Quick question: would Yin be eligible for that VP? The rules only mention that you can't claim objectives if you don't control your home planet(s).
Slight correction: Unless there's some hidden thing I'm forgetting, I'm only counting 9 votes for Naalu according to the map.
Yes, 9 votes on Naalu, but as SeGaTai says, it doesn't matter. As for your question, Yin is eligible for the VP from the Political Card, since it is not an Objective.
The Embers of Muaat: Activate Quann system. (CP 1 --> 0)
Move in 1 Warsun, 2 Fighters, and 1 Mechanized Unit from Hercalor-Tiamat.
Exhaust Capha (3R), Darian (2R), Tar'Mann (1R), Tiamat (1R), +1R from Sarween Tools to build 1 Dreadnought (5R), 2 Fighters (1R), and 1 Mechanized Unit (2R) at Quaan. The L1z1x Mindnet: Play Action Card "Enhanced Armor", providing their Cruisers with the Sustain Damage ability for the remainder of the round. (AC 7 --> 6) The Naalu Collective: Activate Ashtroth-Abaddon-Loki. (CP 2 --> 1)
Move in High Alert Token, 1 Carrier, and 4 Fighters from Bereg-Lirta IV and 2 Cruisers and 1 Destroyer from Naalu Home System.
During the Space battle, Naalu loses 2 Cruisers, 1 Destroyer, 1 Carrier, and 4 Fighters while L1z1x loses 2 Fighters, damages 1 Dreadnought and 2 Cruisers, and expends Action Card "Target Their Flagship!" (AC 6 --> 5); combat resolves in favor of L1z1x. The Ghosts of Creuss: Play Primary Ability of the (3) Assembly Strategy Card, drawing 2 Action Card (AC 6 --> 8) and 1 Political Card (PC 1 --> 2).
Creuss discards Action Card "Rule By Terror" to comply with hand limits. (AC 8 --> 7)
Creuss selects Muaat to take the Speaker Token, and Creuss plays Political Card "Corrupt Empire". (PC 2 --> 1)
Jol-Nar is elected (Naalu, Creuss voting Jol-Nar; Yin, Jol-Nar voting Muaat; L1z1x voting Creuss); the next player to initiate Space Combat or Invasion Combat against Jol-Nar will gain 1 VP.
No player plays on the secondary ability.
The Ghosts of Creuss: 7 VP The Embers of Muaat: 7 VP Universities of Jol-Nar: 6 VP The L1z1x Mindnet: 5 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, Jol-Nar
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat, L1z1x
[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, Muaat
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.
[2 VP] I have 5 Technology Advances of the same color.: Jol-Nar
[2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.: Creuss, Muaat
3 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: [2 VP] Master of Ships: I control Mecatol Rex, I have a Space Dock here, and at least 8 (non-Fighter) ships in the Mecatol Rex system. The Embers of Muaat: [2 VP] Conqueror: I control all the planets in another player’s Home System. The Yin Brotherhood: 2 Secret Objectives
Trade Contracts: L1z1x [1], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Duranium Armor, 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) R - Meer (0R, 4I) R - Rigel I (0R, 1I, G) R - 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) X - Mirage (1R, 2I, F (x2)) R - Tequ'ran (2R, 0I, R) R - Torkan (0R, 3I, B) R - Wellon (1R, 2I)
Trade Contracts: Naalu [2] (Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds: R - Muaat (4R, 1I) X - Darien (2R, 4I) X - Capha (3R, 0I) R - Centauri (1R, 3I) R - Gral (1R, 1I, B) R - Quann (2R, 1I, G) X - Tar'mann (1R, 1I) X - Tiamat (1R, 2I, Y)
Worlds: X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) X - Thibah (1R, 1I) X - Vefut II (2R, 0I, R)
Special Effects
Enhanced Armor - Until the end of Round 8, L1z1x's Cruisers have the Sustain Damage ability.
Corrupt Empire - The first player to attack Jol-Nar in Space Combat or Invasion Combat will gain 1 VP.
Order of Play The Naalu Collective: (0) Warfare II The Ghosts of Creuss: (3) Assembly Universities of Jol-Nar: (4) Production Current Turn The Yin Brotherhood: (5) Trade II The Embers of Muaat: (7) Technology II The L1z1x Mindnet: (8) Bureaucracy
Jol-Nar activates Quann, moving in the warsun (+6 fighters) and dread from Lucky Lady, carrier (+3 GF) from Rigel, and warsun (+1 fighter, +2 mech) from Jol-Nar.
Before the start of combat, Jol-Nar plays Action Card "Into the Breach":
Into the Breach
Choose one Dreadnought. All ships in the fleet containing that Dreadnought receive +1 on all combat rolls for the remainder of the battle. The first two hits against your fleet must be applied to the chosen Dreadnought. Play: Immediately before any Space Battle begins.
Sabotage
Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card. Play: Immediately after another player plays an Action Card.
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 first round of combat, Jol-Nar plays Action Card "Experimental Weaponry":
Experimental Weaponry
Until the end of the combat round, all hits from your Dreadnoughts and War Suns may not be applied to Fighters (unless there are no other ships present). Play: Immediately before any round of combat.
Really my fault for hitting Mr body instead of the ghosts.
No sabotage.
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!
Jol-Nar's Action Card goes though: all hits from Jol-Nar's Dreadnoughts and War Suns must be taken on non-Fighter ships in the first round of combat.
Jol-Nar has 2 War Suns, 1 Dreadnought, 1 Carrier, and 6 Fighters (with 2 Mechanized Units and 3 Ground Forces)
Muaat has 1 War Sun, 1 Dreadnought, 2 Cruisers, 1 Destroyer, and 7 Fighters (with 1 Mechanized Unit and 2 PDS on Quann)
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!
Wow. We're going to have to talk to our recruiter about getting some better gunners.
Is each ship specifically carrying something? That is, if we were to destroy our carrier + fighters, would that leave our GF/mechs out of supply or is it just that you need to have enough ships to support?
Fighters can move from ship to ship, so it doesn't matter where they were originally. Ground units will be destroyed if their carriers are though - that's 3 Ground Forces on the Carrier and 2 Mechanized Units on one of the War Suns.
Also, if I've done my math correctly, there was a 0.3% chance (about 1 in 340) that Jol-Nar would have rolled 1 hit or all misses. Fascinating.
Round 8 - Battle at Quann
Jol-Nar expends a token from Strategic Allocation to re-roll one of their War Sun's attack dice.
Iron WeaselDillon!You son of a bitch!Registered Userregular
You know, this isn't exactly surprising; the original war suns were built by Muaat slaves. Clearly they left a little something in the fire control source code.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
The first round you should have gotten about an average of 4 hits from the war suns plus another from the other ships. Spend a SA to reroll a die? *rolls zero*
I made a mistake in my earlier math, and I believe the probability of Jol-Nar getting 1 hit or no hits in his Round 1 barrage (reroll excluded) is actually 0.3% (about 1 in 340), not 1.3%. As for Muaat, the probability of his War Sun, Dreadnought, and Cruisers all landing their hits in a single round is 7.7%, or 0.6% (about 1 in 170) for a perfect 6 hits in both rounds.
At least when Jol-Nar goes down in flames, we can legitimately say we gave it our all. When the dice decide you're not going to win, there's not much you can do about it.
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!
So wait. If the power of my grade eleven math course has held true, that means that there was a 0.000018% chance that we'd roll so many misses and Muaat would roll so many hits. That can't be right.
It is also, apparently, the chance you have of pointing at a single random human being and finding a billionaire (according to some website) or pointing at a random high school athlete and finding a future NBA player (according to some other website).
I'm not upset, I'm just impressed.
+1
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Iron WeaselDillon!You son of a bitch!Registered Userregular
There's probably a stats paper in there somewhere.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
After rolling double or triple 1s way too often in Risk, I've forever sworn off Orokos for Invisible Castle. It's probably just superstition but it feels like it rolls strings of duplicate numbers too frequently to be a coincidence.
Well, I suppose we could always ask for a bunch of random numbers Infidel's number generation algorithm and subject it to a battery of tests to see if it's biased. Humans are notoriously bad at processing probabilities in an unbiased fashion, so mathematics is the way to go about it - if we were interested enough. EDIT: As it stands, I think Orokos is good enough for the purposes of forum games, so I'll stick with it for now. Also, to address GrimmyTOA, I'm not sure which probability you're trying to estimate, but you're probably underestimating it. To get a real idea of how unlikely a result is, you want to calculate how probable it would be to get the observed result or something more extreme, something I did for the Jol-Nar Round 1 rolls but not for the Muaat Round 1 rolls (since I didn't include the Destroyer or Fighter rolls). Certainly, 0.0017% (1 in about 58,000) is the probability of Jol-Nar getting 1 or 0 hits in Round 1 AND Muaat getting a perfect 6 hits with his War Suns, Dreadnought, and Cruisers in two consecutive rounds, but it also ignores some of the big picture in the other results. It's still rather remarkable.
Posts
Yes, 9 votes on Naalu, but as SeGaTai says, it doesn't matter. As for your question, Yin is eligible for the VP from the Political Card, since it is not an Objective.
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
The Embers of Muaat: Activate Quann system. (CP 1 --> 0)
Move in 1 Warsun, 2 Fighters, and 1 Mechanized Unit from Hercalor-Tiamat.
Exhaust Capha (3R), Darian (2R), Tar'Mann (1R), Tiamat (1R), +1R from Sarween Tools to build 1 Dreadnought (5R), 2 Fighters (1R), and 1 Mechanized Unit (2R) at Quaan.
The L1z1x Mindnet: Play Action Card "Enhanced Armor", providing their Cruisers with the Sustain Damage ability for the remainder of the round. (AC 7 --> 6)
The Naalu Collective: Activate Ashtroth-Abaddon-Loki. (CP 2 --> 1)
Move in High Alert Token, 1 Carrier, and 4 Fighters from Bereg-Lirta IV and 2 Cruisers and 1 Destroyer from Naalu Home System.
During the Space battle, Naalu loses 2 Cruisers, 1 Destroyer, 1 Carrier, and 4 Fighters while L1z1x loses 2 Fighters, damages 1 Dreadnought and 2 Cruisers, and expends Action Card "Target Their Flagship!" (AC 6 --> 5); combat resolves in favor of L1z1x.
The Ghosts of Creuss: Play Primary Ability of the (3) Assembly Strategy Card, drawing 2 Action Card (AC 6 --> 8) and 1 Political Card (PC 1 --> 2).
Creuss discards Action Card "Rule By Terror" to comply with hand limits. (AC 8 --> 7)
Creuss selects Muaat to take the Speaker Token, and Creuss plays Political Card "Corrupt Empire". (PC 2 --> 1)
Jol-Nar is elected (Naalu, Creuss voting Jol-Nar; Yin, Jol-Nar voting Muaat; L1z1x voting Creuss); the next player to initiate Space Combat or Invasion Combat against Jol-Nar will gain 1 VP.
No player plays on the secondary ability.
Current Map: Round 8, Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Embers of Muaat: 7 VP
Universities of Jol-Nar: 6 VP
The L1z1x Mindnet: 5 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, Jol-Nar
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat, L1z1x
[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, Muaat
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.
[2 VP] I have 5 Technology Advances of the same color.: Jol-Nar
[2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.: Creuss, Muaat
3 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: [2 VP] Master of Ships: I control Mecatol Rex, I have a Space Dock here, and at least 8 (non-Fighter) ships in the Mecatol Rex system.
The Embers of Muaat: [2 VP] Conqueror: I control all the planets in another player’s Home System.
The Yin Brotherhood: 2 Secret Objectives
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 6
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 3
Trade Contracts: L1z1x [1], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Duranium Armor, 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)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
R - Rigel II (1R, 2I)
R - Rigel III (1R, 1I, B)
Action Cards: 5
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 1
Trade Contracts: Muaat [2], Yin [1]
Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Deep Space Cannon, Hybrid Crystal Drives
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Abaddon (1R, 0I, R)
R - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
R - Loki (1R, 2I)
Action Cards: 5
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Jol-Nar [3] (L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Gen Synthesis, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
R - [0.0.0] (5R, 0I)
R - Ashtroth (2R, 0I)
R - Faunus (1R, 3I, G (x2))
R - Saudor (2R, 2I)
R - Vega Major (2R, 1I)
R - Vega Minor (1R, 2I, B)
Action Cards: 7
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 1
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Maneuvering Jets, Hylar V Assault Laser
Worlds:
R - Creuss (4R, 2I)
R - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Mecatol Rex (1R, 6I)
X - Mirage (1R, 2I, F (x2))
R - Tequ'ran (2R, 0I, R)
R - Torkan (0R, 3I, B)
R - Wellon (1R, 2I)
Action Cards: 5
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 0
Trade Contracts: Naalu [2] (Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds:
R - Muaat (4R, 1I)
X - Darien (2R, 4I)
X - Capha (3R, 0I)
R - Centauri (1R, 3I)
R - Gral (1R, 1I, B)
R - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
X - Tiamat (1R, 2I, Y)
Action Cards: 5
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 7
Command Pool: 1
Trade Contracts: Jol-Nar [1], Naalu [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
X - Vefut II (2R, 0I, R)
Special Effects
Corrupt Empire - The first player to attack Jol-Nar in Space Combat or Invasion Combat will gain 1 VP.
Order of Play
The Naalu Collective: (0) Warfare II
The Ghosts of Creuss: (3) Assembly
Universities of Jol-Nar: (4) Production Current Turn
The Yin Brotherhood: (5) Trade II
The Embers of Muaat: (7) Technology II
The L1z1x Mindnet: (8) Bureaucracy
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
The Division, Warframe (XB1)
GT: Tanith 6227
Muaat PDS Fire 4d10 = {3, 3, 5 < 6; 8 > 6}, 1 hit. Jol-Nar removes 1 Fighter.
Before the start of combat, Jol-Nar plays Action Card "Into the Breach":
Into the Breach
Choose one Dreadnought. All ships in the fleet containing that Dreadnought receive +1 on all combat rolls for the remainder of the battle. The first two hits against your fleet must be applied to the chosen Dreadnought.
Play: Immediately before any Space Battle begins.
Any sabotage plays?
Sabotage
Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card.
Play: Immediately after another player plays an Action Card.
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
Jol-Nar's Action Card is nullified by Muaat's Sabotage.
Pre-Battle: Muaat Anti-Fighter Barrage 2#1d10+1 = {4, 3 < 9}, no hits.
Before the first round of combat, Jol-Nar plays Action Card "Experimental Weaponry":
Experimental Weaponry
Until the end of the combat round, all hits from your Dreadnoughts and War Suns may not be applied to Fighters (unless there are no other ships present).
Play: Immediately before any round of combat.
Any sabotage plays?
no sabo
Kraken them in the jaw, Jol-Nar.
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
The Black Hole of Cygnus X-1
Really my fault for hitting Mr body instead of the ghosts.
No sabotage.
Jol-Nar's Action Card goes though: all hits from Jol-Nar's Dreadnoughts and War Suns must be taken on non-Fighter ships in the first round of combat.
Jol-Nar has 2 War Suns, 1 Dreadnought, 1 Carrier, and 6 Fighters (with 2 Mechanized Units and 3 Ground Forces)
Muaat has 1 War Sun, 1 Dreadnought, 2 Cruisers, 1 Destroyer, and 7 Fighters (with 1 Mechanized Unit and 2 PDS on Quann)
Round 1: Jol Nar War Suns 6#1d10-1 = {1, 0, 2, 2, 0 < 3; 8 > 3}, Dreadnought 1d10-1 = {3 < 5}, Carrier 1d10-1 = {1 < 9}, Fighters 6#1d10-1 = {2, 1, 6, 5, 5, 4 < 9}, 1 hit on a non-Fighter ship. Muaat, what unit will take the hit?
Muaat War Sun 3d10 = {6, 6, 10 > 3}, Dreadnought 1d10 = {7 > 5}, Cruisers 2#1d10+1 = {7, 9 >= 7}, Destroyer 1d10+1 = {2 < 9}, Fighters 7d10 = {1, 3, 1, 2, 1, 7 < 9; 10 > 9}, 7 hits. Jol-Nar, what units will take the hits?
Unless Jol-Nar has more amazing cards he's completely boned.
Is each ship specifically carrying something? That is, if we were to destroy our carrier + fighters, would that leave our GF/mechs out of supply or is it just that you need to have enough ships to support?
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
The Division, Warframe (XB1)
GT: Tanith 6227
Before we take casualties we spend one SA token to reroll one of our missed WarSun dice.
If this misses the surviving crew (if any) will spend the next decade scrubbing the arch-chancellor's toilets.
Also, if I've done my math correctly, there was a 0.3% chance (about 1 in 340) that Jol-Nar would have rolled 1 hit or all misses. Fascinating.
Round 8 - Battle at Quann
Jol-Nar expends a token from Strategic Allocation to re-roll one of their War Sun's attack dice.
Round 1: Jol-Nar Reroll 1d10-1 = {0 < 3}, miss.
"You, ensign. What's your name?"
"High Larr, sir."
"High Larr? Now that's a name I can trust."
I guess we clear out our fighters and put a ding in the paint on the Dread.
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
The Division, Warframe (XB1)
GT: Tanith 6227
Jol-Nar removes 6 Fighters and damages 1 Dreadnought.
Muaat removes 1 Destroyer.
Round 2: Jol-Nar War Suns 6#1d10-1 = {8, 3, 4, 7, 3 >=3; 1 < 3}, Dreadnought 1d10-1 = {3 < 5}, Carrier 1d10-1 = {6 < 9}, 5 hits. Muaat, what units will take the hits?
Muaat War Sun 3d10 = {9, 4, 8 > 3}, Dreadnought 1d10 = {7 > 5}, Cruisers 2#1d10+1 = {8, 10 > 7}, Fighters 7d10 = {2, 2, 5, 6, 8, 2 < 9; 10 > 9}, 7 hits. Jol-Nar destroys 2 War Suns, 1 Dreadnought (previously damaged), 1 Carrier, 2 Mechanized Units, and 3 Ground Forces.
Combat resolves in favor of Muaat. Once Muaat verifies his combat casualties, the turn will pass to Yin.
The Division, Warframe (XB1)
GT: Tanith 6227
The first round you should have gotten about an average of 4 hits from the war suns plus another from the other ships. Spend a SA to reroll a die? *rolls zero*
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
Man, I should play the lotto today.
It is also, apparently, the chance you have of pointing at a single random human being and finding a billionaire (according to some website) or pointing at a random high school athlete and finding a future NBA player (according to some other website).
I'm not upset, I'm just impressed.
The Division, Warframe (XB1)
GT: Tanith 6227
Yin, it's your turn.