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Twilight Imperium Game 9 - Round 8: Game Over.

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    MrBlarneyMrBlarney Registered User regular
    edited February 2015
    Round 8: Start of Action Phase

    Yssaril plays Action Card "Command Summit", placing 2 Command Counters into Command Pool. (AC 15 --> 14, CP 2 --> 4)
    Xxcha plays Action Card "Synchronicity", looking at and selecting a card from the Action Card to take into hand; the Action Card deck is shuffled afterwards. (AC 7 --> 7)
    Xxcha plays Action Card "Cultural Crisis", causing Yssaril to lose all racial abilities for the duration of the round. (AC 7 --> 6)
    Yssaril discards the following Action Cards to comply with hand limits: "Enhanced Armor", "First Strike", "First Strike", "Focused Research", "Geomagnetic Mines", "Minelayers", and "Reparations". (AC 14 --> 7)
    The Yssaril Tribes: Select the (8) Bureaucracy Strategy Card.
    Kirindal plays Action Card "Public Disgrace", but is cancelled by Yssaril's "Sabotage" card. (Nekro AC 7 --> 6, Yssaril AC 7 --> 6)
    The Mentak Coalition: Select the (6) Warfare II Strategy Card, converting 2 Bonus Counters into 2 Trade Goods. (TG 0 --> 2)
    The Xxcha Kingdom: Select the (3) Assembly Strategy Card.
    The Naalu Collective: Select the (4) Production Strategy Card.
    The Nekro Virus: Select the (2) Diplomacy II Strategy Card, converting 1 Bonus Counter into a command counter allocated to Command Pool. (CP 2 --> 3)
    The Embers of Muaat: Select the (1) Leadership Strategy Card.
    Play Action Card "Signal Jamming", placing a command counter from Yssaril's reserves to the Sakulag-Lazar system. (AC 7 --> 6)

    Bonus counters are placed on the (5) Trade II and (7) Technology II Strategy cards.



    Order of Play
    The Naalu Collective: (0) Production Current Player
    The Embers of Muaat: (1) Leadership
    The Nekro Virus: (2) Diplomacy II
    The Xxcha Kingdom: (3) Assembly
    The Mentak Coalition: (6) Warfare II
    The Yssaril Tribes: (8) Bureaucracy

    MrBlarney on
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    faintpremonitionfaintpremonition Registered User regular
    edited February 2015
    Well I can't do anything directly about the Yssaril, apparently that's going to happen in Assembly, so I'll try to help indirectly by removing some voting power.

    Activate Mecatol Rex. Move in everything but the two ground forces on Vega Minor, and 1 MU on Vega Major from the Vega system. Invade the Planet. Edit: bring the Destroyer from Jidval too.

    -Naalu

    faintpremonition on
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    discriderdiscrider Registered User regular
    Sounds like a plan.

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    faintpremonitionfaintpremonition Registered User regular
    Incoming hail of Action Cards

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    El SkidEl Skid The frozen white northRegistered User regular
    Nah, no AC from me. Go ahead, damaging dreads first, then carriers, then fighter, then killing dreads

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    MrBlarneyMrBlarney Registered User regular
    edited February 2015
    All orders in, let's roll.

    Round 8 - Battle at Mecatol Rex

    Pre-Battle

    Naalu has 2 Cruisers, 1 Destroyer, 3 Carriers (carrying 3 Mechanized Units), and 9 Fighters.
    Yssaril has 2 Dreadnoughts, 2 Carriers, and 1 Fighter.

    Geth roll 2d10t8 for Anti-Fighter Barrage

    Anti-Fighter Barrage:
    2d10t8 0 [2d10t8=7, 7]

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    No hits.

    Round 1

    Geth roll 2d10t6+1d10t8+3d10t9+9d10t7 for Naalu
    Geth roll 2d10t5+2d10t9+1d10t7 for Yssaril

    Naalu:
    2d10t6+1d10t8+3d10t9+9d10t7 5 [2d10t6=6, 10] [1d10t8=3] [3d10t9=3, 3, 1] [9d10t7=3, 8, 3, 3, 8, 8, 3, 4, 5]
    Yssaril:
    2d10t5+2d10t9+1d10t7 3 [2d10t5=8, 3] [2d10t9=9, 6] [1d10t7=10]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Yssaril damages both Dreadnoughts and destroys 2 Carriers and 1 Fighter.
    Naalu, there are three hits to allocate. Which units take the hits? @faintpremonition

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    faintpremonitionfaintpremonition Registered User regular
    Destroyer then fighters.

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    MrBlarneyMrBlarney Registered User regular
    edited February 2015
    Naalu removes 1 Destroyer and 2 Fighters.

    Round 2

    Naalu has 2 Cruisers, 3 Carriers (carrying 3 Mechanized Units), and 7 Fighters.
    Yssaril has 2 Dreadnoughts (both damaged)

    Geth roll 2d10t6+3d10t9+7d10t7 for Naalu
    Geth roll 2d10t5 for Yssaril

    Naalu:
    2d10t6+3d10t9+7d10t7 2 [2d10t6=3, 5] [3d10t9=6, 6, 3] [7d10t7=5, 9, 3, 10, 3, 3, 2]
    Yssaril:
    2d10t5 2 [2d10t5=7, 5]

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    Naalu removes 2 Fighters.
    Yssaril removes 2 Dreadnoughts.
    Combat resolves in favor of Naalu.

    Round 8 - Invasion of Mecatol Rex

    Round 1

    Naalu has 3 Mechanized Units.
    Yssaril has 1 Shock Troop and 3 Ground Forces.

    Geth roll 6d10t6 for Naalu
    Geth roll 1d10t5+3d10t8 for Yssaril

    Naalu:
    6d10t6 4 [6d10t6=4, 2, 6, 6, 8, 10]
    Yssaril:
    1d10t5+3d10t8 2 [1d10t5=6] [3d10t8=9, 5, 6]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Yssaril removes 1 Shock Troop and 3 Ground Forces.
    Naalu, two hits to be resolved on your troops, after which combat will resolve in your favor.

    Muaat's turn follows.

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    discriderdiscrider Registered User regular
    I have to hoard CP don't I.

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    discriderdiscrider Registered User regular
    Wait, that's all the way down the tiebreakers.

    Instead I activate Retillion-Shalloq and play Flank Speed (Play after you activate a system; all ships moving to that system have their speed increased by 1).

    Sabotages @El Skid?

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    El SkidEl Skid The frozen white northRegistered User regular
    No sabo

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    El SkidEl Skid The frozen white northRegistered User regular
    edited February 2015
    I'd like to point out that as of now I'm in a shitty enough place that Muaat is now pretty much guaranteed to win if I can't use Imperium Rex immediately. You might want to turn some attention to him if you can't do anything to stop my using my primary ability.

    El Skid on
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    KirindalKirindal Registered User regular
    No sabotage.

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    discriderdiscrider Registered User regular
    I'd also like to point out that unless someone ties us with the Yssaril in points, and I'm up on tie breakers (more planets), then the Yssaril will win immediately on their turn if they can use their strategy card.
    Even if I do get tied with the Yssaril in points, if they're still at 7 points, it's still possible for them to win immediately through getting a 2 point goal, of which they qualify for at least one yet uncovered one. Hence the attack on their home system.

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    faintpremonitionfaintpremonition Registered User regular
    Naalu: damage 2 MUs.

    Preventing the Yssaril from scoring additional points is a great idea, although we still have to do something very fancy this Assembly to eliminate the tie, otherwise Yssaril auto-win even with their HS occupied.

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    MrBlarneyMrBlarney Registered User regular
    Declining Sabotage. I think it's fair to believe nobody will intervene, so @discrider is probably safe to move forward with his action.

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    discriderdiscrider Registered User regular
    The two War Suns with 7 fighters, the 5 ground forces from the Lisis-Velnor and Tsion - Bellatrix systems, and the lone Destroyer in the Tsion - Bellatrix system attack the home system.
    Hits on uninjured War Suns first, then freshly uninjured War Suns second, then fighters then destroyer.

    Then initiate invasion combat, bombarding both planets with one War Sun each, running 4 ground forces at the PDS planet and 1 at the other planet.

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    discriderdiscrider Registered User regular
    Backup plan: Eliminate the Yssaril in one turn?
    Could work?

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    El SkidEl Skid The frozen white northRegistered User regular
    You'll have to wait for the barrage of action cards first :p

    Play an action card: Friendly Fire

    If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down).
    Play: Immediately before a Space Battle that you are participating in.

    Sabotages?

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    discriderdiscrider Registered User regular
    I have jack all, so unless someone else wants to stop him, then don't let me get in your way.
    no sab

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    No sabotage.

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    KirindalKirindal Registered User regular
    The Nekro Virus also decline to sabotage.

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    faintpremonitionfaintpremonition Registered User regular
    No Sabotages from the Naalu

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    discriderdiscrider Registered User regular
    edited February 2015
    I'm going to play the Flanking Tactic, since the Yssaril care enough about this system to burn ACs.
    Also because it's sort of a rubbish card, as the only time you'd play it is with overwhelming force, and an overwhelming force would win the conflict anyway.

    It prevents any retreats by the Yssaril.
    Sabotage?

    Also reserving the right to reallocate my GFs come invasion battle.

    discrider on
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    El SkidEl Skid The frozen white northRegistered User regular
    My next action card was actually going to be strategic retreat, which allows me to run away before combat starts >_<

    So...how do we resolve that?

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    discriderdiscrider Registered User regular
    My card beats your card because my card says it beats your card.

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    discriderdiscrider Registered User regular
    Flanking Tactic
    Your opponent may not retreat from the battle (regardless of Special Abilities or Action Cards that would allow a retreat).
    Play: Immediately before a Space Battle in which you are participating.

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    El SkidEl Skid The frozen white northRegistered User regular
    Well there you go then! No sabo!

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    discriderdiscrider Registered User regular
    El Skid wrote: »
    Well there you go then! No sabo!

    We find it only slightly less probable that you are bluffing and don't have this card at all, than it is that you managed to not read that AC the several times you looked at my hand.

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    El SkidEl Skid The frozen white northRegistered User regular
    Given that I've been misreading cards all game, that is an...interesting point of view. :P

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    discriderdiscrider Registered User regular
    El Skid wrote: »
    Given that I've been misreading cards all game, that is an...interesting point of view. :P

    This is why we thought the misread was slightly more likely. But we instead kept the confusing sentence structure of the previous post for emphasis and also laziness.

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    MrBlarneyMrBlarney Registered User regular
    "Flanking Tactic" occurs earlier in resolution (before battle) than "Skilled Retreat" (before any round), so is resolved first and no play of "Skilled Retreat" would be possible.

    I will need to know from @discrider how the Ground Forces will be allocated to War Suns before battle resolution.

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    discriderdiscrider Registered User regular
    All in one War Sun.
    As I doubt it will matter with damage, and my War Suns can't be harmed by ACs anyway.

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    MrBlarneyMrBlarney Registered User regular
    edited February 2015
    Round 8 - Battle at Yssaril Home System

    Pre-Battle

    Muaat has 2 War Suns (carrying 5 Ground Forces), 1 Destroyer, and 4 Fighters.
    Yssaril has 2 Dreadnoughts and 1 Fighter.

    Muaat uses Anti-Fighter Barrage.

    Geth roll 3d10t6 for Anti-Fighter Barrage.

    Anti-Fighter Barrage:
    3d10t6 1 [3d10t6=4, 6, 4]

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    edited February 2015
    1 Yssaril Fighter destroyed.

    Round 1

    Muaat has 2 War Suns (carrying 5 Ground Forces), 1 Destroyer, and 4 Fighters.
    Yssaril has 2 Dreadnoughts.

    Geth roll 6d10t3+1d10t8+4d10t9 for Muaat
    Geth roll 2d10t5 for Yssaril

    Muaat:
    6d10t3+1d10t8+4d10t9 5 [6d10t3=7, 10, 1, 8, 8, 7] [1d10t8=5] [4d10t9=2, 1, 8, 3]
    Yssaril:
    2d10t5 0 [2d10t5=1, 2]

    MrBlarney on
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    discriderdiscrider Registered User regular
    Oh, I see. Does the GF distribution aboard the War Suns matter for Invasion Combat?

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