@MrBlarney@El Skid , because I have both Automated Defense Turrets and wait...
Does the +2 from Automated Defense Turrets only affect the Anti-Fighter Barrage?
El SkidThe frozen white northRegistered Userregular
Tech tree states they receive +2 and roll 1 additional dice for anti-fighter barrage". Not +2 combat and roll 1 additional die in anti-fighter barrage...so thats correct.
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El SkidThe frozen white northRegistered Userregular
Oh, and you "hit" with a 6 earlier. Didnt notice that!
We hadn't even considered the possibility of the Yssaril swooping in for the Mex Rex + 3 system 2 VP objective as well.. but that's something that can easily happen.
El SkidThe frozen white northRegistered Userregular
I'm definitely going for the 2 VPs, but I only wish I had an secret objective I could pull off so easily
It's not an unreasonable assumption to make, I guess... I unfortunately don't know the game well enough to be able to say whether there are any SOs I will qualify for this round- maybe one of you who does know could tell us if there aren't?
It's more I'm worried that the Speaker token will allow you to immediately qualify for the SO next round, after building a Space Dock (or after capturing the same from me; Not sure if that's an AC or whether his GFs need to roll a 10 first).
The SOs are above (Blarney posted the list in thread after I asked).
At the very least, capturing Metacol Rex affords you 3 VP from the public objectives.
Yeah, I'm sort of waiting on everyone else to make sabotage calls/debate sabotaging this turn, as I think it's the most logical place to do so.
Of course, I don't have any Sabotages (nor Direct Hits) as might be obvious from the Yssaril's plays.
1 Yssaril Ground Force promotes into a Shock Troop.
Combat resolves in favor of Yssaril. Yssaril Shock Troop may take over the Muaat Space Dock. El Skid, will you do this?
El SkidThe frozen white northRegistered Userregular
Yes please!
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El SkidThe frozen white northRegistered Userregular
edited January 2015
So if we're good here... Activate Mare Tranquillitas. Move 6 fighters and 1 destroyer from Arinam/Meer to take out the Muaat destroyer. Damage to the fighters first.
El SkidThe frozen white northRegistered Userregular
Just one more thing...
Activate Sakulag/Lazar.
Move in 4 fighters from HS.
Exhaust remaining planets for 4 R +1 from sarween tools, spend 3 TGs and discard 3 political cards to build my last Dreadnaught and a carrier, 2 fighters and a Mech unit on Sakulag.
PASS the longest turn ever, with apologies for taking so long.
3 PCs are:
Build Momument, Open trade routes, and core stability
The Embers of Muaat: Activate the Muaat system. (CP 3 --> 2)
Exhaust Arcturus (1R), Lisis (2R), Sumerian (2R), +1R from Sarween Tools to build 1 Carrier (3R) and 6 Fighters (3R) at Muaat. The Nekro Virus: Activate the Mellon-Zohbat system. (CP 1 --> 0)
Move in 1 Destroyer and 1 Carrier from Dal Bootha-Xxehan. The Yssaril Tribes: Use racial ability to skip turn. The Embers of Muaat: Activate the Mecatol Rex system. (CP 2 --> 1)
Exhaust Muaat (4R), Velnor (2R), +1R from Sarween Tools to build 1 Destroyer (1R) and 3 Mechanized Units (6R) at Mecatol Rex. The Nekro Virus: Pass turn. The Yssaril Tribes: Play the primary ability of the (5) Trade II Strategy card, gaining 4 Trade Goods (1 from agreements + 3 from primary). (TG 0 --> 4)
No other players gain any Trade Goods.
The following Trade Agreements are established:
Yssaril [2] <--> Naalu [2]
Xxcha [2] <--> Nekro [2]
Xxcha [2] <--> Muaat [2] The Embers of Muaat: Pass turn. The Yssaril Tribes: Play Action Card "Equipment Sabotage", destroying 2 Muaat PDS units on Mecatol Rex. (AC 15 --> 14) The Yssaril Tribes: Play Action Card "Plague", targeting Mecatol Rex; 4 Muaat Ground Forces are destroyed. (AC 14 --> 13) The Yssaril Tribes: Exhaust Arinam (2I), Meer (4I), Shalloq (2I), and Tiamat (2I) to remove Law "Short Term Truce" from play.
Activate the Mecatol Rex system. (CP 3 --> 2)
Move in 2 Dreadnoughts, 2 Carriers, 4 Fighters, and 6 Ground Forces from Arinam-Meer, pucking up 6 Ground Forces from Lazar and Sakulag.
During space combat, Yssaril loses 3 Fighters and damages a Dreadnought while Muaat loses 2 Destroyers and expends Action Card "Courageous to the End" (AC 6 --> 5); combat resolves in favor of Yssaril.
Land 12 Ground Forces on Mecatol Rex.
During invasion combat, Yssaril loses 8 Ground Forces and expends Action Card "Geomagnetic Mines" (AC 13 --> 12), while Muaat loses 4 Mechanized Units and 8 Ground Forces; combat resolves in favor of Yssaril.
1 Yssaril Ground Force promotes into a Shock Troop during invasion combat; the Muaat Space Dock at Mecatol Rex is taken over by Yssaril. The Yssaril Tribes: Activate the Mare Tranquillitatus system. (CP 2 --> 1)
Move in 1 Destroyer and 6 Fighters from Arinam-Meer.
During the space combat, Yssaril loses 1 Fighter while Muaat loses 1 Destroyer; combat resolves in favor of Yssaril. The Yssaril Tribes: Activate the Sakulag-Lazar system. (CP 1 --> 0)
Move in 4 Fighters from Yssaril Home System.
Exhaust Retillion (2R), Hercalor (1R), Lazar (1R), 3 Trade Goods (TG 4 --> 1), Political Cards "Build Monument", "Open Trade Routes", and "Core Stability" (PC 5 --> 2), +1R from Sarween Tools to build 1 Dreadnought (5R), 1 Carrier (3R), 2 Fighters (1R) and 1 Mechanized Unit (2R) at Sakulag. The Yssaril Tribes: Pass turn.
The Embers of Muaat: 6 VP The Naalu Collective: 4 VP The Yssaril Tribes: 3 VP The Nekro Virus: 3 VP The Mentak Coalition: 2 VP The Xxcha Kingdom: 1 VP
Public Objectives
[1 VP] I now spend 10 resources or 10 influence.: Yssaril, Naalu, Muaat, Xxcha, Mentak, Nekro
[1 VP] I have more than one Technology Advance in 3 different colors.: Yssaril, Muaat
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Naalu, Nekro, Mentak
[1 VP] I am blockading an opponent's Space Dock.: Yssaril
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.: Nekro, Muaat, Naalu
[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.: Naalu, Muaat
[2 VP] I control the Mecatol Rex system and at least 3 systems adjacent to it. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
[2 VP] I won two Space Battles this turn, each in different systems and against at least 3 opposing ships.
Public Objective Deck: 3 Stage II Objectives
Secret Objectives The Embers of Muaat: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces here. The Naalu Collective: 1 Secret Objective The Nekro Virus: 1 Secret Objective The Yssaril Tribes: 1 Secret Objective The Mentak Coalition: 1 Secret Objective The Xxcha Kingdom: 1 Secret Objective
Worlds: X - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Archon Ren (2R, 3I) X - Archon Tau (1R, 1I) X - Industrex (2R, 0I, R (x2)) X - Lodor (3R, 1I, G) X - Mallice (0R, 3I) X - Primor (2R, 1I, GF (x2)) X - Vega Major (2R, 1I) X - Vega Minor (1R, 2I, B)
Worlds: X - Retillion (2R, 3I) X - Shalloq (1R, 2I) X - Mecatol Rex (1R, 6I) X - Arinam (1R, 2I, B) X - Hercalor (1R, 0I, Y) X - Lazar (1R, 0I) X - Meer (0R, 4I) X - Sakulag (2R, 1I) X - Tiamat (1R, 2I, Y)
Necessary Bureaucracy (LAW): After voting on an agenda, players vote on the next card of the Political deck. Once per agenda. Minister of Peace (LAW): Yssaril may discard this card at any time to cancel a fleet's movement into a system containing an enemy fleet, as long as Yssaril controls neither fleet. The target system is still activated by the attacker. Science Community Speaker (LAW): Yssaril may execute the secondary ability of the Technology Strategy without spending a Command Counter from his Strategy Allocation area. In addition, Yssaril's cost to purchase Technologies is reduced by 1.
Order of Play The Naalu Collective: The Embers of Muaat: The Nekro Virus: The Xxcha Kingdom: The Yssaril Tribes: The Mentak Coalition:
All players may now claim up to one Public Objective and one Secret Objective.
MrBlarney on
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Mentak will claim:
[1 VP] I have more than one Technology Advance in 3 different colors.
El SkidThe frozen white northRegistered Userregular
edited January 2015
Yssaril claim the following:
Secret objective:
[2 VP] Industrial: I control Mecatol Rex, and I have all 3 of my Space Docks and all 5 of my Dreadnoughts on the board.
Public Objective:
[2 VP] I control the Mecatol Rex system and at least 3 systems adjacent to it. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
Free Objective:
[0 VP] Giant target on my chest 8-)
Like, unless we have more "You can't pick this Strategy Card" ACs than the Yssaril has Sabotages, then he takes Bureaucracy and wins via Imperium Rex next round. I do not have any of these cards.
@faintpremonition@Kirindal@jakobagger@MrBlarney How many ways can people stop the Yssaril from claiming Bureaucracy?
I mean, you don't have to say, but I'd prefer to end this game as soon as possible, so I can start trying to forget my poor purchasing decision.
Posts
Yssaril has 2 Dreadnoughts (each carrying 1 Ground Force), 2 Carriers (one carrying 6 Ground Forces and one carrying 4 Ground Forces), and 1 Fighter.
Muaat has 1 Destroyer.
Geth roll 2d10t5+2d10t9+1d10t7 for Yssaril
Geth roll 1d10t8 for Muaat
Muaat scores 1 hit, Yssaril damages their Dreadnought.
Combat resolves in favor of Yssaril.
Yssaril lands 12 Ground Forces on Mecatol Rex.
Round 7 - Invasion of Mecatol Rex
Pre-Combat
Yssaril has 12 Ground Forces.
Muaat has 4 Mechanized Units and 4 Ground Forces.
Yssaril's two Dreadnaughts use bombardment.
Geth roll 2d10t5 for Bombardment
Yssaril plays Action Card "Geomagnetic Mines" at the start of battle.
Geomagnetic Mines
Destroy 1 enemy Mechanized Unit.
Play: At the start of a battle in which you participate involving an enemy Mechanized Unit.
Sabotage?
Does the +2 from Automated Defense Turrets only affect the Anti-Fighter Barrage?
Not to mention all these now far more impotent Destroyers.
Can anyone else sabotage the Yssaril at this point so they don't get an SO?
It's not an unreasonable assumption to make, I guess... I unfortunately don't know the game well enough to be able to say whether there are any SOs I will qualify for this round- maybe one of you who does know could tell us if there aren't?
The SOs are above (Blarney posted the list in thread after I asked).
At the very least, capturing Metacol Rex affords you 3 VP from the public objectives.
Soooo are you calling for a full round of sabotage calls then?
I'm sorry this turn has been nigh endless, guys
Of course, I don't have any Sabotages (nor Direct Hits) as might be obvious from the Yssaril's plays.
No sabotage.
I believe that with that, Yssaril's card goes through; 1Muaat Mechanized Unit is destroyed.
Round 1
Yssaril has 12 Ground Forces.
Muaat has 3 Mechanized Units and 3 Ground Forces.
Geth roll 12d10t8 for Yssaril
Geth roll 6d10t6+3d10t8 for Muaat
Yssaril scores 2 hits; @discrider, how will you assign the hits?
1 Ground Force for both Yssaril and Muaat promote into Shock Troops.
Round 2
Yssaril has 8 Ground Forces and 1 Shock Troop.
Muaat has 3 Mechanized Units and 1 Shock Troop.
Geth roll 8d10t8+1d10t5 for Yssaril
Geth roll 6d10t6+1d10t5 for Muaat
Muaat destroys 1 Mechanized Unit, 1 Shock Troop, and damages 2 Mechanized Units.
2 Yssaril Ground Forces promote into Shock Troops.
Duranium Armor heals 1 Muaat Mechanized Unit.
Round 3
Yssaril has 4 Ground Forces and 2 Shock Troops.
Muaat has 2 Mechanized Units (1 damaged).
Geth roll 4d10t8+2d10t5 for Yssaril
Geth roll 4d10t6 for Muaat
Muaat removes 2 Mechanized Units.
1 Yssaril Ground Force promotes into a Shock Troop.
Combat resolves in favor of Yssaril. Yssaril Shock Troop may take over the Muaat Space Dock. El Skid, will you do this?
Yssaril has 1 Destroyer and 6 Fighters.
Muaat has 1 Destroyer.
Muaat uses Anti-Fighter Barrage.
Geth roll 3d10t6 for Anti-Fighter Barrage.
Round 1
Yssaril has 1 Destroyer and 5 Fighters.
Muaat has 1 Destroyer.
Geth roll 1d10t8+5d10t7 for Yssaril
Geth roll 1d10t8 for Muaat
Combat resolves in favor of Yssaril.
@El Skid, anything more?
Activate Sakulag/Lazar.
Move in 4 fighters from HS.
Exhaust remaining planets for 4 R +1 from sarween tools, spend 3 TGs and discard 3 political cards to build my last Dreadnaught and a carrier, 2 fighters and a Mech unit on Sakulag.
PASS the longest turn ever, with apologies for taking so long.
3 PCs are:
Build Momument, Open trade routes, and core stability
The Embers of Muaat: Activate the Muaat system. (CP 3 --> 2)
Exhaust Arcturus (1R), Lisis (2R), Sumerian (2R), +1R from Sarween Tools to build 1 Carrier (3R) and 6 Fighters (3R) at Muaat.
The Nekro Virus: Activate the Mellon-Zohbat system. (CP 1 --> 0)
Move in 1 Destroyer and 1 Carrier from Dal Bootha-Xxehan.
The Yssaril Tribes: Use racial ability to skip turn.
The Embers of Muaat: Activate the Mecatol Rex system. (CP 2 --> 1)
Exhaust Muaat (4R), Velnor (2R), +1R from Sarween Tools to build 1 Destroyer (1R) and 3 Mechanized Units (6R) at Mecatol Rex.
The Nekro Virus: Pass turn.
The Yssaril Tribes: Play the primary ability of the (5) Trade II Strategy card, gaining 4 Trade Goods (1 from agreements + 3 from primary). (TG 0 --> 4)
No other players gain any Trade Goods.
The following Trade Agreements are established:
Yssaril [2] <--> Naalu [2]
Xxcha [2] <--> Nekro [2]
Xxcha [2] <--> Muaat [2]
The Embers of Muaat: Pass turn.
The Yssaril Tribes: Play Action Card "Equipment Sabotage", destroying 2 Muaat PDS units on Mecatol Rex. (AC 15 --> 14)
The Yssaril Tribes: Play Action Card "Plague", targeting Mecatol Rex; 4 Muaat Ground Forces are destroyed. (AC 14 --> 13)
The Yssaril Tribes: Exhaust Arinam (2I), Meer (4I), Shalloq (2I), and Tiamat (2I) to remove Law "Short Term Truce" from play.
Activate the Mecatol Rex system. (CP 3 --> 2)
Move in 2 Dreadnoughts, 2 Carriers, 4 Fighters, and 6 Ground Forces from Arinam-Meer, pucking up 6 Ground Forces from Lazar and Sakulag.
During space combat, Yssaril loses 3 Fighters and damages a Dreadnought while Muaat loses 2 Destroyers and expends Action Card "Courageous to the End" (AC 6 --> 5); combat resolves in favor of Yssaril.
Land 12 Ground Forces on Mecatol Rex.
During invasion combat, Yssaril loses 8 Ground Forces and expends Action Card "Geomagnetic Mines" (AC 13 --> 12), while Muaat loses 4 Mechanized Units and 8 Ground Forces; combat resolves in favor of Yssaril.
1 Yssaril Ground Force promotes into a Shock Troop during invasion combat; the Muaat Space Dock at Mecatol Rex is taken over by Yssaril.
The Yssaril Tribes: Activate the Mare Tranquillitatus system. (CP 2 --> 1)
Move in 1 Destroyer and 6 Fighters from Arinam-Meer.
During the space combat, Yssaril loses 1 Fighter while Muaat loses 1 Destroyer; combat resolves in favor of Yssaril.
The Yssaril Tribes: Activate the Sakulag-Lazar system. (CP 1 --> 0)
Move in 4 Fighters from Yssaril Home System.
Exhaust Retillion (2R), Hercalor (1R), Lazar (1R), 3 Trade Goods (TG 4 --> 1), Political Cards "Build Monument", "Open Trade Routes", and "Core Stability" (PC 5 --> 2), +1R from Sarween Tools to build 1 Dreadnought (5R), 1 Carrier (3R), 2 Fighters (1R) and 1 Mechanized Unit (2R) at Sakulag.
The Yssaril Tribes: Pass turn.
Current Map: Round 7, Start of Status Phase
Current Technologies
Victory Points and Objectives
The Naalu Collective: 4 VP
The Yssaril Tribes: 3 VP
The Nekro Virus: 3 VP
The Mentak Coalition: 2 VP
The Xxcha Kingdom: 1 VP
Public Objectives
[1 VP] I now spend 10 resources or 10 influence.: Yssaril, Naalu, Muaat, Xxcha, Mentak, Nekro
[1 VP] I have more than one Technology Advance in 3 different colors.: Yssaril, Muaat
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Naalu, Nekro, Mentak
[1 VP] I am blockading an opponent's Space Dock.: Yssaril
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.: Nekro, Muaat, Naalu
[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.: Naalu, Muaat
[2 VP] I control the Mecatol Rex system and at least 3 systems adjacent to it. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
[2 VP] I won two Space Battles this turn, each in different systems and against at least 3 opposing ships.
Public Objective Deck: 3 Stage II Objectives
Secret Objectives
The Embers of Muaat: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces here.
The Naalu Collective: 1 Secret Objective
The Nekro Virus: 1 Secret Objective
The Yssaril Tribes: 1 Secret Objective
The Mentak Coalition: 1 Secret Objective
The Xxcha Kingdom: 1 Secret Objective
The Naalu Collective: faintpremonition
Action Cards: 3
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 7
Command Pool: 3
Trade Contracts: Mentak [1], Yssaril [2]
Technology: Antimass Deflectors, XRD Transporter, Enviro Compensator, Sarween Tools, Cybernetics, Hylar V Assault Laser
Worlds:
X - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Archon Ren (2R, 3I)
X - Archon Tau (1R, 1I)
X - Industrex (2R, 0I, R (x2))
X - Lodor (3R, 1I, G)
X - Mallice (0R, 3I)
X - Primor (2R, 1I, GF (x2))
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 7
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 8
Command Pool: 0
Trade Contracts: Xxcha [2], (Nekro [1])
Technology: Hylar V Assault Laser, War Sun, Gen Synthesis, Dacxive Animators, Sarween Tools
Worlds:
X - Mordai II (4R, 0I)
R - Dal Bootha (0R, 2I, R)
X - Garbozia (2R, 1I, G)
R - Mellon (0R, 2I)
X - Xxehan (1R, 1I, G)
X - Zohbat (3R, 1I, B)
Action Cards: 5
Political Cards: 0
Strategy Allocation: 0
Fleet Supply: 6
Command Pool: 1
Trade Contracts: Xxcha [2], (Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, War Sun, Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Neural Motivator, Neural Computing
Worlds:
X - Muaat (4R, 1I)
X - Arcturus (1R, 1I)
R - Bellatrix (0R, 1I, R)
X - Lisis (2R, 2I)
X - Sumerian (2R, 2I, TG (x2))
X - Tsion (2R, 2I, TG (x2))
X - Velnor (2R, 0I, R)
Action Cards: 12
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 7
Command Pool: 3
Trade Contracts: Mentak [1], Naalu [2]
Technology: Antimass Deflectors, XRD Transporter, Type IV Drive, Advanced Fighters, Enviro Compensator, Sarween Tools, Cybernetics, Stasis Capsules, Neural Motivator
Worlds:
X - Retillion (2R, 3I)
X - Shalloq (1R, 2I)
X - Mecatol Rex (1R, 6I)
X - Arinam (1R, 2I, B)
X - Hercalor (1R, 0I, Y)
X - Lazar (1R, 0I)
X - Meer (0R, 4I)
X - Sakulag (2R, 1I)
X - Tiamat (1R, 2I, Y)
Action Cards: 6
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 8
Command Pool: 3
Trade Contracts: Naalu [1], Yssaril [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, War Sun, Enviro Compensator, Sarween Tools, Stasis Capsules, Neural Motivator, Salvage Operations, Mirror Computing
Worlds:
X - Moll Primus (4R, 1I)
X - Perimiter (2R, 2I)
X - Quann (2R, 1I, G)
X - Tequ'ran (2R, 0I, R)
X - Thibah (1R, 1I)
X - Torkan (0R, 3I, B)
Action Cards: 7
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 3
Trade Contracts: Nekro [2], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters, Enviro Compensator, Hylar V Assault Laser
Worlds:
X - Saudor (2R, 2I)
Neutral Worlds and Special Effects
Minister of Peace (LAW): Yssaril may discard this card at any time to cancel a fleet's movement into a system containing an enemy fleet, as long as Yssaril controls neither fleet. The target system is still activated by the attacker.
Science Community Speaker (LAW): Yssaril may execute the secondary ability of the Technology Strategy without spending a Command Counter from his Strategy Allocation area. In addition, Yssaril's cost to purchase Technologies is reduced by 1.
Order of Play
The Naalu Collective:
The Embers of Muaat:
The Nekro Virus:
The Xxcha Kingdom:
The Yssaril Tribes:
The Mentak Coalition:
All players may now claim up to one Public Objective and one Secret Objective.
[1 VP] I have more than one Technology Advance in 3 different colors.
Secret objective:
[2 VP] Industrial: I control Mecatol Rex, and I have all 3 of my Space Docks and all 5 of my Dreadnoughts on the board.
Public Objective:
[2 VP] I control the Mecatol Rex system and at least 3 systems adjacent to it. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
Free Objective:
[0 VP] Giant target on my chest 8-)
I think calling this one over is a little premature
E- though if you all want to submit to our kind and benevolent rule we'll accept it at this point
How many ways can people stop the Yssaril from claiming Bureaucracy?
I mean, you don't have to say, but I'd prefer to end this game as soon as possible, so I can start trying to forget my poor purchasing decision.