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[Risk Legacy PbP, Spoilers] Game 7: Late Arrival

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Third Placement

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    HippieHippie Registered User regular
    Fifth turn and Fifth placement

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    SeGaTaiSeGaTai Registered User regular
    Rorus Raz wrote: »
    Going to have MrBody auto-pick 6 Troops.

    Homelands are NOT set in stone, and the starting territories this game will change them if possible.

    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops (capfalcon), 10 Troops (Hippie), 8 Troops (SeGaTai), 8 Troops (EvilBadman), 6 Troops (MrBody)

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards (SeGaTai), 1 Card (Hippie), 1 Card (capfalcon), 0 Cards (MrBody), 0 Cards (EvilBadman)

    Turn Sequence: This is where you sit in the turn order.
    Cards: First (MrBody), Second (SeGaTai), Third (capfalcon), Fourth (EvilBadman), Fifth (Hippie)

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First (MrBody), Second (EvilBadman), Third (capfalcon), Fourth (SeGaTai), Fifth (Hippie)

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania (Capfalcon), Kahn Industries (Hippie), Enclave of the Bear (MrBody), Saharan Republic (SeGaTai), Die Mechaniker, Mutant Cult (EvilBadman)

    Mercenaries: These provide varying bonuses.
    Cards
    (SeGaTai) Nomad: You cannot start in Major Cities, regardless of the founder. All other territories are now considered legal starting territories. (You must still obey adjacency rules.)

    (capfalcon) Radar Specialist: In combat that involves you, missiles may not be used by any player. (This does not include missile powers.)

    (EvilBadman) Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.

    (MrBody) Ambassador: All Major Cities are considered legal starting territories, regardless of the founder. (You must still obey adjacency rules.)

    (Hippie) Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (The attacking player never gains a red star.)


    I think that gives us the following draft selections

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    Poor Mechaniker

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    SeGaTaiSeGaTai Registered User regular
    There's no scar cards so you can probably start placement MrBody

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    Boomtown could use some redecorating.

    Start in 2

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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    42.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    MrBodyMrBody Registered User regular
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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited November 2012
    Probably should ping @rorus raz to verify as well.

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    StericaSterica Yes Registered User, Moderator mod
    Hey dudes, I am smack dab in the middle of a double-wedding week, and it's also Thanksgiving here in the States this Thursday. AND my dad's birthday, so I am somewhat busy and kinda forgetting about the thread. You all look good from what I can tell, and will hopefully be more attentive after the Thanksgiving weekend.

    Sorry to slow you all down.

    YL9WnCY.png
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    HippieHippie Registered User regular
    No problems here.

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    MrBodyMrBody Registered User regular
    I guess we can finish choosing starting positions.

    @capfalcon

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
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    HippieHippie Registered User regular
    @SeGaTai ?

    Or is it me?

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    SeGaTaiSeGaTai Registered User regular
    Me, really thought I had already posted this, sorry for adding to the hold ups.

    Start in 9

    PSN SeGaTai
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Just as a heads up, I'm running a Phalla right now, which means for the next week or so, I'm not going to notice any notifications. If I fall behind, poke me with a Message, please.

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    SeGaTaiSeGaTai Registered User regular
    Yea your running a phalla. SK and I won't attack you?

    PSN SeGaTai
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    HippieHippie Registered User regular
    Start in 23

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    SeGaTai wrote: »
    Yea your running a phalla. SK and I won't attack you?

    I won't tell if you won't. :P

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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    @rorus raz December time is all right for fight.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    @Rorus Raz Wait, this is a "too bad, Waluigi time" thing, ain't it?

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    StericaSterica Yes Registered User, Moderator mod
    edited December 2012
    No real excuses here: I just forgot about the thread after dealing with two weddings and wrapping up classes. Sorry!
    Round 1.1
    Reference Post
    7ldru.png

    Red Stars & Missiles
    A parentheses indicates star tokens.


    MrBody (0 Cards; 0 Coins)
    SeGaTai (2 Cards; 2 Coins)
    Capfalcon (1 Card; 1 Coin)
    EvilBadman (0 Cards; 0 Coins)
    Hippie ☢☢☢☢ (1 Card; 1 Coin)

    Current Mission
    At the end of your turn you may complete this mission instead if you satisfy its requirements. If you do this, then you cannot draw a resource draw this turn and you must draw a new mission card (if possible).

    (★) Imperial Might: Earn 7+ troops from continent bonuses alone.

    Resource Cards
    Deck ⇨ A. 30 - Two Coins ⇨ B. 10 - One Coin ⇨ C. 2 - Two Coins ⇨ D. 28 - Two Coins ⇨ Discard

    Coin Cards Remaining: 6/10

    No players have given missile commands.

    Relevant Powers

    capfalcon - Radar Specialist: In combat that involves you, missiles may not be used by any player. (this does not include missile powers)

    EvilBadman - Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.

    Hippie - Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (the attacking player never gains a red star)

    @MrBody is up.

    For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.

    Sterica on
    YL9WnCY.png
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    MrBodyMrBody Registered User regular
    edited December 2012
    Whoo boy. I was going to play it safe and just leave one behind at HQ while taking the merc region next to me, but with that 2 coin card in my starting region Sega would just take it and be up 2 coins on me.

    Gotta do this. Probability wise it should work but never does.

    Recruit 3 troops to 2

    Move 8 troops to 3
    Move 7 troops to 7

    Attack 9

    A (6)- 4,4
    D (9)-6,5 (6,4)

    Attacker loses 2
    Sega has hacked Invisible Castle as well!

    A (4)- 6,5 (finally!)
    D (9)- 5,4 (5,3)

    Defender loses 2

    A (4)- 6,3
    D (7)- 1,1 HA!

    Defender loses 2

    A (4)- 4,3
    D (5)- 6, 3 (2)

    Both lose 1

    A (3)- 5,4
    D (5)- 5,2 (1)

    Both lose 1

    A (2)- 5,2
    D (4)- 5,2 (1)

    Both lose 1

    Maneuver 1 troop from 7 to 3.

    End turn, no draw

    MrBody on
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    MrBodyMrBody Registered User regular
    edited December 2012
    i don't suppose anyone would want to but if it would make the difference, a missile to defend my HQ against Sega would be appreciated. He'd get 2 coins and be up 4 to 0 against me, allowing him a 7+3 troops surge and guaranteeing his immediately conquest of Yellow continent. Someone winning Yellow continent this early means they win the game. It would be in everyone else's best interest for the two factions in Yellow to be bogged down fighting each other with no winner.

    MrBody on
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    SeGaTaiSeGaTai Registered User regular
    Sorry for just getting to this now-haven't been used to checking this.
    First I have 8 troops to start so that changes your numbers slightly

    Second I use my missile on your 2nd roll to turn the 3 into a 6. You'll have to reroll from there if you continue as it drops you to 2 troops

    PSN SeGaTai
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    SeGaTaiSeGaTai Registered User regular
    o and @MrBody

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    edited December 2012
    Okay, counter missile to make it my 6,5 against your 6,4. Both lose 1

    A (3)- 6,5
    D (7)- 5,4 (3)

    Defender loses 2. YOUR MISSILES MEAN NOTHING!

    A (3)- 5,2
    D (5)- 6,6 fuuuuuuuuc

    Attacker loses 2

    Maneuver 1 troop from 7 to 3
    No draw


    Republic takes 2 coins, sweeps yellow turn 2, gg.

    Just once I'd like to roll close to the odds. An Enclave ambush attack should be better than 60/40.

    MrBody on
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    SeGaTaiSeGaTai Registered User regular
    I think both times you just haven't started with enough troops. Always feel like you need a huge number of dice to actually approach statistical distribution in a specific risk battle.

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    Yeah I tried to go with what picks I thought would give me the best first turn dominance and severely misjudged.

    I hope everyone doesn't go all pacifist until it's too late this game! Keep us fighting forever! Do we not entertain you?

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    azith28azith28 Registered User regular
    I hope people are a little pacifist...1) i would like to see that last pocket opened, and 2) its more fun when people build up armies then a giant war starts instead of watching people eliminated in one round :)

    Stercus, Stercus, Stercus, Morituri Sum
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    SeGaTaiSeGaTai Registered User regular
    I think the problem again is no one will attack the mutants until they have a giant army, just gotta try and win before them. Will get to my turn later today guys, sorry.

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    edited December 2012
    Enclave kind of has to attack the first round when their neighbors are all clustered into one region. Otherwise they could just maneuver away and leave 1 troop on the front line for me to waste my ambush ability on. The Republic is especially adept at this.

    I wasn't really expecting to wipe him out and take the region, just inflict a good enough casualty ratio to have a chance when he goes.

    MrBody on
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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    SeGaTai: It's your turn, also

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    SeGaTaiSeGaTai Registered User regular

    Recruit 3 to 9 for a total of 8 armies,
    Explore 7 armies from 9 to 8
    Explore 6 armies from 8 to 4
    Attack 5 armies from 4 to 2
    Attacker 5 armies vs 2
    attack roll:6, 5, 5
    defense roll:6, 6-who says I cheat
    attacker loses 2, 3 vs 2

    attack roll:6, 4, 2
    defense roll:1, 1-yea I hacked it
    defender gone, attacker left with 3

    Maneuver 2 armies from 2 to 4

    Take card 2- 2 coins

    New card is 24-1coin

    Resource Cards
    Deck ⇨ A. 24 - One Coin ⇨ B. 30 - Two Coins ⇨ C. 10 - One Coin ⇨ D. 28 - Two Coins ⇨ Discard

    PSN SeGaTai
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    MrBodyMrBody Registered User regular
    fart

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    MrBodyMrBody Registered User regular
    Hey! Doesn't that mercenary in 9 look juicy enough to just gobble up? yum yum!

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    EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    Why not tag the next player at the end of your turn posts?

    @capfalcon

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman; Steam- EvilBadman; Twitter - EvilBadman
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Could I get a map update first?

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    StericaSterica Yes Registered User, Moderator mod
    Yeah, gimme a few hours here.

    YL9WnCY.png
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    StericaSterica Yes Registered User, Moderator mod
    Round 1.3
    Reference Post
    UK0Z1.png

    Red Stars & Missiles
    A parentheses indicates star tokens.


    MrBody (0 Cards; 0 Coins)
    SeGaTai ★★ (3 Cards; 4 Coins)
    Capfalcon (1 Card; 1 Coin)
    EvilBadman (0 Cards; 0 Coins)
    Hippie ☢☢☢☢ (1 Card; 1 Coin)

    Current Mission
    At the end of your turn you may complete this mission instead if you satisfy its requirements. If you do this, then you cannot draw a resource draw this turn and you must draw a new mission card (if possible).

    (★) Imperial Might: Earn 7+ troops from continent bonuses alone.

    Resource Cards
    Deck ⇨ A. 24 - One Coin ⇨ B. 30 - Two Coins ⇨ C. 10 - One Coin ⇨ D. 28 - Two Coins ⇨ Discard

    Coin Cards Remaining: 6/10

    No players have given missile commands.

    Relevant Powers

    capfalcon - Radar Specialist: In combat that involves you, missiles may not be used by any player. (this does not include missile powers)

    EvilBadman - Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.

    Hippie - Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (the attacking player never gains a red star)

    @Capfalcon is up.

    For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.

    YL9WnCY.png
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