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Twilight Imperium 4e - Game 2 - Round 7: Game Over!

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Posts

  • discriderdiscrider Registered User regular
    Which has been my problem all game actually.
    'First game foiled by action cards and softly softly approach; This game, I guess I use the warsuns properly to wipe out whoever sits clockwise?'

    Doesn't seem to work.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Awwww :(

    We love you Muaat, oh yes we do. We love you Muaat, always be true. When you're not near us, we're blue. Oh Muaat, we love you!







    Except that you are not true. And we hate you. And we will never stop until we have wiped your seed from the galaxy. Or you give us a lot of trade goods and commodities. Whichever comes first, really.

  • discriderdiscrider Registered User regular
    Then we both lose. :confused:

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Take that thought to the grave if it makes it easier for you.

    Or pay for your transgressions. Either or, really.

  • discriderdiscrider Registered User regular
    Nah. I care more about not projecting crap onto you to be honest.

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Spend one strategy counter (1>0) to play on Imperial secondary

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    discrider wrote: »
    Bleh.
    PDS units attract 'destroy PDS' action cards.
    No idea how often they'll show up but.
    They at least got wiped for minimal investment in my previous game of 3e.

    I'm pretty sure those action cards are gone now

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Have any of you found a good list of action cards, objectives etc. ? I've only been able to dig up up a grainy photo.

  • MrBodyMrBody Registered User regular
    jakobagger wrote: »
    Have any of you found a good list of action cards, objectives etc. ? I've only been able to dig up up a grainy photo.

    https://docs.google.com/document/d/1pziT_7fKJsQWDvyDOBsybKbqoYF6UThiv-39-TIgRWs/edit#

  • LykouraghLykouragh Registered User regular
    Pass Imperial 2ndary

  • MrBlarneyMrBlarney Registered User regular
    All cards from the Imperial strategy card action are now out. @Lykouragh, it is your turn to act.

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    @jakobagger Are we being friendly or not?

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Lykouragh wrote: »
    @jakobagger Are we being friendly or not?

    Still debating it within the clans and trade-groups.

    If you insist Vefut is yours I would like your Trade Agreement as a one time payment for that permanent production value. Also, once I've moved away with my fleet, I'd like your ceasefire to ensure no retaliation.

    But since I won't be able to do anything until next round anyway I guess we have some time to negotiate potential terms.

  • LykouraghLykouragh Registered User regular
    jakobagger wrote: »
    Lykouragh wrote: »
    @jakobagger Are we being friendly or not?

    Still debating it within the clans and trade-groups.

    If you insist Vefut is yours I would like your Trade Agreement as a one time payment for that permanent production value. Also, once I've moved away with my fleet, I'd like your ceasefire to ensure no retaliation.

    But since I won't be able to do anything until next round anyway I guess we have some time to negotiate potential terms.

    I'm ok with you getting both the trade agreement and the ceasefire I guess.

    [color=salmon Activate Vefut moving in carrier with both fighters and both ground troops from Mehar. Land both ground troops. T/F/S->0/3/0

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited October 2017
    Activate MR, produce our flagship (8) + 6 fighters (3). Use tech on MR. Exhaust MR + winnu + arinam + sarween to pay

    @jakobagger

    Phyphor on
  • MrBlarneyMrBlarney Registered User regular
    edited October 2017
    Round 3: Action Phase Update 3

    The Embers of Muaat: Activate the Dal Bootha-Xxehan system. (TP 3 --> 2)
    Move in 1 Cruiser from Bereg-Lirta IV.
    The L1z1x Mindnet: Activate the Arnor-Lor system. (TP 1 --> 0)
    Exhaust Lazar (1R), 3 Trade Goods (TG 7 --> 4), +1R from Sarween Tools to build 1 Dreadnought (4R) and 2 Fighters (1R) at Arnor.
    Sardakk N'orr: Play the primary ability of the (8) Imperial strategy card, claiming a public objective: Diversify Research (1 VP): Own 2 technologies in each of 2 colors. (VP 1 --> 2)
    Draw 1 secret objective to hand. (1 --> 2 in hand)
    Hacan plays on the secondary (SP 1 --> 0), drawing 1 secret objective. (1 --> 2 in hand)
    The Naalu Collective: Activate the Vefut II system. (TP 1 --> 0)
    Move in 1 Carrier, 2 Fighters, and 2 Infantry from Mehar Xull via Gravity Drive.
    Land 2 Ground Forces on Vefut II.
    The Winnu: Activate the Mecatol Rex system. (TP 2 --> 1)
    Use racial technology "Hegemonic Trade Policy" to swap Mecatol Rex's influence and resource values for production this turn.
    Exhaust Mecatol Rex (6R), Winnu (3R), Arinam (1R), +1R from Sarween Tools to build Flagship "Salai Sai Corian" (8R) and 6 Fighters (3R) at Mecatol Rex.

    Current Map: Round 3, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    The Naalu Collective - 3 VP
    Sardakk N'orr - 2 VP
    The Winnu - 1 VP
    The Embers of Muaat - 1 VP
    The L1z1x Mindnet - 0 VP
    The Emirates of Hacan - 0 VP

    Public Objectives
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Muaat, N'orr
    Sway the Council (1 VP): Spend 8 influence.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: N'orr
    1 Stage I Objective and 5 Stage II Objectives have not yet been revealed.

    Secret Objectives
    The Embers of Muaat: 2 Secret Objectives in hand.
    The L1z1x Mindnet: 1 Secret Objective in hand.
    The Winnu: 1 Secret Objective in hand.
    The Emirates of Hacan: 2 Secret Objectives in hand.
    The Naalu Collective: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    1 Secret Objective in hand.
    Sardakk N'orr: 2 Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex: Claimed by Winnu

    The Embers of Muaat (discrider)
    Commodities: 4 / 4
    Trade Goods: 6
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring, Sarween Tools, Cruiser II

    Worlds:
    R - Bereg (Hazardous, 3R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    R - Saudor (Industrial, 2R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    X - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Racial Unit: Prototype War Sun (War Sun): As War Sun, but Movement 1.
    - Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
    - Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
    - Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
    - Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
    - Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
    - Gashlai Physiology: Your ships can move through Supernovas.

    The L1z1x Mindnet (Ketar)
    Commodities: 2 / 2
    Trade Goods: 4
    Action Cards: 6

    Tactic Pool: 0
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems, Fleet Logistics, Cruiser II

    Worlds:
    X - [0.0.0] (5R, 0I)
    X - Muaat (4R, 1I)
    X - Arnor (Industrial, 2R, 1I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Lor (Industrial, 1R, 2I)
    X - Sakulag (Hazardous, 2R, 1I)

    Other Racial Data:
    - Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
    - Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
    - Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
    - Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
    - Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
    - Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
    - Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.

    The Winnu (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Naalu's Gift of Prescience, Hacan's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring

    Worlds:
    X - Winnu (3R, 4I)
    X - Mecatol Rex (1R, 6I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Arinam (Industrial, 1R, 2I)
    X - Fria (Hazardous, 2R, 0I)
    X - Meer (Hazardous, 0R, 4I, R, Research Team: Warfare)
    X - Wellon (Industrial, 1R, 2I, Y)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.

    The Emirates of Hacan SPEAKER (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 2
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion, (Trade Agreement, Political Secret, Support for the Throne, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools, Neural Motivator, Dacxive Animators, War Sun

    Worlds:
    R - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Gral (Industrial, 1R, 1I, B)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    X - Resculon (Cultural, 2R, 0I)

    Other Racial Data:
    - Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
    - Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
    - Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
    - Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
    - Guild Ships: You can negotiate transactions with players who are not your neighbor.
    - Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.

    The Naalu Collective (Lykouragh)
    Commodities: 1 / 3
    Trade Goods: 2
    Action Cards: 2

    Tactic Pool: 0
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Antimass Deflectors, Gravity Drive

    Worlds:
    X - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - Mehar Xull (Hazardous, 1R, 3I, R)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)
    X - Vefut II (Hazardous, 2R, 0I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

    Sardakk N'orr (MrBody)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 3

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive

    Worlds:
    X - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    X - Lodor (Cultural, 3R, 1I)
    X - Mellon (Cultural, 0R, 2I)
    X - Tequ'ran (Hazardous, 2R, 0I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Torkan (Cultural, 0R, 3I)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.

    Neutral Worlds and Laws
    Research Team: Warfare: Attached to Meer. When the owner of this planet researches technology, he may exhaust this card to ignore 1 red prerequisite.

    Order of Play
    The Naalu Collective: (0) Trade
    The Winnu: (1) Leadership
    The Emirates of Hacan: (3) Politics Current Player
    The Embers of Muaat: (6) Warfare
    The L1z1x Mindnet: (7) Technology
    Sardakk N'orr: (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    Once we get our dreadnought upgrade, the N'orr will being accepting kamikontracts: in exchange for a player's Support for the Throne note, we will suicide dreadnoughts into someone's fleet to take out 2 ships of your choice.

  • discriderdiscrider Registered User regular
    Sounds like we should be seeding some War Suns in other empires just to increase demand for your service.

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited October 2017
    Tactical action: spend one tactic counter (1>0) to activate Corneeq-Resculon system.

    Exhaust Quann (2R), Arretze (2R), Hercant (1R) and Quecen'n (1R) for a total production value of 7 with Sarween tools.

    Build a Dreadnought (4R), 2 fighters (1R) and one cruiser (2R)


    TP 0/FS 3/SP 0

    jakobagger on
  • discriderdiscrider Registered User regular
    edited October 2017
    Activate Bereg/other one.
    Move in everything from Tar'mann.
    Move in 2 GF from Saudor through Cruiser taxi.
    Spend 6TG + exhaust remainder + Sarween => another warsun.

    1/4/1 T/F/S

    @ketar

    discrider on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @discrider Could you please clarify where all of the GF and fighters in Bereg system are specifically located? i.e. which ships or planets they are on.

  • discriderdiscrider Registered User regular
    Ketar wrote: »
    @discrider Could you please clarify where all of the GF and fighters in Bereg system are specifically located? i.e. which ships or planets they are on.

    Sure.
    All the Ground Forces are in the space area.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    Ketar wrote: »
    @discrider Could you please clarify where all of the GF and fighters in Bereg system are specifically located? i.e. which ships or planets they are on.

    Sure.
    All the Ground Forces are in the space area.

    On which ships?

    @discrider

  • discriderdiscrider Registered User regular
    Ketar wrote: »
    discrider wrote: »
    Ketar wrote: »
    @discrider Could you please clarify where all of the GF and fighters in Bereg system are specifically located? i.e. which ships or planets they are on.

    Sure.
    All the Ground Forces are in the space area.

    On which ships?

    @discrider

    Nothing is assigned to ships that are stationary.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Ground forces cannot simply exist in space. They have to be either on planets, or carried by ships. You have to be specific about where they are.

  • MrBlarneyMrBlarney Registered User regular
    Unlike TI3e, in TI4e, ground units stationed in a space area are just in the space area, rather than assigned to specific ships. (Total capacity must still be observed in movement, though.) See section 16.4 of the rules reference. On the map, I assign units to ships just to show where the capacity is coming from. It's kind of a holdover from TI3e.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited October 2017
    No I don't.
    16.4 Fighters and GF are not assigned to specific ships except whilst being transported.

    If my turn has ended, then they are no longer being transported, as the ships are not moving anymore.

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    Also, @jakobagger you should update your orders. Dreadnoughts cost 4R, and you've listed 3 Fighters for 1R. The Resculon Space Dock has a Production cap of 4, so I don't know exactly how to interpret your typos.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Fair enough, I had missed that change to the rules.

    Pass

    @MrBody

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    MrBlarney wrote: »
    Unlike TI3e, in TI4e, ground units stationed in a space area are just in the space area, rather than assigned to specific ships. (Total capacity must still be observed in movement, though.) See section 16.4 of the rules reference. On the map, I assign units to ships just to show where the capacity is coming from. It's kind of a holdover from TI3e.

    That's an interesting change. I suppose realistically in TI3 you could never tell which ships ground forces were actually sitting on due to the sizes of the hexes. They should have molded little platforms on the carriers to solve this!

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    edited October 2017
    Mojo_Jojo wrote: »
    MrBlarney wrote: »
    Unlike TI3e, in TI4e, ground units stationed in a space area are just in the space area, rather than assigned to specific ships. (Total capacity must still be observed in movement, though.) See section 16.4 of the rules reference. On the map, I assign units to ships just to show where the capacity is coming from. It's kind of a holdover from TI3e.

    That's an interesting change. I suppose realistically in TI3 you could never tell which ships ground forces were actually sitting on due to the sizes of the hexes. They should have molded little platforms on the carriers to solve this!

    *L1z1x snorts Fighters*

    (I can only imagine how small Fighters that fit in the Carrier/Warsun model would be)

    discrider on
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    MrBlarney wrote: »
    Also, @jakobagger you should update your orders. Dreadnoughts cost 4R, and you've listed 3 Fighters for 1R. The Resculon Space Dock has a Production cap of 4, so I don't know exactly how to interpret your typos.

    Done. I was really sure they cost 5, huh. Were they more expensive in 3? The 3 fighters was just a typo.

  • MrBlarneyMrBlarney Registered User regular
    jakobagger wrote: »
    MrBlarney wrote: »
    Also, jakobagger you should update your orders. Dreadnoughts cost 4R, and you've listed 3 Fighters for 1R. The Resculon Space Dock has a Production cap of 4, so I don't know exactly how to interpret your typos.

    Done. I was really sure they cost 5, huh. Were they more expensive in 3? The 3 fighters was just a typo.
    Yeah, they cost 5 resources in TI3e. It made them relatively poor deals, especially since increasing Fleet Pool for smaller ships was easier. And purchasing technologies to make Dreadnoughts better deals tended to also make many of your other, smaller units more powerful as well, and earlier in the game to boot.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    They still seem like poor deals next to upgraded Cruisers to be honest, barring racial techs and Duranium.
    Seems like you can get equivalent faster power for 2.5 resources, but that doesn't Sustain damage or Bombard (..for one die).
    So I'm not sure why you wouldn't, and then just load Carriers up with GF for large ground battles.
    I can't see a scenario where a prolonged siege with a single Bombard die works out for the attacker.

  • MrBodyMrBody Registered User regular
    edited October 2017
    MrBlarney wrote: »
    Unlike TI3e, in TI4e, ground units stationed in a space area are just in the space area, rather than assigned to specific ships. (Total capacity must still be observed in movement, though.) See section 16.4 of the rules reference. On the map, I assign units to ships just to show where the capacity is coming from. It's kind of a holdover from TI3e.

    I don't think you can actually do that. Produced ground forces have to be on the planet with the unit that had the production ability, i.e. the space dock.

    The only time you can put them in space is if one of your space units has production, which as far as I can tell is only the Arborec flagship.

    See the production section of the rules reference book.

    (and yeah, out of all the unit upgrades, Cruiser II seems like the most useful boost)

    MrBody on
  • MrBodyMrBody Registered User regular
    PASS action turn

    @Lykouragh

  • discriderdiscrider Registered User regular
    edited October 2017
    I mean out of Cruiser and Dreadnaught, Dreadnaughts use less Production capacity to get a 2 health thing.
    But that doesn't seem to be much consideration if you're bounded to low Fleet Supply anyway, so you can't necessarily use more Production.

    Also GF stay in space taking capacity unless you invade with them.
    You can put them into space as part of your move action otherwise.
    But yeah, produced GF go on the planet immediately.
    To be more accurate: As Space Docks are themselves on a planet, instead of in Space, they can only produce Ground Forces on the planet they occupy.

    .. An Arborec's Ground Force who is itself in Space can airdrop Ground Forces to any planet they control in the system or leave the GF in Space.

    discrider on
  • LykouraghLykouragh Registered User regular
    Pass

  • discriderdiscrider Registered User regular
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
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