter which way I play the rest of this round, it's going to make someone angry. Possibly more than one someone.

    Need to think on things a bit more.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Lodor. Move in 2 dreads, a cruiser and 1 infantry from Bereg-Lirta via alpha wormhole. Move in carrier with 4 fighters and 1 infantry from home system (via alpha wormholes and using gravity drive). Land both infantry on Lodor when possible.

    0/4/1


    @Phyphor for any response.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ketar wrote: »
    Activate Lodor. Move in 2 dreads, a cruiser and 1 infantry from Bereg-Lirta via alpha wormhole. Move in carrier with 4 fighters and 1 infantry from home system (via alpha wormholes and using gravity drive). Land both infantry on Lodor when possible.

    0/4/1


    Phyphor for any response.

    No response

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited July 30
    Fwiw, I have no intentions of staying there and will vacate quickly. I just have very few options for achieving VP right now and my intentions for this round were taken out back and shot at some point.

    That's my whole turn then, nothing else after the infantry land on Lodor.

    @discrider

    Ketar on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Uh huh. I assume you will be "vacating quickly" a few of my other planets too?

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    You have to expect everyone to gang up against you when you are in the lead though. Just like last game when Muaat was in the lead and... well my memory cuts out there.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor wrote: »
    Uh huh. I assume you will be "vacating quickly" a few of my other planets too?

    At least one, yeah.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    38thDoe wrote: »
    You have to expect everyone to gang up against you when you are in the lead though. Just like last game when Muaat was in the lead and... well my memory cuts out there.

    We're not though. Sol's at 3 points going on 6 and you and winnu are fighting and I guess I'm fighting both jol nar and cruess now

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Sorry that was unmarked sarcasm.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited July 30
    Phyphor wrote: »
    38thDoe wrote: »
    You have to expect everyone to gang up against you when you are in the lead though. Just like last game when Muaat was in the lead and... well my memory cuts out there.

    We're not though. Sol's at 3 points going on 6 and you and winnu are fighting and I guess I'm fighting both jol nar and cruess now

    "fighting". Creuss has been involved in 3 conflicts this game, all defensive.

    A Half Eaten Oreo on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor wrote: »
    38thDoe wrote: »
    You have to expect everyone to gang up against you when you are in the lead though. Just like last game when Muaat was in the lead and... well my memory cuts out there.

    We're not though. Sol's at 3 points going on 6 and you and winnu are fighting and I guess I'm fighting both jol nar and cruess now

    One possibility for this round was trying to knock Sol off of MR, but then you decided to make a move there.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ketar wrote: »
    Phyphor wrote: »
    38thDoe wrote: »
    You have to expect everyone to gang up against you when you are in the lead though. Just like last game when Muaat was in the lead and... well my memory cuts out there.

    We're not though. Sol's at 3 points going on 6 and you and winnu are fighting and I guess I'm fighting both jol nar and cruess now

    One possibility for this round was trying to knock Sol off of MR, but then you decided to make a move there.

    I specifically wanted to get there before you to get a sol kill. I would have just retreated, carrier + 2 fighters is a terrible fleet

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor wrote: »
    Ketar wrote: »
    Phyphor wrote: »
    38thDoe wrote: »
    You have to expect everyone to gang up against you when you are in the lead though. Just like last game when Muaat was in the lead and... well my memory cuts out there.

    We're not though. Sol's at 3 points going on 6 and you and winnu are fighting and I guess I'm fighting both jol nar and cruess now

    One possibility for this round was trying to knock Sol off of MR, but then you decided to make a move there.

    I specifically wanted to get there before you to get a sol kill. I would have just retreated, carrier + 2 fighters is a terrible fleet

    Well, I assumed you intended to follow-up next round.

    MR wasn't even my top choice for this round. Many mistakes were made. Looking back I probably should have just hit Creuss, but I offered peace and I really don't like going back on my word so here I am now.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    There was also no legal avenue for retreat for the MR fleet that I can see. Hitting the Sol destroyer at End of the Line would have worked though, I believe.

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