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!
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!
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Iron WeaselDillon!You son of a bitch!Registered Userregular
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
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.
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, YinJol-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
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)
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)
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
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.
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!
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!
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.
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!
Iron WeaselDillon!You son of a bitch!Registered Userregular
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
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.
Posts
Pass for real
I could promise not to bomb you back to the stone age, but I doubt you would believe me.
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
The Division, Warframe (XB1)
GT: Tanith 6227
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 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:
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)
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)
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)
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)
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)
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
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
Cruess
Activate wormhole Nexus-Move in a destroyer from Lodor
TG/AC/PC:3/3/1
SA/FS/CP:2/8/2
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
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
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
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?
We're still bitter.
Many young snakes will never know their fathers!
The Black Hole of Cygnus X-1
Nope. One expendable space-orphan is as good as another.
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.
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.
wow
PASS
Play on Secondary, move 1 destroyer from lodor to mirage
Pass
TG/AC/PC:3/3/1
SA/FS/CP:2/8/2
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
The Black Hole of Cygnus X-1
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
Heading out the door for a couple days, I'll be able to post an update on the 26th.
Maybe the Naalu would rather burn a SA vs CP, no idea really.
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.
The Black Hole of Cygnus X-1
- Terence McKenna
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
The Black Hole of Cygnus X-1
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
The Division, Warframe (XB1)
GT: Tanith 6227
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.