Twilight Imperium - Game 6: Round 6 - Action Phase

1424345474850

Posts

  • MrBlarneyMrBlarney Registered User regular
    Whoops, had a typo in the Sol roll. Re-doing it here:

    Geth roll 1d10t9+4d10t8 for Sol

    Sol:
    1d10t9+4d10t8 1 [1d10t9=10] [4d10t8=5, 2, 6, 1]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    1 hit scored by Sol; Jol-Nar damages their Dreadnought.

    Combat Round 2

    Sol has 1 Advanced Carrier II and 4 Fighter IIs (transporting 2 Infantry).
    Jol-Nar has 1 Dreadnought II (damaged). -1 to hit for Fragile.

    Geth roll 1d10t9+4d10t8 for Sol
    Geth roll 1d10t6 for Jol-Nar

    Sol:
    1d10t9+4d10t8 1 [1d10t9=1] [4d10t8=4, 9, 1, 7]
    Jol-Nar:
    1d10t6 0 [1d10t6=5]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Sol scores 1 hit; Jol-Nar destroys their Dreadnought.
    Combat resolves in favor of Sol.

    @MrBody, your action continues.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    edited December 2020
    Invade, no cards

    MrBody on
  • MrBlarneyMrBlarney Registered User regular
    Round 5: Invasion of Saudor

    Combat Round 1-2

    Sol has 2 Spec Ops.
    Jol-Nar has 1 Infantry. -1 to hit for Fragile.

    For expediency, multiple combat rounds have been rolled. In case of Sol casualty in the first round, only the first roll in the second round will be counted.

    Geth roll 2#2d10t7 for Sol
    Geth roll 2#1d10t9 for Jol-Nar

    Sol:
    2#2d10t7 2 # 1 [2d10t7=9, 3] 2 [2d10t7=10, 8]
    Jol-Nar:
    2#1d10t9 2 # 0 [1d10t9=8] 0 [1d10t9=1]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Sol scores 1 hit in the first round of combat, destroying the Jol-Nar Infantry.
    Combat resolves in favor of Sol.

    Action is on @38thDoe.

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    @38thDoe, action is on you.

    4463rwiq7r47.png
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Sorry I was having trouble with the map on mobile.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • discriderdiscrider Registered User regular
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBlarneyMrBlarney Registered User regular
    edited December 2020
    Round 5: Action Phase Update 5

    The Winnu: Play Action Card "Insubordination" (AC 4 --> 2), removing one command counter from Nekro's tactic pool. (Nekro TP 2 --> 1)
    Nekro Virus: Play the primary ability of the (6) Warfare Strategy Card, removing their command counter from the Bereg-Lirta IV system and allocating it to tactic pool. (TP 1 --> 2)
    Naalu plays on the secondary (SP 2 --> 1), exhausting Quann (2R), +1R from Sarween Tools, to build 4 Fighters (2R) and 1 Infantry (1R) at Druaa.
    Winnu plays on the secondary (SP 1 --> 0), using Hegemonic Trade Policy to swap resource and influence values for Mellon, then exhausting Winnu (3R), Mellon (2R*), and 7 Trade Goods (TG 13 --> 6), +1R from Sarween Tools, to build 1 War Sun (12R) and 2 Infantry (1R) at Winnu.
    The Ghosts of Creuss: Play Action Card "Unexpected Action" (AC 3 --> 2), removing their counter from the Tar'mann system.
    Federation of Sol: Activate the Saudor system. (TP 1 --> 0)
    Jol-Nar gains 4 Trade Goods via E-Res Siphons. (TG 8 --> 12)
    Move in 1 Carrier, 4 Fighters, and 2 Infantry from Coorneeq.
    During space combat, Sol suffers no losses while Jol-Nar loses 1 Dreadnought; combat resolves in favor of Sol.
    Land 2 Infantry on Saudor.
    During invasion combat, Sol suffers no losses while Jol-Nar loses 1 Infantry; combat resolves in favor of Sol.
    The Naalu Collective: Pass turn.

    Current Map: Round 5, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 6 VP
    The Naalu Collective: 3 VP
    Universities of Jol-Nar: 2 VP
    The Winnu: 2 VP
    The Ghosts of Creuss: 1 VP
    Nekro Virus: 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.: Sol, Jol-Nar, Winnu, Naalu
    Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar
    Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    4 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 2 Secret Objectives in hand.
    Universities of Jol-Nar: 2 Secret Objectives 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: 3 Secret Objectives 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.
    Imperial Primary (1 VP): Gained by Sol in Round 3.
    Winnu Support for the Throne (1 VP): Held by Naalu (Round 4).
    Naalu Support for the Throne (1 VP): Held by Winnu (Round 4).
    Imperial Primary (1 VP): Gained by Sol in Round 5.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 6
    Action Cards: 3

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, PDS II, War Sun

    Worlds:
    X - Winnu (3R, 4I)
    R - Arinam (Industrial, 1R, 2I)
    X - 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: 12
    Action Cards: 3

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - 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: 11
    Action Cards: 2

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

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

    Worlds:
    X - Creuss (4R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    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)
    Commodities: 2 / 3
    Trade Goods: 5
    Action Cards: 3

    Tactic Pool: 2
    Fleet Pool: 6
    Strategy Pool: 0

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

    Worlds:
    X - Mordai II (4R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Lirta IV (Hazardous, 2R, 3I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - 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: 5
    Action Cards: 3

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

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

    Worlds:
    X - Jord (4R, 2I)
    R - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)
    X - Wellon (Industrial, 1R, 2I, Y)

    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) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 14
    Action Cards: 3

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

    Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne (Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Hybrid Crystal Fighter II, Carrier II, Infantry II

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

    Ongoing Game Effects
    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.
    Minister of War - Held by Naalu. After performing an action, Naalu may discard this card to remove 1 of their command tokens from the game board and return it to their reinforcements; then, they may perform 1 additional action.

    Order of Play
    The Naalu Collective (38thDoe) - (0) Trade PASSED
    Universities of Jol-Nar (Ketar) - (1) Leadership Current Player
    The Winnu (discrider) - (3) Politics
    Nekro Virus (Phyphor) - (6) Warfare
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
    Federation of Sol (MrBody) - (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Plague
    Action: Choose 1 planet that is controlled by another player. Roll 1 die for each infantry on that planet. For each result of 6 or greater, destroy 1 of those units.

    Choose Bereg.


    @Phyphor

  • MrBodyMrBody Registered User regular
    no sabo

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Meh, whatever. No sabotage

    38thDoe
  • discriderdiscrider Registered User regular
    No sab

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
    38thDoe
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I'm actually very curious as to when you picked that up

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I think it was at some point in 2020 but I really can't tell anymore.

  • MrBlarneyMrBlarney Registered User regular
    I feel like it's a safe assumption that nobody else will intercede with a Sabotage play.

    Geth roll 5d10t6 for Plague

    Plague:
    5d10t6 4 [5d10t6=10, 2, 8, 6, 9]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    4 Nekro Infantry are destroyed.

    Action is now on @discrider.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    o_O

  • discriderdiscrider Registered User regular
    Activate Metacol Rex and play
    Flanking Speed
    +1 to movement

    @MrBody for sabotage

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBodyMrBody Registered User regular
    sabo

  • MrBlarneyMrBlarney Registered User regular
    That's the fourth and final Sabotage from the original Action Card deck, so no more Sabotage calls are required until the Action Card deck is reshuffled.

    @discrider, your action continues.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited December 2020
    I blame Ketar for everything or at least no plague or green tech
    Would've played insubordination on MrBody aside it would've been two more men on MR then

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • discriderdiscrider Registered User regular
    edited December 2020
    I think I move everything that's in space over the neighbouring system over MR, leaving behind the sole ground force.
    1/4/0
    @Phyphor

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBodyMrBody Registered User regular
    edited December 2020
    If it's any consolation, I'm really thinking that wasn't worth it. Even if I picked Imperial next round, I'm not seeing how I'm going to hold it until my turn (and I doubt Naalu would give me their racial promissory).

    Right now it looks like it's just going to get me 2 command counters from Leadership, and 6 more votes for this round's agenda. Long term, it might have been better for you to take it and have a new target for everyone to concentrate on.

    MrBody on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited December 2020
    Activate dal bootha

    Bring in flagship, carrier, destroyer, 4 infantry (2 from planets, 2 from space). Lose destroyer to assault cannon. Use flagship ability, choose all 4

    1/6/0


    @ketar to maybe do a thing

    Phyphor on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Didn't bring everything eh? Interesting.

    Been drinking for a while, gonna have to sleep on this one and decide tomorrow.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Lol.

    Worst case I eventually lose my home system for part of a round, ala Sol, thanks to some misplays while dealing with this covid brainfog crap. C'est la vie.

  • MrBodyMrBody Registered User regular
    Drinking is the best time to make planetary defense decisions.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Ok, MrBlarney has my combat orders.

  • MrBlarneyMrBlarney Registered User regular
    Round 5 - Battle at Dal Bootha-Xxehan

    Combat Round 1

    At the start of the combat round, Jol-Nar plays Action Card "Skilled Retreat", moving 3 Destroyers to the Jol-Nar Home System, then placing a command counter into the system.

    Skilled Retreat
    At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a Command token from your reinforcements in that system.

    @Phyphor, your action continues.

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Expected

    Land 3 on dal bootha, 1 on xxehan

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBlarney I should get 4 TG thanks to E-Res Siphons.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    And another 4 when Sol attacked my dread at Saudor, actually.

  • MrBlarneyMrBlarney Registered User regular
    Round 5 - Invasion of Dal Bootha

    Combat Round 1

    Nekro has 3 Infantry.
    Jol-Nar has 1 Infantry. -1 to hit for Fragile.

    Geth roll 3d10t8 for Nekro
    Geth roll 1d10t9 for Jol-Nar

    Nekro:
    3d10t8 3 [3d10t8=10, 9, 8]
    Jol-Nar:
    1d10t9 0 [1d10t9=2]

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Spawn an infantry. Steal light/wave

    @A Half Eaten Oreo

  • MrBlarneyMrBlarney Registered User regular
    Nekro scores 3 hits, 1 Jol-Nar Infantry destroyed.
    Combat resolves in favor of Nekro.

    @Phyphor to make final decisions for abilities, and then the action will turn over to A Half Eaten Oreo.

    4463rwiq7r47.png
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass
    @Ketar

Sign In or Register to comment.