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
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.
Yssaril damages both Dreadnoughts and destroys 2 Carriers and 1 Fighter.
Naalu, there are three hits to allocate. Which units take the hits? @faintpremonition
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).
El SkidThe frozen white northRegistered Userregular
No sabo
0
Options
El SkidThe frozen white northRegistered Userregular
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.
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.
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.
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.
El SkidThe frozen white northRegistered Userregular
You'll have to wait for the barrage of action cards first
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.
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.
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.
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.
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.
"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.
Posts
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
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
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
Round 1
Geth roll 2d10t6+1d10t8+3d10t9+9d10t7 for Naalu
Geth roll 2d10t5+2d10t9+1d10t7 for Yssaril
Naalu, there are three hits to allocate. Which units take the hits? @faintpremonition
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
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, two hits to be resolved on your troops, after which combat will resolve in your favor.
Muaat's turn follows.
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?
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.
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.
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.
Could work?
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?
no sab
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.
So...how do we resolve that?
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.
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.
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.
I will need to know from @discrider how the Ground Forces will be allocated to War Suns before battle resolution.
As I doubt it will matter with damage, and my War Suns can't be harmed by ACs anyway.
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.
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