38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Activate Bereg/Lirta IV
Move in Carrier from Lazar/Sakulag with 1 Fighter.
Move in 2 Dreadnoughts from Jol-Nar with 2 GF
Drop one GF on each planet.
Tap Nar and spend 3 Trade Goods.
Build 6 GF (3) and Two Destroyees (2).
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
It is a museum piece now. I'd have to bribe the guard to get it out. Remind me during agenda phase when we can trade again. What are you willing to pay is I guess a good question to start with.
As I read it, the transport rule doesn't stop you from picking up troops from an activated system with enemy ships. But you do that before the combat, and the GF will eventually die with the carrier if it goes down...
Well, my fleet supply is 4, so i can have the carrier pick up 3 GF, and have 3 Fighters go solo until after the invasions. Then invade Artinum with all three GF, and put the fighters back in the carrier, right?
BrodyThe WatchThe First ShoreRegistered Userregular
Fleet supply is checked at the start of combat, so if you don't have enough space for all your GF and all your Fighters, someone has to be left behind/scuttled.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
As I read it, the transport rule doesn't stop you from picking up troops from an activated system with enemy ships. But you do that before the combat, and the GF will eventually die with the carrier if it goes down...
You can't move units in activated systems at all. This includes picking them up by flying through a system.
As I read it, the transport rule doesn't stop you from picking up troops from an activated system with enemy ships. But you do that before the combat, and the GF will eventually die with the carrier if it goes down...
You can't move units in activated systems at all. This includes picking them up by flying through a system.
So it is impossible to invade a planet from another in the same system? You activate the system and the other planet is already frozen?
BrodyThe WatchThe First ShoreRegistered Userregular
Tactical Actions go
Activation
Movement
Space Combat
Invasion
Production.
It is my understanding that if you can't fit something in during the initial movement phase, you can't bring them in unless you can manage another Tactical Action.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
This seems to be the same situation but they say you can move stuff.
You are correct. You just activate the system, and the carrier can move 0 spaces, transporting the GFs along with it. Basically, yes, you are allowed to move them from one planet to the other without moving the Carrier anywhere, as long as there is sufficient capacity for the GFs to be "transported".
It doesn't matter if there is a purple unit there or not; either way, you still need to activate the system to move them from one planet to the other. The only difference is the purple unit will cause an Invasion Combat to triger.
You have to have capacity to transport units, even within the same system. So if there was no Carrier (or other Capacity unit) there, you couldn't move the GFs.
It is a museum piece now. I'd have to bribe the guard to get it out. Remind me during agenda phase when we can trade again. What are you willing to pay is I guess a good question to start with.
As always, we're willing to act as an intermediary, for a very small fee.
As I read it, the transport rule doesn't stop you from picking up troops from an activated system with enemy ships. But you do that before the combat, and the GF will eventually die with the carrier if it goes down...
You can't move units in activated systems at all. This includes picking them up by flying through a system.
So it is impossible to invade a planet from another in the same system? You activate the system and the other planet is already frozen?
It's possible if there's not already one of your command counters in that system.
If you control planet A and an opponent controls planet B, and you do not have a command counter in the system, you can activate the system and hop the ships from planet A to B. You can even bring in carriers from another system to do so. But you cannot move units if the system is already activated.
I wasn't clear on the details and I haven't looked at this game's map in several turns. I was just commenting on the wording of Preda's post. If the system is previously activated, then you can't move the GFs.
Edit: Used better wording token -> one of your command counters
As I read it, the transport rule doesn't stop you from picking up troops from an activated system with enemy ships. But you do that before the combat, and the GF will eventually die with the carrier if it goes down...
You can't move units in activated systems at all. This includes picking them up by flying through a system.
So it is impossible to invade a planet from another in the same system? You activate the system and the other planet is already frozen?
So the activated system has special rules... you are specifically allowed to do stuff with ships in the current system, including moving ships out and back into it.
For every other system that was previously activated, you can move through it but not interact with the units there.
I guess my question is, can my fighters be considered independent at the invasion phase, but then supported by a carrier during the production phase?
They wouldn't need to be supported unless you're planning on moving other ships in there.
Edit: Short answer "yes". Assuming the Ground Forces manage to take the planet (or all die in the attempt. But then, you wouldn't have production capacity anyway.)
Also, I think the move as you've described with ground forces works:
The ship can pick up and transport fighters and ground forces
when it moves. During a tactical action, it can pick up and
transport units from the active system, the system it started its
movement in, and each system it moves through.
So, the carrier can pick them up in the system as part of the move before Space Combat.
But if the carrier were to die in Space Combat, you'd also lose the Ground Units.
Saryn on
+1
BrodyThe WatchThe First ShoreRegistered Userregular
Oh, I see, you are asking because you want to build more ships post combat. I believe that will work since the GF will have already landed.
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
Alright, catching up with the actions of the day, @38thDoe: how will your Infantry be divided across Bereg and Lirta IV? Since each planet is separate in this case, you'll need to select a 6/0 or 4/2 split.
Alright, catching up with the actions of the day, @38thDoe: how will your Infantry be divided across Bereg and Lirta IV? Since each planet is separate in this case, you'll need to select a 6/0 or 4/2 split.
Alright, catching up with the actions of the day, @38thDoe: how will your Infantry be divided across Bereg and Lirta IV? Since each planet is separate in this case, you'll need to select a 6/0 or 4/2 split.
4/2 split please.
Is that 4 on Bereg and 2 on Lirta IV, or 4 on Lirta IV and 2 on Bereg?
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Sol scores 1 hit, destroying 1 Arborec Letani Warrior II.
Arborec scores 2 hits, destroying 1 Sol Spec Ops II.
Combat resolves in favor of Arborec; Arborec gains 1 Letani Warrior II from Dacxive Animators.
Gen Synthesis
Sol lost 1 Spec Ops II during battle.
Arborec lost 1 Letani Warrior II during battle.
Geth roll 1d10t6 for Sol Gen Synthesis
Geth roll 1d10t6 for Arborec Gen Synthesis
Posts
Move in Carrier from Lazar/Sakulag with 1 Fighter.
Move in 2 Dreadnoughts from Jol-Nar with 2 GF
Drop one GF on each planet.
Tap Nar and spend 3 Trade Goods.
Build 6 GF (3) and Two Destroyees (2).
@Zombie Hero for next.
Activate Meer/Artinum. Bring in Two fighters from Xxehan/Del Bootha (using fighter II) and the Carrier and Two Fighters from Lodor. Initiate Combat.
If successful, I can use the carrier to ferry up to 4 (or 3 if fleet capacity has to be checked) from Meer to Artinum, correct?
@Lykouragh @MrBlarney
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Move Step:
Carrier: Fighter, 3x GF
Fighter
Fighter
Fighter
After possible Invasion:
Carrier: All Surviving Fighters
GF either all dead or on the ground.
Room for 3 more ships.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
You can't move units in activated systems at all. This includes picking them up by flying through a system.
So it is impossible to invade a planet from another in the same system? You activate the system and the other planet is already frozen?
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Activation
Movement
Space Combat
Invasion
Production.
It is my understanding that if you can't fit something in during the initial movement phase, you can't bring them in unless you can manage another Tactical Action.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
This seems to be the same situation but they say you can move stuff.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
As always, we're willing to act as an intermediary, for a very small fee.
PSN/Steam: mindflare77
It's possible if there's not already one of your command counters in that system.
If you control planet A and an opponent controls planet B, and you do not have a command counter in the system, you can activate the system and hop the ships from planet A to B. You can even bring in carriers from another system to do so. But you cannot move units if the system is already activated.
I wasn't clear on the details and I haven't looked at this game's map in several turns. I was just commenting on the wording of Preda's post. If the system is previously activated, then you can't move the GFs.
Edit: Used better wording token -> one of your command counters
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
So the activated system has special rules... you are specifically allowed to do stuff with ships in the current system, including moving ships out and back into it.
For every other system that was previously activated, you can move through it but not interact with the units there.
They wouldn't need to be supported unless you're planning on moving other ships in there.
Edit: Short answer "yes". Assuming the Ground Forces manage to take the planet (or all die in the attempt. But then, you wouldn't have production capacity anyway.)
Also, I think the move as you've described with ground forces works:
The ship can pick up and transport fighters and ground forces
when it moves. During a tactical action, it can pick up and
transport units from the active system, the system it started its
movement in, and each system it moves through.
So, the carrier can pick them up in the system as part of the move before Space Combat.
But if the carrier were to die in Space Combat, you'd also lose the Ground Units.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Combat Round 1
Arborec has 1 Carrier, 3 Fighter IIs (carrying 3 Letani Warrior II).
Sol has 1 Cruiser.
Sol calls a retreat at the beginning of the round.
Geth roll 1d10t9+3d10t8 for Arborec
Geth roll 1d10t7 for Sol
@Zombie Hero, your action continues.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
4/2 split please.
Combat Round 1
Arborec has 3 Letani Warrior II.
Sol has 1 Spec Ops II.
Geth roll 3d10t7 for Arborec
Geth roll 1d10t6 for Sol
Arborec scores 2 hits, destroying 1 Sol Spec Ops II.
Combat resolves in favor of Arborec; Arborec gains 1 Letani Warrior II from Dacxive Animators.
Gen Synthesis
Sol lost 1 Spec Ops II during battle.
Arborec lost 1 Letani Warrior II during battle.
Geth roll 1d10t6 for Sol Gen Synthesis
Geth roll 1d10t6 for Arborec Gen Synthesis
@Zombie Hero, anything else for your action?
Build three destroyers.
Spend a trade good and exhaust Gral to pay for it
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
PSN/Steam: mindflare77
I think that makes it our turn?
Activate Meher Xull.
Move in cruiser from home system with 1 infantry using gravity drive and the wormholes
Land on planet and claim it
Exhaust Quinnara for 3R to build 2 fighters with integrated economy
T/F/S -> 0/4/0
Decline to take fleet logistics action.
@Brody