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

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Posts

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Play technology secondary (SC 1>0)

    Echaust Resculon (2R) and spend 2 TG (8 > 6) for 4 total production and gain Graviton Laser System

    TC 2 /FS 3 / SC 0 / TG 0 / AC 7

  • MrBodyMrBody Registered User regular
    Do you still get to go if you play an action card as an action but it gets sabotaged?

    @MrBlarney

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBody wrote: »
    Do you still get to go if you play an action card as an action but it gets sabotaged?

    @MrBlarney

    Yes.

    21.4
    If a component action is canceled, it does not use that player’s action.

  • LykouraghLykouragh Registered User regular
    Pass tech 2ndary... sort of unclear if it's my turn after that, let me know

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited November 2017
    Sorry.

    Spend 4 TG and a token. Take Super-Dreadnought II

    2/4/0

    Ketar on
  • MrBlarneyMrBlarney Registered User regular
    Yes, if an Action Card played as an action is cancelled due to Sabotage, then the active player must make a new action (or pass). So once the Tech secondary is resolved (with @MrBody's play/pass) it will be Winnu's turn to act.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    Hey @MrBody ,
    You still have to play Technology,
    But I'm too lazy unfortunately
    To do delilah properly
    So this'll do
    Play when you can; we're waiting for you

  • MrBodyMrBody Registered User regular
    Play technology secondary (-1 strategy). Exhaust homeworld (3R) and spend 1 TG to research Carrier II.

    T/F/S: 1/4/0
    AC/C/TG: 7/1/6


  • discriderdiscrider Registered User regular
    @Phyphor has next action

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    My move is unchanged. Carrier, 4 fighters, 3 infantry. Pay with swapped MR

    @Lykouragh

  • LykouraghLykouragh Registered User regular
    Activate Vefut and move in the destroyer from New Albion/Starpoint, Tactics->1

    @Ketar

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Mining Initiative
    Action: Gain trade goods equal to the resource value of 1 planet you control.

    Choose 0.0.0 and gain 5 trade goods.

    Pass on second action this turn.


    @MrBody

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Unless somebody wants to sabotage that one.

    That feels rather unlikely though.

  • MrBlarneyMrBlarney Registered User regular
    I'll post the game status update in the morning to allow some time for Sabotage declarations to be made. If a Sabotage is played after the status is posted, I'll make edits as necessary.

    4463rwiq7r47.png
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    No sabotage

  • MrBodyMrBody Registered User regular
    no sabo

  • LykouraghLykouragh Registered User regular
    no sabo

  • discriderdiscrider Registered User regular
    No sab

  • MrBodyMrBody Registered User regular
    edited November 2017

    Play

    Industrial Initiative
    Action: Gain 1 trade good for each industrial planet you control.

    +1 TG

    T/F/S: 2/4/0
    AC/C/TG: 6/0/7


    @jakobagger

    MrBody on
  • discriderdiscrider Registered User regular
    :(
    These all sure seem like good TG cards everyone has.
    No sab etc.

  • MrBlarneyMrBlarney Registered User regular
    edited November 2017
    Round 5: Action Phase Update 3

    Sardakk N'orr: Activate Asteroid Field system "Passing Stones". (TP 2 --> 1)
    Move in 1 Dreadnought and 1 Fighter from Mellon-Zohbat.
    The Emirates of Hacan: Play the primary ability of the (4) Construction strategy card, gaining 1 Space Dock and 1 PDS on Arretze.
    Muaat plays on the secondary (SP 1 --> 0), activating the Muaat Home System and placing a Space Dock on Muaat.
    The Embers of Muaat: Play Action Card "Signal Jamming", targeting Mecatol Rex; blocked by Winnu's "Sabotage" Action Card. (Muaat AC 6 --> 5; Winnu AC 7 --> 6)
    Play the primary ability of the (7) Technology strategy card, exhausting Muaat (4R) and 2 Trade Goods (TG 3 --> 1) to gain racial technology Magmus Reactor and common technology Assault Cannon.
    L1z1x plays on the secondary (SP 1 --> 0), exhausting 4 Trade Goods (TG 5 --> 1) to gain racial technology Super-Dreadnought II.
    Hacan plays on the secondary (SP 1 --> 0), exhausting Resculon (2R) and 2 Trade Goods (TG 8 --> 6) to gain Graviton Laser System.
    N'orr plays on the secondary (SP 1 --> 0), exhausting Quinarra (3R) and 1 Trade Good (TG 6 --> 5) to gain Carrier 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) +1R from Sarween Tools to build 1 Carrier (3R), 4 Fighters (2R), and 3 Infantry (2R) at Mecatol Rex.
    The Naalu Collective: Activate the Vefut II system. (TP 2 --> 1)
    Move in 1 Destroyer from New Albion-Starpoint.
    The L1z1x Mindnet: Play Action Card "Mining Initiative", gaining 5 Trade Goods (matching the resource value of [0.0.0]). (AC 5 --> 4, TG 1 --> 6)
    Sardakk N'orr: Perform transaction, giving 1 Commodity to Muaat in exchange for 1 Trade Good. (N'orr C 1 --> 0, TG 5 --> 6; Muaat TG 1 --> 1)
    Play Action Card "Industrial Initiative", gaining 1 Trade Good for 1 Industrial Planet controlled. (AC 7 --> 6, TG 6 --> 7)

    Current Map: Round 5, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    The Winnu - 6 VP
    The Naalu Collective - 5 VP
    The Emirates of Hacan - 4 VP
    The Embers of Muaat - 4 VP
    Sardakk N'orr - 3 VP
    The L1z1x Mindnet - 1 VP

    Public Objectives
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu, Winnu, N'orr
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Muaat, N'orr, Winnu, Hacan
    Sway the Council (1 VP): Spend 8 influence.: Hacan, Winnu, Naalu, Muaat
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: N'orr, Naalu, L1z1x
    Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system.
    Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.
    4 Stage II Objectives have not yet been revealed.

    Secret Objectives
    The Embers of Muaat: Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and 1 or more ships in a system that contains a Beta wormhole.
    2 unscored Secret Objectives in hand.
    The L1z1x Mindnet: 1 unscored Secret Objective in hand.
    The Winnu: 1 unscored Secret Objective in hand.
    The Emirates of Hacan: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
    2 unscored 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.
    2 unscored Secret Objectives in hand.
    Sardakk N'orr: 3 unscored Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Winnu
    Holy Planet of Ixth (1 VP): Granted to owner of Rarron, currently Hacan
    Hacan's Support of the Throne (1 VP): Promissory note currently held by Muaat
    Imperial Primary Ability (1 VP): Claimed two times by Winnu (Round 4 and 5)

    The Embers of Muaat (discrider)
    Commodities: 0 / 4
    Trade Goods: 1
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: L1z1x's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring, Magen Defense Grid, Magmus Reactor, Assault Cannon, Sarween Tools, Cruiser II

    Worlds:
    X - Muaat (4R, 1I)
    R - Bereg (Hazardous, 3R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - 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: 0 / 2
    Trade Goods: 6
    Action Cards: 4

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Muaat's Ceasefire, Muaat's Political Secret, Naalu's Political Secret, N'orr's Political Secret (Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II, Super-Dreadnought II

    Worlds:
    X - [0.0.0] (5R, 0I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Arnor (Industrial, 2R, 1I)
    X - Fria (Hazardous, 2R, 0I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Lor (Industrial, 1R, 2I)
    X - Quann (Cultural, 2R, 1I)
    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 Technology: 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: 1
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 5
    Strategy Pool: 0

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

    Worlds:
    X - Winnu (3R, 4I)
    X - Mecatol Rex (1R, 6I)
    X - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)
    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 (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 6
    Action Cards: 7

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: Winnu's Ceasefire, Naalu's Trade Agreement, Naalu's Ceasefire (Trade Agreement, Political Secret, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools, Graviton Laser System, Neural Motivator, Dacxive Animators, Hyper Metabolism, Production Biomes, War Sun

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Qucen'n (Industrial, 1R, 2I)
    X - 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: 0 / 3
    Trade Goods: 2
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: (Support for the Throne, Gift of Prescience)
    Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II

    Worlds:
    X - Maaluuk (0R, 2I)
    X - 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 SPEAKER (MrBody)
    Commodities: 1 / 3
    Trade Goods: 6
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: (Ceasefire, Trade Agreement, Support for the Throne, Tekklar Legion)
    Technology: Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Exotrireme II, Carrier II

    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)
    R - 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.
    Holy Planet of Ixth: Attached to Rarron. Control of this planet confers 1 victory point (and is lost upon loss of control). Units on this planet cannot use Production.
    Demilitarized Zone: Attached to Rarron. Players' units cannot land, be produced, or be placed on this planet.
    Imperial Arbiter: Owned by L1z1x. At the end of the strategy phase, this card may be discarded to swap L1z1x's strategy card with that of another player.

    Order of Play
    The Naalu Collective: (0) Warfare
    The L1z1x Mindnet: (1) Leadership
    Sardakk N'orr: (3) Politics
    The Emirates of Hacan: (4) Construction Current Player
    The Embers of Muaat: (7) Technology
    The Winnu: (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    ( @MrBlarney you have listed Muaat as losing an action card twice, instead of the Winnu losing an AC in the status for our turn)

  • MrBlarneyMrBlarney Registered User regular
    Typo has been corrected.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    @MrBlarney I should be at 7 trade goods and 0 commodities. I gave my commodity to Muaat in exchange for 1 of his trade goods.

  • discriderdiscrider Registered User regular
    edited November 2017
    Sorry, we I (and also considered when 'we' as ambassador for Muaat is appropriate) should have bold siennad that.
    We can also do it as part of @MrBody 's last action if that is preferable.

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    I didn't see any clear verification of the transaction so it wasn't counted. But since both of you seem to agree to it, I'll add it to N'orr's most recent action.

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    discrider wrote: »
    :(
    These all sure seem like good TG cards everyone has.
    No sab etc.

    Yeah... My hand of action cards is shit

  • LykouraghLykouragh Registered User regular
    No sabotage

  • discriderdiscrider Registered User regular
    edited November 2017
    Phyphor wrote: »
    discrider wrote: »
    :(
    These all sure seem like good TG cards everyone has.
    No sab etc.

    Yeah... My hand of action cards is shit

    I'd agree and all, but my ACs have so far:
    Got me an SO.
    Scored me said SO.
    Saved my home planet.
    And sapped your sab.

    So... I can't really complain despite the lack of TGs.

    discrider on
  • MrBodyMrBody Registered User regular
    Mine was worth 1 trade good :\

  • discriderdiscrider Registered User regular
    The thing I like about this AC deck is that it was also an action, and delaying has value anyway.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Generally the action cards on TI4 are wonderful and not filled with super situational junk. Although I'm a bit sad that local unrest has gone. I'd like to see it brought back in some form or another as it was a great way to open holes in overextended empires

    Homogeneous distribution of your varieties of amuse-gueule
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Activate Quann system (TC 2>1)

    Attack with destroyer from Cucumber Jump and everything from Resculon-Corneeq (cruiser, carrier, 2 infantry, 2 fighters)
    [/COLOR

    @Ketar for reactions before combat

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No response for this one.

    @jakobagger or @MrBlarney

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited November 2017
    Alright, play this for the first combat round:

    Morale Boost
    At the start of a combat round: Apply +1 to the result of each of your units' combat rolls during this combat round.

    jakobagger on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
  • MrBlarneyMrBlarney Registered User regular
    Round 5 - Hacan returns to Quann

    Pre-Combat Effects

    Hacan has 1 Destroyer that can make use of Anti-Fighter Barrage.

    Geth roll 2d10t9 for Hacan Anti-Fighter Barrage

    Hacan Anti-Fighter Barrage:
    2d10t9 0 [2d10t9=6, 4]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    No hits registered.

    Combat Round 1

    Hacan has 1 Cruiser, 1 Destroyer, 1 Carrier, and 2 Fighters (carrying 2 Infantry).
    L1z1x has 1 Cruiser II, 1 Carrier, and 1 Fighter.

    Hacan plays Action Card "Morale Boost", giving +1 to all Hacan units during this round of combat.

    Geth roll 1d10t6+1d10t8+1d10t8+2d10t8 for Hacan
    Geth roll 1d10t6+1d10t9+1d10t9 for L1z1x

    Hacan:
    1d10t6+1d10t8+1d10t8+2d10t8 1 [1d10t6=5] [1d10t8=2] [1d10t8=4] [2d10t8=6, 9]
    L1z1x:
    1d10t6+1d10t9+1d10t9 2 [1d10t6=8] [1d10t9=7] [1d10t9=10]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    L1z1x scores 2 hits, Hacan 1 hit. @Ketar and @jakobagger to assign hits taken and revise orders, if any, for future combat rounds.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    This is why we should make decisions when we can fully pay attention. So that we could have provided a retreat order earlier.

    Lose the fighter. Announce a retreat to the Abyz-Fria system if anything survives the next round.

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