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[Twilight Imperium] Game 5 - Round 8: Game Over!

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Posts

  • SeGaTaiSeGaTai Registered User regular
    Scratch that-

    Pass for real

    PSN SeGaTai
  • MrBlarneyMrBlarney Registered User regular
    Alright then, L1z1x is up for their turn.

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  • MrBodyMrBody Registered User regular
    Everyone start thinking of how they want to bribe me for trade treaty approvals!

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Hmmm, more war suns up on this side of the galaxy.

    I could promise not to bomb you back to the stone age, but I doubt you would believe me.

    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!
  • MrBodyMrBody Registered User regular
    Oh yeah? I'll totally flip the R-I values on one of my planets in retaliation! Take that!

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    To be fair you did take down a warsun already.

    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!
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    edited December 2012

    Activate Saudor.

    Move 2 Cruisers from 0.0.0, each carrying 1 GF (Stasis Pods) into Saudor.

    Land both GFs on the planet.

    edit:

    TG/AC/PC: 0/4/0
    SA/FS/CP: 1/5/3

    Iron Weasel on
    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • MrBlarneyMrBlarney Registered User regular
    edited February 2013
    Round 6: Action Phase Update 1

    At the start of the Action Phase, Yin plays Action Card "First Strike" to take the first action before going into the standard order. (AC 4 --> 3)
    The Yin Brotherhood: Activate The Lucky Lady system (CP 3 --> 2).
    Move in 3 Destroyers from the Yin Home System.
    During the battle, Yin loses 3 Destroyers and expends Action Card "Recheck" (AC 3 --> 2), while Muaat damages his Flagship, loses a Destroyer, and expends Action Card "A Beacon of Hope" (AC 6 --> 5); combat resolves in favor of Muaat.
    The Naalu Collective: Play Primary Ability of (7) Technology II Strategy Card, exhausting Ashtroth (2R) and 1 Trade Good (TG 6 --> 5) to gain racial technology Hybrid Crystal Drives, then exhaust Loki (1R), Abaddon (1R), 5 Trade Goods (TG 5 --> 0), +1 tech bonus from Abaddon to gain Hylar V Assault Laser.
    L1z1x plays on the secondary (SA 2 --> 1), exhausting Saudor (2R), Vega Minor (1R), Faunus (1R), +2 tech bonus from Faunus to gain Neural Motivator.
    Muaat plays on the secondary (free), exhausting Muaat (4R), Capha (3R), Quann (2R), Tar'mann (1R), and Gral (1R) to gain racial technology Magmus Reactor.
    Jol-Nar plays on the secondary (SA 4 --> 3), gaining War Sun from their racial bonus and exhausting Bereg (3R) and Rigel II (1R) +2 tech bonus from Arinam and Rigel III to gain XRD Transporters.
    The L1z1x Mindnet: Activate Saudor system (CP 4 --> 3).
    Move in 2 Cruisers and 2 Ground Forces from L1z1x Home System.
    Land 2 Ground Forces on Saudor.

    Current Map: Round 6, Action Phase Update 1

    Current Technologies

    Victory Points and Objectives
    The L1z1x Mindnet: 4 VP
    The Ghosts of Creuss: 3 VP
    Universities of Jol-Nar: 3 VP
    The Embers of Muaat: 2 VP
    The Naalu Collective: 1 VP
    The Yin Brotherhood: 1 VP


    Public Objectives
    [1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
    [1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
    [1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, Yin Jol-Nar
    [1 VP] I control Mecatol Rex.: Creuss
    [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
    1 Stage I Objective and 5 Stage II Objectives remain hidden.

    Secret Objectives
    Universities of Jol-Nar: 1 Secret Objective
    The Naalu Collective: 1 Secret Objective
    The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems.
    The Ghosts of Creuss: 1 Secret Objective
    The Embers of Muaat: 1 Secret Objective
    The Yin Brotherhood: 2 Secret Objectives

    Universities of Jol-Nar - caliber and GrimmyTOA:
    Trade Goods: 4
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 3
    Fleet Supply: 4
    Command Pool: 5

    Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
    Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Arinam (1R, 2I, B)
    X - Bereg (3R, 1I, R)
    R - Lirta IV (2R, 3I, G)
    R - Meer (0R, 4I)
    R - Rigel I (0R, 1I, G)
    X - Rigel II (1R, 2I)
    R - Rigel III (1R, 1I, B)
    The Naalu Collective - stever777:
    Trade Goods: 0
    Action Cards: 3
    Political Cards: 1

    Strategy Allocation: 2
    Fleet Supply: 3
    Command Pool: 2

    Trade Contracts: (Naalu [2], Naalu [1])
    Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Hybrid Crystal Drives

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - Abaddon (1R, 0I, R)
    X - Ashtroth (2R, 0I)
    X - Loki (1R, 2I)
    The L1z1x Mindnet - Kilnaga and Iron Weasel:
    Trade Goods: 0
    Action Cards: 4
    Political Cards: 0

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 3

    Trade Contracts: (L1z1x [1], L1z1x [1])
    Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon

    Worlds:
    R - [0.0.0] (5R, 0I)
    X - Faunus (1R, 3I, G (x2))
    X - Saudor (2R, 2I)
    R - Torkan (0R, 3I, B)
    X - Vega Minor (1R, 2I, B)
    The Ghosts of Creuss - Orange Soda and SeGaTai:
    Trade Goods: 3
    Action Cards: 3
    Political Cards: 1

    Strategy Allocation: 2
    Fleet Supply: 8
    Command Pool: 3

    Trade Contracts: (Creuss [2], Creuss [2])
    Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser

    Worlds:
    R - Creuss (4R, 2I)
    R - Lodor (3R, 1I, G)
    R - Mallice (0R, 3I)
    R - Mecatol Rex (1R, 6I)
    R - Mirage (1R, 2I, F (x2))
    R - Tequ'ran (2R, 0I, R)
    R - Wellon (1R, 2I)
    The Embers of Muaat - Void Slayer:
    Trade Goods: 2
    Action Cards: 5
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: (Muaat [2], Muaat [2])
    Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor

    Worlds:
    X - Muaat (4R, 1I)
    X - Capha (3R, 0I)
    R - Centauri (1R, 3I)
    X - Gral (1R, 1I, B)
    X - Quann (2R, 1I, G)
    X - Tar'mann (1R, 1I)
    The Yin Brotherhood - MrBody:
    Trade Goods: 1
    Action Cards: 2
    Political Cards: 1

    Strategy Allocation: 2
    Fleet Supply: 7
    Command Pool: 2

    Trade Contracts: (Yin [1], Yin [1])
    Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules

    Worlds:
    R - Darien (2R, 4I)
    R - Hercalor (1R, 0I, Y)
    R - Qucen'n (1R, 2I)
    R - Rarron (0R, 3I, G)
    R - Thibah (1R, 1I)
    R - Tiamat (1R, 2I, Y)
    R - Vefut II (2R, 0I, R)

    Neutral Planets and Special Effects
    N - Vega Major (2R, 1I)

    Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.

    Order of Play
    The Naalu Collective: (0) Technology II
    The L1z1x Mindnet: (1) Leadership
    The Ghosts of Creuss: (3) Assembly Current Turn
    Universities of Jol-Nar: (4) Production
    The Yin Brotherhood: (5) Trade II
    The Embers of Muaat: (6) Warfare II

    MrBlarney on
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  • MrBlarneyMrBlarney Registered User regular
    @SeGaTai, your orders?

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  • SeGaTaiSeGaTai Registered User regular
    Sorry travelling all yesterday

    Cruess

    Activate wormhole Nexus-Move in a destroyer from Lodor

    TG/AC/PC:3/3/1
    SA/FS/CP:2/8/2

    PSN SeGaTai
  • MrBlarneyMrBlarney Registered User regular
    No problem. Jol-Nar is up to play.

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  • MrBlarneyMrBlarney Registered User regular
    @GrimmyTOA, @caliber, have you made a decision on your action yet?

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  • calibercaliber Registered User regular
    Sorry, Christmas delays us both.

    Activate Arinam/Meer, pull our cruiser and flagship from Maaluuk/Druaa as well as our carrier in Bereg/Lirta towing both GFs and our mech. As promised Naalu, your space is returned to you.

    TG/AC/PC: 4/3/3
    SA/FS/CP: 3/4/4

  • MrBodyMrBody Registered User regular
    edited December 2012
    Yin
    Activate Centauri
    Move both cruisers from Darien carrying 2 GFs. Land one each on both planets.

    (I believe I only have 2 action cards left, not 3)

    TG/AC/PC:1/2/1
    SA/FS/CP:2/7/1

    MrBody on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    PDS FIRE GO!

    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!
  • MrBodyMrBody Registered User regular
    Oh, that's right. I got deep space cannon mixed up with assault cannon with I looked at the tech tree. OOPS

  • MrBlarneyMrBlarney Registered User regular
    edited December 2012
    Round 6 - Incursion of Centauri-Gral

    Muaat PDS Fire 2d10 = {4, 5 < 6}, no hits.

    Yin lands one Ground Force on each of Centauri and Gral. Is there a preferred order in which you want to resolve the fights, Yin?

    MrBlarney on
    chirisigtext.png
  • stever777stever777 AFK most Saturdays Registered User regular
    caliber wrote: »
    As promised Naalu, your space is returned to you.

    We're still bitter.
    Many young snakes will never know their fathers!

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • MrBodyMrBody Registered User regular
    MrBlarney wrote: »
    MrBlarney wrote: »
    Round 6 - Incursion of Centauri-Gral

    Muaat PDS Fire 2d10 = {4, 5 < 6}, no hits.

    Yin lands one Ground Force on each of Centauri and Gral. Is there a preferred order in which you want to resolve the fights, Yin?

    Nope. One expendable space-orphan is as good as another.

  • MrBlarneyMrBlarney Registered User regular
    Round 6 - Invasion of Centauri

    Pre-battle: Yin conversion ability 1d10 = {1 < 5}, failed.

    Round 1: Yin Ground Force 1d10 = {6 < 8}, miss.
    Muaat Ground Forces 2d10 = {2 < 8; 9 > 8}, 1 hit. Yin removes his Ground Force.

    Combat resolves in favor of Muaat.

    Round 6 - Invasion of Gral

    Pre-battle: Yin conversion ability 1d10 = {5 = 5}, success. 1 Muaat Ground Force is replaced with a Yin Ground Force.

    Round 1: Yin Ground Forces 2d10 = {1, 5 < 8}, no hits.
    Muaat Ground Force 1d10 = {6 < 8}, miss.

    Round 2: Yin Ground Forces 2d10 = {7, 4 < 8}, no hits.
    Muaat Ground Force 1d10 = {8 = 8}, hit. Yin removes 1 Ground Force.

    Round 3: Yin Ground Force 1d10 = {7 < 8}, no hits.
    Muaat Ground Force 1d10 = {9 > 8}, hit. Yin removes 1 Ground Force.

    Combat resolves in favor of Muaat; it is now Muaat's turn to act.

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  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Muaat

    I activate the primary ability of the (6)warfare card, placing the high alert token in Muaat.

    Everyone else may play or pass on the secondary.

    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!
  • MrBodyMrBody Registered User regular
    edited December 2012
    Pre-battle: Yin conversion ability 1d10 = {5 = 5}, success. 1 Muaat Ground Force is replaced with a Yin Ground Force.

    Round 1: Yin Ground Forces 2d10 = {1, 5 < 8}, no hits.
    Muaat Ground Force 1d10 = {6 < 8}, miss.

    Round 2: Yin Ground Forces 2d10 = {7, 4 < 8}, no hits.
    Muaat Ground Force 1d10 = {8 = 8}, hit. Yin removes 1 Ground Force.

    Round 3: Yin Ground Force 1d10 = {7 < 8}, no hits.
    Muaat Ground Force 1d10 = {9 > 8}, hit. Yin removes 1 Ground Force.

    Combat resolves in favor of Muaat; it is now Muaat's turn to act.

    wow

    MrBody on
    caliber
  • MrBodyMrBody Registered User regular
    No ships left!

    PASS

  • SeGaTaiSeGaTai Registered User regular
    edited December 2012
    Cruess

    Play on Secondary, move 1 destroyer from lodor to mirage
    Pass

    TG/AC/PC:3/3/1
    SA/FS/CP:2/8/2

    SeGaTai on
    PSN SeGaTai
  • stever777stever777 AFK most Saturdays Registered User regular
    edited December 2012
    Naalu

    Home boys!

    PLAY
    Spending a Strategy Allocation Counter to move Carrier & Cruiser to Druaa.

    PASS

    TG/AC/PC: 0/3/1
    SA/FS/CP: 2/3/2

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • MrBlarneyMrBlarney Registered User regular
    Apologies for the late response, but I must note that controlling a system requires the holding of all planets in that system and the presence of at least one non-Fighter allied ship. I thought that there might be a special rule for home systems, but I can't find any. In any case, Creuss and Naalu will need to re-do their orders on the secondary. L1z1x has yet to make a play on the secondary.

    Heading out the door for a couple days, I'll be able to post an update on the 26th.

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  • MrBodyMrBody Registered User regular
    That just saved Naalu a command counter. Why use the secondary when it's your turn next and you can move them back for activating the home system?

  • SeGaTaiSeGaTai Registered User regular
    Updated orders, keep trying to use that secondary to do something but the way it's designed there are very few situations where its actually useful.

    Maybe the Naalu would rather burn a SA vs CP, no idea really.

    PSN SeGaTai
  • MrBodyMrBody Registered User regular
    Well I imagine he'd want to build ships in his home system, so he could have just moved the ships as part of that activation.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited December 2012
    Secondary Ability: Reinforce Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination systems.

    That is why. He could move his units and still build.

    On that note, and the primary, warfare II is just so much better then warfare.

    Void Slayer on
    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!
  • MrBodyMrBody Registered User regular
    edited December 2012
    You can move units and still build with a normal tactical action. Activating a system goes move in units -> PDS -> combat ->build

    MrBody on
  • stever777stever777 AFK most Saturdays Registered User regular
    Order rescinded.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • MrBlarneyMrBlarney Registered User regular
    Alright, once @Iron Weasel or @Kilnaga posts a play on the Warfare II secondary, we'll be ready to get this game moving again.

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  • MrBlarneyMrBlarney Registered User regular
    I'll wait just a little bit longer, since it looks like Iron Weasel still hasn't logged in since my last post. Sorry for the delay.

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  • KilnagaKilnaga Registered User regular
    We'll just go with we pass on it, to keep things moving. >_>

    † We don't have to be mean. 'Cause, remember: no matter where you go... there you are.†
    DS Friend Code: 2680-9293-7063
  • MrBlarneyMrBlarney Registered User regular
    Good enough. L1z1x passes on the Warfare II secondary and it's Naalu's turn. Let's see if we can revive this game.

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  • stever777stever777 AFK most Saturdays Registered User regular
    Naalu

    Tactical action.
    Activate Bereg/Lirta, move in carrier & cruiser from Queen's Folly.

    TG/AC/PC: 0/3/1
    SA/FS/CP: 2/3/1

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Sorry guys - my wife just delivered our first baby (!) so I got a bit distracted :P

    Tactical Action
    Activate Thibah, move in both dreadnoughts from Queen's Rift

    Just passing through, Yin.

    TG/AC/PC: 0/4/0
    SA/FS/CP: 1/5/2

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • MrBlarneyMrBlarney Registered User regular
    Congratulations, Iron Weasel! That's a very, very good reason to spend time offline.

    Also, holy crap has it been a long time since I last updated this game. Creuss is up for their turn, but I'll try to get a game state update uploaded sometime tonight in either case.

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