As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

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

1464749515256

Posts

  • discriderdiscrider Registered User regular
    MrBody wrote: »
    Muaat, how much would you pay to NOT hit you?

    Why, my good will and friendship, dear King-of-Bugs.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Lose the destroyer

  • MrBlarneyMrBlarney Registered User regular
    Winnu loses 1 destroyer.

    Combat Round 2

    Winnu has 1 Dreadnought and 1 Cruiser.
    Muaat has 2 Destroyers.

    Geth roll 1d10t5+1d10t7 for Winnu
    Geth roll 2d10t9 for Muaat

    Winnu:
    1d10t5+1d10t7 0 [1d10t5=3] [1d10t7=1]
    Muaat:
    2d10t9 1 [2d10t9=10, 4]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Muaat scores 1 hit. @Phyphor, how will the hit be assigned?

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Seriously? Damage the dread

  • MrBlarneyMrBlarney Registered User regular
    Winnu damages their Dreadnought.

    Combat Round 3

    Winnu has 1 Dreadnought (damaged) and 1 Cruiser.
    Muaat has 2 Destroyers.

    Geth roll 1d10t5+1d10t7 for Winnu
    Geth roll 2d10t9 for Muaat

    Winnu:
    1d10t5+1d10t7 1 [1d10t5=10] [1d10t7=5]
    Muaat:
    2d10t9 1 [2d10t9=9, 5]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    One hit scored on each side. Winnu destroys 1 Cruiser and Muaat destroys 1 Destroyer.

    Combat Round 4, 5

    Multiple rounds of combat have been rolled for expediency.

    Winnu has 1 Dreadnought (damaged).
    Muaat has 1 Destroyer.

    Geth roll 2#1d10t5 for Winnu
    Geth roll 2#1d10t9 for Muaat

    Winnu:
    2#1d10t5 2 # 0 [1d10t5=1] 1 [1d10t5=8]
    Muaat:
    2#1d10t9 2 # 0 [1d10t9=8] 0 [1d10t9=5]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Winnu scores 1 hit in the 5th round of combat, destroying the Muaat Destroyer; combat ends in favor of Winnu.

    I believe that puts the action back on @discrider.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited January 2018
    Okay.
    Confirm trade with Noble Space Lions 1VP <-> Winnu Ceasefire.
    Activate Lirta IV system, build 2 Cruisers, 1 Destroyer, 2 Fighters for 6R by tapping Bereg for 3R + 1 from Sarween, TG 5 -> 3 -> 4 from Magmus.
    2/4/0 T/F/S

    @Phyphor

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    edited January 2018
    Round 6: Action Phase Update 5

    The L1z1x Mindnet: Pass turn.
    The Emirates of Hacan: Pass turn.
    The Winnu: Perform transaction, giving promissory note "Support of the Throne" to Naalu in exchange for racial promissory note "Gift of Prescience". (Naalu VP 5 --> 6)
    Activate the Wellon system. (TP 4 --> 3)
    Move in 1 Dreadnought, 1 Cruiser, and 1 Destroyer from the Winnu Home System.
    During the space battle, Winnu damages their Dreadnought and loses 1 Cruiser and 1 Destroyer while Muaat loses 2 Destroyers; combat resolves in favor of Winnu.
    The Embers of Muaat: Perform transaction, giving promissory note "Support of the Throne" to Hacan in exchange for Winnu's "Ceasefire" promissory note. (Hacan VP 6 --> 7)
    Activate the Bereg-Lirta IV system. (TP 3 --> 2)
    Exhaust Bereg (3R), 2 Trade Goods (TG 5 --> 3), +1R from Sarween Tools to build 2 Cruisers (4R), 1 Destroyer (1R), and 2 Fighters (1R) at Bereg.
    Gain 1 Trade Good from racial technology "Magmus Reactor". (TG 3 --> 4)

    Current Map: Round 6, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    The Emirates of Hacan - 7 VP
    The Embers of Muaat - 6 VP
    The Winnu - 6 VP
    Sardakk N'orr - 6 VP
    The Naalu Collective - 6 VP
    The L1z1x Mindnet - 2 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, L1z1x
    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, Hacan
    Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system.: Muaat
    Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.: N'orr
    Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
    3 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.
    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    1 unscored Secret Objective 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.
    Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
    1 unscored Secret Objective 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: Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    2 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)
    Winnu's Support of the Throne (1 VP): Promissory note currently held by Naalu
    Muaat's Support of the Throne (1 VP): Promissory note currently held by Hacan

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

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

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

    Worlds:
    X - Muaat (4R, 1I)
    X - 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 - Thibah (Industrial, 1R, 1I, B)
    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: 2
    Action Cards: 3

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 1

    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, Assault Cannon, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II, Super-Dreadnought II

    Worlds:
    X - [0.0.0] (5R, 0I)
    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 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: 0
    Action Cards: 4

    Tactic Pool: 3
    Fleet Pool: 5
    Strategy Pool: 0

    Promissory Notes: Hacan's Ceasefire, N'orr's Tekklar Legion, Naalu's Gift of Prescience (Trade Agreement, Political Secret, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, Antimass Deflectors, Gravity Drive, War Sun

    Worlds:
    R - 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 (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 4
    Action Cards: 7

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

    Promissory Notes: Naalu's Ceasefire, Muaat's Support for the Throne (Trade Agreement, Political Secret, Trade Convoys)
    Technology: Antimass Deflectors, Gravity Drive, 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 - Quann (Cultural, 2R, 1I)
    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 SPEAKER (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 7

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

    Promissory Notes: Winnu's Support for the Throne (Trade Argeement, Support for the Throne)
    Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II

    Worlds:
    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: 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: 4
    Action Cards: 5

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

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

    Worlds:
    X - Quinarra (3R, 1I)
    R - Maaluuk (0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - Mellon (Cultural, 0R, 2I)
    X - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadnought, 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.
    Committee Formation: Owned by N'orr. Before players vote on an agenda that requires a player to be elected, N'orr may discard this card to choose a player to be elected. Players do not vote on that agenda.

    Order of Play
    The Naalu Collective: (0) Politics PASSED
    The L1z1x Mindnet: (1) Leadership PASSED
    Sardakk N'orr: (2) Diplomacy PASSED
    The Emirates of Hacan: (5) Trade PASSED
    The Winnu: (7) Technology Current Player
    The Embers of Muaat: (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well I have to at least try this...

    Activate Hacan homeworld. Move in war sun, 5 fighters from home & meer infantry

    2/5/0


    @jakobagger

  • discriderdiscrider Registered User regular
    edited January 2018
    Hmm.
    Maybe I should have held off on that.

    Then again, Phyphor's War Sun might be shut down before firing a shot.
    *shrug*

    discrider on
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    fuck

    exhaust Graviton Laser System and fire PDS at the Winnu War Sun

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    discrider wrote: »
    Hmm.
    Maybe I should have held off on that.

    Then again, Phyphor's War Sun might be shut down before firing a shot.
    *shrug*

    A necessary gamble given the state of the game

    60% of the time it works every time

  • MrBlarneyMrBlarney Registered User regular
    Round 6 - Battle at Hacan Home System

    Pre-combat effects

    Winnu has 1 War Sun and 5 Fighters (holding 1 Infantry).
    Hacan has 1 War Sun and 1 Cruiser.

    Hacan uses Space Cannon Offense from 1 PDS, exhausting Graviton Laser System.

    Geth roll 1d10t6 for Hacan Space Cannon

    Hacan Space Cannon:
    1d10t6 1 [1d10t6=6]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    That should have been a t7 instead of t6 due to Antimass Deflectors, so no hit is registered. Pausing for further combat orders from @jakobagger.

    4463rwiq7r47.png
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Seriously man, way to give me false hope :P

    PLAY:

    Skilled Retreat
    At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a Command token from your reinforcements in that system.

    Sneak over to Quecen/Rarron system.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited January 2018
    Land on the 1/1 (no sabotage, I doubt anyone else will)

    Phyphor on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • discriderdiscrider Registered User regular
    No sab
    Someone else totally should though.
    @Ketar @Lykouragh @MrBody
    Otherwise Phyphor is on 8.
    May as well make it a fight, waste resources, prop up noble space lions.

  • LykouraghLykouragh Registered User regular
    no sab

  • discriderdiscrider Registered User regular
    @Ketar @MrBody for sabs?

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Nope.

  • MrBodyMrBody Registered User regular
    no sabo

  • discriderdiscrider Registered User regular
    edited January 2018
    @MrBody @MrBlarney
    Move Muaat War Sun & Fighters & Ground Force & Cruiser and Warppoint cruiser and fighter to MrBody's home system and attempt bombard and invasion of spacedock planet.
    1/4/0 T/F/S

    discrider on
  • MrBodyMrBody Registered User regular
    I got nothing

  • discriderdiscrider Registered User regular
    4x bombard, make it smell like home

  • MrBlarneyMrBlarney Registered User regular
    Round 6 - Invasion of Quinarra

    Pre-combat effects

    Muaat has 1 Infantry.
    N'orr has 1 Infantry.

    Muaat uses bombardment from their War Sun, backed by Plasma Scoring.

    Geth roll 4d10t3 for Muaat bombardment

    Muaat bombardment:
    4d10t3 3 [4d10t3=7, 2, 10, 7]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Three hits scored, 1 N'orr infantry destroyed. 1 Muaat Infantry is landed on Quinarra without need for combat.

    Action is on @Phyphor.

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Activate winnu. Build a cruiser and 4 fighters. Exhaust winnu

    1/5/0

    @discrider

  • discriderdiscrider Registered User regular
    edited January 2018
    Activate Muuat. Move cruiser in from Dal Bootha. Build two Destroyers and 4 Ground forces.
    0/4/0 T/F/S
    TG 4 -> 1 -> 2
    @MrBlarney

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    I get the feeling that I don't need to post a status update right now, unless you really want one.

    Action is on @Phyphor.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    Oh whoops.
    Thanks MrB.

  • discriderdiscrider Registered User regular
    Went to a boardgame con today, saw 4th ed for $225 :(
    Also 1977's two player Imperium for $25, which is more in my price range but didn't look as fun.

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

    @discrider to finish

  • discriderdiscrider Registered User regular
    edited January 2018
    Pass @MrBlarney for status phase

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    Round 6: Start of Status Phase

    The Winnu: Activate the Hacan Home System. (TP 3 --> 2)
    Move in 1 War Sun and 5 Fighters from the Winnu Home System, loading 1 Infantry from Meer en route.
    Hacan Space Cannon Offense results in no hits.
    At the start of space combat, Hacan plays Action Card "Skilled Retreat" move 1 War Sun and 1 Cruiser to the Qucen'n-Rarron system. activating it. (AC 7 --> 6)
    Land 1 Infantry on Hercant.
    The Embers of Muaat: Activate the N'orr Home System. (TP 2 --> 1)
    Move in 1 War Sun, 1 Cruiser, 4 Fighters, and 1 Infantry from the Muaat Home System and 1 Cruiser and 1 Fighter from the Beta Wormhole system.
    Bombardment destroys 1 N'orr Infantry.
    Land 1 Infantry on Quinarra; 1 N'orr Space Dock is destroyed.
    The Winnu: Activate the Winnu Home System. (TP 2 --> 1)
    Exhaust Winnu (3R) +1R from Sarween Tools to build 1 Cruiser (2R) and 4 Fighters (2R) at Winnu.
    The Embers of Muaat: Activate the Muaat Home System.
    Move in 1 Cruiser from Dal Bootha.
    Exhaust 3 Trade Goods (TG 4 --> 1) +1R from Sarween Tools to build 2 Destroyers (2R) and 4 Infantry (2R) at Muaat.
    Gain 1 Trade Good from racial technology "Magmus Reactor". (TG 1 --> 2)
    The Winnu: Pass turn.
    The Embers of Muaat: Pass turn.

    Current Map: Round 6, Start of Status Phase

    Current Technologies

    Victory Points and Objectives
    The Emirates of Hacan - 7 VP
    The Embers of Muaat - 6 VP
    The Winnu - 6 VP
    Sardakk N'orr - 6 VP
    The Naalu Collective - 6 VP
    The L1z1x Mindnet - 2 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, L1z1x
    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, Hacan
    Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system.: Muaat
    Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.: N'orr
    Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
    3 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.
    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    1 unscored Secret Objective 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.
    Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
    1 unscored Secret Objective 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: Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    2 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)
    Winnu's Support of the Throne (1 VP): Promissory note currently held by Naalu
    Muaat's Support of the Throne (1 VP): Promissory note currently held by Hacan

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

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

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

    Worlds:
    X - Muaat (4R, 1I)
    X - Quinarra (3R, 1I)
    X - 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 - Thibah (Industrial, 1R, 1I, B)
    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: 2
    Action Cards: 3

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 1

    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, Assault Cannon, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II, Super-Dreadnought II

    Worlds:
    X - [0.0.0] (5R, 0I)
    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 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: 0
    Action Cards: 4

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

    Promissory Notes: Hacan's Ceasefire, N'orr's Tekklar Legion, Naalu's Gift of Prescience (Trade Agreement, Political Secret, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, Antimass Deflectors, Gravity Drive, War Sun

    Worlds:
    X - Winnu (3R, 4I)
    X - Hercant (1R, 1I)
    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 (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 4
    Action Cards: 6

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

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

    Worlds:
    X - Arretze (2R, 0I)
    X - Kamdorn (0R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Quann (Cultural, 2R, 1I)
    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 SPEAKER (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 7

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

    Promissory Notes: Winnu's Support for the Throne (Trade Argeement, Support for the Throne)
    Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II

    Worlds:
    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: 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: 4
    Action Cards: 5

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

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

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

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadnought, 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.
    Committee Formation: Owned by N'orr. Before players vote on an agenda that requires a player to be elected, N'orr may discard this card to choose a player to be elected. Players do not vote on that agenda.

    Order of Play
    The Naalu Collective:
    The L1z1x Mindnet:
    Sardakk N'orr:
    The Emirates of Hacan:
    The Winnu:
    The Embers of Muaat:

    All players may now each claim one Secret Objective and, if they own all planets in their home system, one Public Objective.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited January 2018
    We claim:
    Conquer the weak - 2VP
    And our last SO, Adapt new strategies (Retreive yon racial tech) - 1VP

    discrider on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Conquer the weak

Sign In or Register to comment.