Ehhhhhhhhhhhh sorry gotta do it. Home systems are way too open now.
Activate Lucky Lady. Move 3 destroyers from Darien.
TG/AC/PC: 1/3/1
SA/FS/CP: 2/7/2
An open letter to Jol-Nar PDS gunners. Who would you rather have poking around Lucky Lady, a measly destroyer manned by poor diseased space orphans, or the Muaat flagship with warsun in range?
MrBody on
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
Another open letter to Jol-Nar PDS gunners:
FIRE ZE MISSILES!
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Man the more I look at this board the more I realize how boned you are YIn. Keep up the good fight
I think we tied Jol-Nar for worst systems deal at the start. Probably could have done a lot better during galaxy creation, taking the initiative to put crappy systems next to enemy homeworlds instead of the least crappy next to our homeworld. I'm almost thinking we would have been better off just having one or two weak planets next to our homeworld so we wouldn't be a target. The attack on Mecatol last turn was almost certainly doomed, but it seemed like praying for lucky die rolls there was the only hope left. If I had managed to invade Mecatol with those mechs units, it would have been a while before you could try to take it back and by then I was hoping to fortify it using the flip ability for 6 resources.
Maybe I'm crazy but it seems like wormholes actually make the map more static. Players with wormholes near their homeworld are too threatened to do anything but concentrate on defending them or invading their exit point. The wormhole heavy side of the board definitely concentrates less on advancing to Mecatol.
I just don't know what you're supposed to do with Yin. They start with Hylar laser, an ability for destroyers & cruisers, and a boost to small scale planet invasions (which doesn't work against distant suns forces orMecatol custodians, the two most important early small scale invasion situations) but awful trade treaties and limited dead end techs so you figure they're a strong early rush race, but their starting fleet is below average and you can't early rush anything without stasis capsules or XRD which they're nowhere near getting. Then half of your two(!) starting techs are in automated turrets, which doesn't help at the start when no one is running around with fighter-heavy forces yet. I think they really overestimated the power of that when designing Yin; turrets is a great tech but it's more a reactionary counter to specific opponents than a generally useful starting tech. Even Hylar lasers aren't much of a rush tech because everyone else can (and probably will) get them in the first turn or two. It seems like they HAVE to take Mecatol for a chance at winning, but they're not equipped to beat anyone in taking it, at all. Plus taking Mecatol is kind of like saying the secret to winning Basketball is to make a lot of 3 pointers.
I read something on BGG that I think sums it up: "Yin have a random scattering of abilities (that are sort of useful, in certain situations, when they actually work) that don't make up for their many major weaknesses." I think they're the only race in the game that only starts with two techs (that don't branch into anything useful, and one of them is a conditional counter) and one of two with 1,1 treaties (the other of which is L1z1x who start with four of the best early techs in the game).
"What do you mean you lost the firing codes for the PDS cannons?"
"Well, not lost exactly, Chancellor -- they're on a museum tour of the outer worlds. You know... showing the flag."
"So you know where they are?"
"Oh, yes sir. If you bring up your holomap you can see that we have their position locked to within a cubic nanometer's accuracy, every nanosecond, in each of the two-hundred and ninety-three million most likely presents."
"Well, good then! No problem. Transmit the codes to the gunners and fire away."
"Oh we can't do that, sir."
"What."
"We can't transmit the codes, sir. University regulations state that-"
"You insolent guppy, I'll have your swim bladder on a stick for this!"
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Before the battle begins, Muaat plays Action Card "A Beacon of Hope":
A Beacon of Hope
Each natural 10 you roll during this battle deals 2 hits (instead of 1). Play: Immediately before any Space Battle involving your Flagship begins.
Sabotage, anyone?
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
Another nifty card.
No sabotage.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Combat resolves in favor of Muaat. I don't think there's anything left on Yin's turn, so the turn passes to Naalu and the standard order of play as dictated by strategy card choice will follow.
I am writing to inform you that your son, Darien XVIII, has fallen in the line of duty. Fear not, for his brave sacrifice against the Muaat flagship inflicted grave damage.
Which was promptly repaired at the end of the turn
Hey, what's this tech thing I keep hearing so much about around the galaxy?
Play (7) Technology II, pay 1 TG and exhaust Ashtroth (2R) to gain Racial Technology 2: Hybrid Crystal Drives (Cost: +3) - Your Carriers and unsupported Advanced Fighters each only count as 1/2 a ship (rounded up) towards the Fleet Supply.
Then, pay 5 TG's & exhaust Loki (1R) & Abaddon (1R), with help from Abaddon (R), to purchase Hylar V Assault Laser.
Others to now play or pass on Secondary Ability: Advanced Development Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one Technology advance (for which you have the necessary prerequisites).
Play on secondary ability for free. Exhaust Muaat (4R) Capha (3R) Tar'Mann (1R) Quann (2R) and Gral(1R) to research Magmus Reactor (11R).
Racial Technology 1: Magmus Reactor (Cost: +5) - Your War Suns now have +1 movement and a base cost of 10 resources.
TG/AC/PC: 2/7/2
SA/FS/CP: 2/4/3
So this is what being a Xxxcha feels like. Feels good.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
PLAY
Spend 1 Command Counter from Strategy Allocation. Exhaust:
Faunus (1R Gx2)
Saudor (2R)
Vega Minor (1R)
to acquire Neural Motivators
TG/AC/PC: 0/4/0
SA/FS/CP: 1/5/4
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
We exhaust Rigel 2 (1R) and Bereg (3R), and use our two blue technology resources to purchase XRD Transporters. We then receive War Suns from our racial ability.
Posts
Activate Lucky Lady. Move 3 destroyers from Darien.
TG/AC/PC: 1/3/1
SA/FS/CP: 2/7/2
An open letter to Jol-Nar PDS gunners. Who would you rather have poking around Lucky Lady, a measly destroyer manned by poor diseased space orphans, or the Muaat flagship with warsun in range?
FIRE ZE MISSILES!
The Division, Warframe (XB1)
GT: Tanith 6227
I think we tied Jol-Nar for worst systems deal at the start. Probably could have done a lot better during galaxy creation, taking the initiative to put crappy systems next to enemy homeworlds instead of the least crappy next to our homeworld. I'm almost thinking we would have been better off just having one or two weak planets next to our homeworld so we wouldn't be a target. The attack on Mecatol last turn was almost certainly doomed, but it seemed like praying for lucky die rolls there was the only hope left. If I had managed to invade Mecatol with those mechs units, it would have been a while before you could try to take it back and by then I was hoping to fortify it using the flip ability for 6 resources.
Maybe I'm crazy but it seems like wormholes actually make the map more static. Players with wormholes near their homeworld are too threatened to do anything but concentrate on defending them or invading their exit point. The wormhole heavy side of the board definitely concentrates less on advancing to Mecatol.
I just don't know what you're supposed to do with Yin. They start with Hylar laser, an ability for destroyers & cruisers, and a boost to small scale planet invasions (which doesn't work against distant suns forces orMecatol custodians, the two most important early small scale invasion situations) but awful trade treaties and limited dead end techs so you figure they're a strong early rush race, but their starting fleet is below average and you can't early rush anything without stasis capsules or XRD which they're nowhere near getting. Then half of your two(!) starting techs are in automated turrets, which doesn't help at the start when no one is running around with fighter-heavy forces yet. I think they really overestimated the power of that when designing Yin; turrets is a great tech but it's more a reactionary counter to specific opponents than a generally useful starting tech. Even Hylar lasers aren't much of a rush tech because everyone else can (and probably will) get them in the first turn or two. It seems like they HAVE to take Mecatol for a chance at winning, but they're not equipped to beat anyone in taking it, at all. Plus taking Mecatol is kind of like saying the secret to winning Basketball is to make a lot of 3 pointers.
I read something on BGG that I think sums it up: "Yin have a random scattering of abilities (that are sort of useful, in certain situations, when they actually work) that don't make up for their many major weaknesses." I think they're the only race in the game that only starts with two techs (that don't branch into anything useful, and one of them is a conditional counter) and one of two with 1,1 treaties (the other of which is L1z1x who start with four of the best early techs in the game).
"Well, not lost exactly, Chancellor -- they're on a museum tour of the outer worlds. You know... showing the flag."
"So you know where they are?"
"Oh, yes sir. If you bring up your holomap you can see that we have their position locked to within a cubic nanometer's accuracy, every nanosecond, in each of the two-hundred and ninety-three million most likely presents."
"Well, good then! No problem. Transmit the codes to the gunners and fire away."
"Oh we can't do that, sir."
"What."
"We can't transmit the codes, sir. University regulations state that-"
"You insolent guppy, I'll have your swim bladder on a stick for this!"
No PDS fire
Before the battle begins, Muaat plays Action Card "A Beacon of Hope":
A Beacon of Hope
Each natural 10 you roll during this battle deals 2 hits (instead of 1).
Play: Immediately before any Space Battle involving your Flagship begins.
Sabotage, anyone?
No sabotage.
The Division, Warframe (XB1)
GT: Tanith 6227
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
No sabotage
The Black Hole of Cygnus X-1
The Division, Warframe (XB1)
GT: Tanith 6227
The Black Hole of Cygnus X-1
I wouldn't say the card is that powerful for how specific the play condition is.
Muaat's card passes: any natural he 10 rolls during this battle will be counted as two hits.
Yin has 3 Destroyers.
Muaat has their Flagship and 1 Destroyer.
Round 1: Yin Destroyers 3#1d10+1 = {2, 5 < 9; 11 > 9}, 1 hit. Muaat, how will the hit be assigned?
Muaat Flagship 3d10 = {2, 2 < 5; 10* > 5}, Destroyer 1d10+1 = {2 < 9}, 2 hits (from A Beacon Of Hope bonus). Yin, how will the hits be assigned?
The Black Hole of Cygnus X-1
No sabotage
The Division, Warframe (XB1)
GT: Tanith 6227
Yin's "Recheck" Action Card forces the re-roll of Muaat's natural 10:
Round 1: Muaat Flagship Recheck 1d10 = {3 < 5}, miss. Yin takes no casualties.
Yin, will you exercise your racial ability?
Yes
Yin uses his racial ability to sacrifice a Destroyer to damage the Muaat Flagship.
Round 2: Yin Destroyers 2#1d10+1 = {3, 3 < 9}, no hits.
Muaat Flagship 3d10 = {4, 4 < 5; 9 > 5}, 1 hit. Yin destroys a Destroyer.
Round 3: Yin Destroyer 1d10+1 = {2 < 9}, miss.
Muaat Flagship 3d10 = {4. 1 > 5; 6 > 5}, 1 hit. Yin destroys a Destroyer.
Combat resolves in favor of Muaat. I don't think there's anything left on Yin's turn, so the turn passes to Naalu and the standard order of play as dictated by strategy card choice will follow.
I am writing to inform you that your son, Darien XVIII, has fallen in the line of duty. Fear not, for his brave sacrifice against the Muaat flagship inflicted grave damage.
Which was promptly repaired at the end of the turn
Hey, what's this tech thing I keep hearing so much about around the galaxy?
Play (7) Technology II, pay 1 TG and exhaust Ashtroth (2R) to gain Racial Technology 2: Hybrid Crystal Drives (Cost: +3) -
Your Carriers and unsupported Advanced Fighters each only count as 1/2 a ship (rounded up) towards the Fleet Supply.
Then, pay 5 TG's & exhaust Loki (1R) & Abaddon (1R), with help from Abaddon (R), to purchase Hylar V Assault Laser.
Others to now play or pass on Secondary Ability: Advanced Development
Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one Technology advance (for which you have the necessary prerequisites).
TG/AC/PC: 0/3/1
SA/FS/CP: 2/3/2
The Black Hole of Cygnus X-1
Hybrid drive is really only useful if you have advanced fighters, which you're 5 techs away from 8(
PASS
Not enough resources.
I like Hybrid drives even now.
I'm a carrier guy.
The Black Hole of Cygnus X-1
Muaat
Play on secondary ability for free. Exhaust Muaat (4R) Capha (3R) Tar'Mann (1R) Quann (2R) and Gral(1R) to research Magmus Reactor (11R).
Racial Technology 1: Magmus Reactor (Cost: +5) - Your War Suns now have +1 movement and a base cost of 10 resources.
TG/AC/PC: 2/7/2
SA/FS/CP: 2/4/3
So this is what being a Xxxcha feels like. Feels good.
Spend 1 Command Counter from Strategy Allocation. Exhaust:
Faunus (1R Gx2)
Saudor (2R)
Vega Minor (1R)
to acquire Neural Motivators
TG/AC/PC: 0/4/0
SA/FS/CP: 1/5/4
The Division, Warframe (XB1)
GT: Tanith 6227
Something tells me I'm not going to be around much longer.
We exhaust Rigel 2 (1R) and Bereg (3R), and use our two blue technology resources to purchase XRD Transporters. We then receive War Suns from our racial ability.
E-No one has taken a move so I'm going to change this, hope no one minds.