Activate Starpoint/New Albion, moving in 2 carriers, 6 fighters, and 3 GF from the home system (leaving 1 GF on each planet). Land 2 GF on Starpoint and 1 on New Albion. Spend 2 TG plus Sarween to construct 2 fighters, 2 GF, and a destroyer on Starpoint. T/F/S->1/4/1
I think diplomacy is the situation where everybody wants another person to pick it because restoring two planets is usually better than restoring one system's worth
All players resolve the Against effect of "Anti-Intellectual Revolution", exhausting one planet for each technology they have already researched. Remaining, unexhausted planets include: The Embers of Muaat: 7 - 4 = 3: Muaat, Bereg, Lirta IV The L1z1x Mindnet: 7 - 7 = 0: (none) The Winnu: 5 - 4 = 1: Mecatol Rex The Emirates of Hacan: 10 - 7 = 3: Arretze, Quann, Resculon The Naalu Collective: 6 - 6 = 0: (none) Sardakk N'orr: 8 - 5 = 3: Quinarra, Torkan, Zohbat
The Embers of Muaat: Select the (7) Technology Strategy Card. The L1z1x Mindnet: Select the (1) Leadership Strategy Card. The Winnu: Select the (8) Imperial Strategy Card. The Emirates of Hacan: Select the (4) Construction Strategy Card, gaining 2 Trade Goods. (TG 6 --> 8) The Naalu Collective: Select the (6) Warfare Strategy Card, gaining 1 Trade Good. (TG 3 --> 4) Sardakk N'orr: Select the (3) Politics Strategy Card.
Trade Goods are placed on the unselected Strategy Cards, (2) Diplomacy and (5) Trade.
Order of Play The Naalu Collective: (0) Warfare The L1z1x Mindnet: (1) Leadership Sardakk N'orr: (3) Politics The Emirates of Hacan: (4) Construction The Embers of Muaat: (7) Technology The Winnu: (8) Imperial
MrBlarney on
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KetarCome on upstairswe're having a partyRegistered Userregular
Actually I probably should have waited and given Ketar the chance to use his law right?
Nah. I picked second, and am fine with what I got.
Also, in the interests of maintained peace with the Muaat I would have at least discussed things during strategy selection to try to work out something mutually agreeable if I was thinking of doing that.
I'm not sure, @Ketar
I may need to Tech before I move, and I have rather limited time to give the game today & tomorrow. ...That would give you 4 actions potentially before Tech ...
KetarCome on upstairswe're having a partyRegistered Userregular
@discrider The issue for me is that I need to play Leadership before you play Tech since I didn't give myself a strat token. Having to play it now gives me much less freedom for shenanigans outside of my established space. If you can wait the one turn I can absolutely guarantee that none of my actions will be used to enter your space or space near Mecatol Rex you may wish to enter.
So....serious question @jakobagger. If I boot him off of that planet for you, can I have it until end of round for the VP? You could stop me 100% with ceasefire and I won't do it without your consent.
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
I think the ceasefire actually takes effect automatically?
But either way, I think I can re-take the planets myself, and you're at enough points that I'm not very comfortable with giving you another one without getting a lot in return.
Plus, I very much want to be able to use the system again as soon as possible, so adding another round of waiting time is real unattractive.
Also worth noting that you can't claim public objectives unless you hold your entire set of home planets
Ceasefire is optional AFAIK like all non-throne notes, but technically it does require units to be present and doesn't stop activation of an empty system
I think the ceasefire actually takes effect automatically?
But either way, I think I can re-take the planets myself, and you're at enough points that I'm not very comfortable with giving you another one without getting a lot in return.
Plus, I very much want to be able to use the system again as soon as possible, so adding another round of waiting time is real unattractive.
Okay just trying to help!
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Good point about me losing the ability to claim my own objectives, that's an extra hard pass then.
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And we didn't even need to burn your other space dock.
@Lykouragh
Activate Starpoint/New Albion, moving in 2 carriers, 6 fighters, and 3 GF from the home system (leaving 1 GF on each planet). Land 2 GF on Starpoint and 1 on New Albion. Spend 2 TG plus Sarween to construct 2 fighters, 2 GF, and a destroyer on Starpoint. T/F/S->1/4/1
All players resolve the Against effect of "Anti-Intellectual Revolution", exhausting one planet for each technology they have already researched. Remaining, unexhausted planets include:
The Embers of Muaat: 7 - 4 = 3: Muaat, Bereg, Lirta IV
The L1z1x Mindnet: 7 - 7 = 0: (none)
The Winnu: 5 - 4 = 1: Mecatol Rex
The Emirates of Hacan: 10 - 7 = 3: Arretze, Quann, Resculon
The Naalu Collective: 6 - 6 = 0: (none)
Sardakk N'orr: 8 - 5 = 3: Quinarra, Torkan, Zohbat
The Embers of Muaat: Select the (7) Technology Strategy Card.
The L1z1x Mindnet: Select the (1) Leadership Strategy Card.
The Winnu: Select the (8) Imperial Strategy Card.
The Emirates of Hacan: Select the (4) Construction Strategy Card, gaining 2 Trade Goods. (TG 6 --> 8)
The Naalu Collective: Select the (6) Warfare Strategy Card, gaining 1 Trade Good. (TG 3 --> 4)
Sardakk N'orr: Select the (3) Politics Strategy Card.
Trade Goods are placed on the unselected Strategy Cards, (2) Diplomacy and (5) Trade.
Order of Play
The Naalu Collective: (0) Warfare
The L1z1x Mindnet: (1) Leadership
Sardakk N'orr: (3) Politics
The Emirates of Hacan: (4) Construction
The Embers of Muaat: (7) Technology
The Winnu: (8) Imperial
Make us the speaker and we won't have to use that law we were given to take your strategy card choice and give you Diplomacy or Imperial.
We kid, we kid. Ha! Ha! Ha!
Nah. I picked second, and am fine with what I got.
Also, in the interests of maintained peace with the Muaat I would have at least discussed things during strategy selection to try to work out something mutually agreeable if I was thinking of doing that.
I may need to Tech before I move, and I have rather limited time to give the game today & tomorrow. ...That would give you 4 actions potentially before Tech ...
....
@jakobagger to respond
@MrBlarney to roll combat. I have Cruiser II affecting the cruiser roll. Invade with the infantry after space combat.
Space Combat Round 1
L1z1x has 1 Cruiser II, 1 Carrier, 1 Fighter (and 1 Infantry).
Hacan has 1 Carrier.
Geth roll 1d10t6+1d10t9+1d10t9 for L1z1x
Geth roll 1d10t9 for Hacan
1 Infantry is landed on Quann. @Ketar to decide whether to take a second action using Fleet Logistics or not.
0-3-0
@jakobagger for any response at any point in there.
No response
Don't worry, your move will involve war suns!
@MrBody
But either way, I think I can re-take the planets myself, and you're at enough points that I'm not very comfortable with giving you another one without getting a lot in return.
Plus, I very much want to be able to use the system again as soon as possible, so adding another round of waiting time is real unattractive.
Ceasefire is optional AFAIK like all non-throne notes, but technically it does require units to be present and doesn't stop activation of an empty system
Okay just trying to help!
This only applies to public objectives IIRC.
Secret Objectives can still be claimed, and possibly Imperial points (can't remember).
Secondaries to everyone
@jakobagger @Phyphor @Lykouragh @keytar @discrider
Try it and find out!
Also, still not keytar, no matter how many times you try it.