Activate the Arnor-Lor system.
Move 1 Carrier, 1 Destroyer, 1 Fighter (applying the Gravity Drive bonus), and transport 4 ground troops.
Land 1 troop on each planet.
Remember that everyone starts out with no commodities to trade. They will have to be refreshed by the Trade strategy card first.
Promissory notes can be given.
Really? Oh, boo. Okay, scrap that turn then. Give me a bit to think what I want to do instead.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I'd not spotted we started with no commodities. we could do trade agreement promissory notes(and cease fire) but I'd only get three so you to sweeten the pot
Homogeneous distribution of your varieties of amuse-gueule
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Strike my previous orders, given that none of us have commodities yet.
Use the Leadership primary ability.
Take three command tokens, one for the tactics pool and two for the strategy pool.
Everyone else can use the secondary ability if they wish to get command tokens at the cost of 3 influence apiece: @Preda@MrBlarney@Brody@Mojo_Jojo@Elvenshae
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
No secondary for me
Homogeneous distribution of your varieties of amuse-gueule
Activate the Arnor-Lor system.
Move 1 Carrier, 1 Destroyer, 1 Fighter (applying the Gravity Drive bonus), and transport 4 ground troops.
Land 1 troop on each planet.
Actually this was an illegal move. Carriers can only transport 4 fighters/infantry.
Gravity drive gives +1 move to the Fighter, Slipstream gives it +1 more, for a range of 2 and enough to reach the system in question. Since it's unsupported by transport capacity, I counted it against my fleet limit of 3.
Fighter I units cannot move on their own (the null value on their movement entry), only the Fighter II tech lets them do that. Like infantry, they can only be carried between systems.
Swap the fighter and a destroyer. Also, edited the troops since there's no real reason to keep them on the carrier, and it matches what you did anyway.
Activate the Arnor-Lor system.
Move 1 Carrier, 2 Destroyers, and transport 4 ground troops.
Land 2 troops on each planet.
Couldn't you wait just a bit? Pass, than, since everyone else already played, I'll play Diplomacy, targeting Mellon Zhobat and refreshing both planets. @MrBlarney@Brody@Mojo_Jojo@Elvenshae@Hedgethorn to use secondary to refresh up to 2 planets.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I'll take the secondary for a strategy counter to refresh my two new planets (Fria and Aryz)
Homogeneous distribution of your varieties of amuse-gueule
Zipping right along, eh? I PLAY the Diplomacy secondary to ready Bereg and Lirta IV. (Strat pool 2 --> 1)
Since it is now my action: I activate the primary ability of the (3) Politics strategy card, claiming the speaker token for myself. I draw 2 action cards and peek at the top two cards of the agenda deck. (@MrBody for cards.)
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
After MrBlarney finishes, I'll spend a strat token for the secondary Politics ability to draw two action cards.
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BrodyThe WatchThe First ShoreRegistered Userregular
The Barony of Letnev will part with one of our Strategy tokens to acquire (2) Action Cards.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Kinda newbie question here, but how critical / swingy are action cards? On a scale of 1 - 10 (10 being have as many in your hand as possible at all times, they will win you the game straight out).
Kinda newbie question here, but how critical / swingy are action cards? On a scale of 1 - 10 (10 being have as many in your hand as possible at all times, they will win you the game straight out).
In TI3 they were super handy but never critical (special mentions go to the ones that killed a single ground unit and would turn the planet neutral if left unprotected and the one that you play after somebody uses sustained damaged to blow their warsun/Dreadnaught outright
Homogeneous distribution of your varieties of amuse-gueule
Kinda newbie question here, but how critical / swingy are action cards? On a scale of 1 - 10 (10 being have as many in your hand as possible at all times, they will win you the game straight out).
Haven't really looked over the TI4 ones. TI3 they ranged from completely useless to super swingy. "Flank Speed" gave you a flat out +1 move to all units in a system (huge!). "Signal Jammer" let you put a player's token in a system, essentially freezing them out of it for a round. Those were the 2 big ones I remember. I think Signal Jammer is still in there but it got nerfed to only being playable to a system you're adjacent to.
One to keep in mind is "Direct Hit", which will destroy a ship the instant you try to assign a hit to it using the "sustain damage" ability. It makes you think twice about having a dreadnaught/warsun absorb a hit to save a unit if you think your opponent has that card.
Sabotage cards are very valuable and should be saved for swing moments that would screw you over or let someone nearly win. You can also make offers for huge favors or trade good sums from other players for playing a sabotage on their behalf.
All the action and agenda cards are available to view in the OP's Google doc link.
MrBody on
+1
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Is it just me /being on mobile that can only get low res images of the action cards?
Homogeneous distribution of your varieties of amuse-gueule
0
BrodyThe WatchThe First ShoreRegistered Userregular
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited September 2017
From the list of titles local unrest is gone, which is a major change as it removes the risk of having annoying holes picked in the middle of your territory that end up stalling your advance. Plenty of direct hits though.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
Kinda newbie question here, but how critical / swingy are action cards? On a scale of 1 - 10 (10 being have as many in your hand as possible at all times, they will win you the game straight out).
For what it's worth Action Cards 'ruined' my only two games of TI3.
They took victory from me in one of these PbP games which was rather disappointing considering the many-month duration of the game. Not before I rolled a pure 2/5 chance of winning with Stage II goals though.
And in real life, military faction designed the board to have a starting location suck for one player, but with an easy attack route on another starting location. Military faction then got RNGed to that location. Military faction attacked my Action card faction. Signal jamming was used on their fleet. Military faction then rage-quit turn 2.
Posts
Activate the Arnor-Lor system.
Move 1 Carrier, 1 Destroyer, 1 Fighter (applying the Gravity Drive bonus), and transport 4 ground troops.
Land 1 troop on each planet.
Tactical pool at 2
Back to @Hedgethorn
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Move 1 Cruiser from Nestphar to Quann.
Start a transaction with @Mojo_Jojo.
Mojo, I'd give you three trade goods in exchange for three trade goods. Deal?
@Hedgethorn
Promissory notes can be given.
Really? Oh, boo. Okay, scrap that turn then. Give me a bit to think what I want to do instead.
Same!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Can we get the current map added to the OP?
EDIT: Probably not strictly necessary until post-the-first-turn, but it'll make it easier to find going forward.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Use the Leadership primary ability.
Take three command tokens, one for the tactics pool and two for the strategy pool.
Everyone else can use the secondary ability if they wish to get command tokens at the cost of 3 influence apiece:
@Preda @MrBlarney @Brody @Mojo_Jojo @Elvenshae
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Using orange X's next to resource value to show a planet is exhausted. Will use colored dots to show ownership when a planet is empty.
Actually this was an illegal move. Carriers can only transport 4 fighters/infantry.
@Elvenshae please redo
Gravity drive gives +1 move to the Fighter, Slipstream gives it +1 more, for a range of 2 and enough to reach the system in question. Since it's unsupported by transport capacity, I counted it against my fleet limit of 3.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
@Elvenshae
Swap the fighter and a destroyer. Also, edited the troops since there's no real reason to keep them on the carrier, and it matches what you did anyway.
Activate the Arnor-Lor system.
Move 1 Carrier, 2 Destroyers, and transport 4 ground troops.
Land 2 troops on each planet.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
(though we can pass on Preda Blarney since L1z1x has zero influence now)
@MrBlarney @Brody @Mojo_Jojo @Elvenshae @Hedgethorn to use secondary to refresh up to 2 planets.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Edit: I just noticed that the updated map doesn't include the two new ships I built in Corneeo-Resculon.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
The first player to activate an empty system gets to name it for the rest of the game!
I PLAY the Diplomacy secondary to ready Bereg and Lirta IV. (Strat pool 2 --> 1)
Since it is now my action:
I activate the primary ability of the (3) Politics strategy card, claiming the speaker token for myself. I draw 2 action cards and peek at the top two cards of the agenda deck. (@MrBody for cards.)
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
In TI3 they were super handy but never critical (special mentions go to the ones that killed a single ground unit and would turn the planet neutral if left unprotected and the one that you play after somebody uses sustained damaged to blow their warsun/Dreadnaught outright
Thanks, @Mojo_Jojo !
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Haven't really looked over the TI4 ones. TI3 they ranged from completely useless to super swingy. "Flank Speed" gave you a flat out +1 move to all units in a system (huge!). "Signal Jammer" let you put a player's token in a system, essentially freezing them out of it for a round. Those were the 2 big ones I remember. I think Signal Jammer is still in there but it got nerfed to only being playable to a system you're adjacent to.
One to keep in mind is "Direct Hit", which will destroy a ship the instant you try to assign a hit to it using the "sustain damage" ability. It makes you think twice about having a dreadnaught/warsun absorb a hit to save a unit if you think your opponent has that card.
Sabotage cards are very valuable and should be saved for swing moments that would screw you over or let someone nearly win. You can also make offers for huge favors or trade good sums from other players for playing a sabotage on their behalf.
All the action and agenda cards are available to view in the OP's Google doc link.
I've found that almost everything is butts to read from mobile.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
No, I'm on PC right now, and the action cards are pretty unreadable.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
@Brody is up to act.
They took victory from me in one of these PbP games which was rather disappointing considering the many-month duration of the game. Not before I rolled a pure 2/5 chance of winning with Stage II goals though.
And in real life, military faction designed the board to have a starting location suck for one player, but with an easy attack route on another starting location. Military faction then got RNGed to that location. Military faction attacked my Action card faction. Signal jamming was used on their fleet. Military faction then rage-quit turn 2.