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Twilight Imperium 4e - Game 3: Round 6 - Status Phase / Game End

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    MrBlarneyMrBlarney Registered User regular
    Round 6: Start of Action Phase

    The Ghosts of Creuss: Select the (1) Leadership Strategy Card.
    The Emirates of Hacan: Select the (6) Warfare Strategy Card.
    The Arborec: Select the (8) Imperial Strategy Card.
    Federation of Sol: Select the (3) Politics Strategy Card.
    Universities of Jol-Nar: Select the (7) Technology Strategy Card, gaining 1 Trade Good. (TG 24 --> 25)
    Sardakk N'orr: Select the (4) Construction Strategy Card, gaining 2 Trade Goods.

    Trade Goods are placed on the (2) Diplomacy and (5) Trade Strategy Cards.



    Order of Play
    The Ghosts of Creuss (Brody): (1) Leadership
    Federation of Sol (Lykouragh): (3) Politics
    Sardakk N'orr (El Skid): (4) Construction
    The Emirates of Hacan (mindflare77): (6) Warfare
    Universities of Jol-Nar (38thDoe): (7) Technology
    The Arborec (Zombie Hero): (8) Imperial

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    mindflare77mindflare77 OhioRegistered User regular
    edited June 2018
    @Brody for his turn, then.

    mindflare77 on
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    PSN/Steam: mindflare77
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    BrodyBrody The Watch The First ShoreRegistered User regular
    Pop leadership, 2 in the first pool, 1 in the last.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    Zombie HeroZombie Hero Registered User regular
    Play Leadership secondary. Exhaust Everything but Xxehan for 5 tokens. 2 in tactics, 3 in strategy

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    LykouraghLykouragh Registered User regular
    Play leadership secondary, tapping Mecatol, Lor, and Qucen'n to gain 3 counters: allocate 2 to T and 1 to S, T/F/S->4/4/3

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    MrBlarneyMrBlarney Registered User regular
    Hmm, hold on a minute here. I just realized I forgot to give Creuss their counter allocations from the previous Status Phase, because I failed to ask for clarification on the orders.

    @Brody, you said to allocate 1 counter to each pool, but you only had two counters to add during the Status Phase. Assuming that you would have preferred Tactic and Strategy pool (which I have added in), that would give you a current allocation of TP/FP/SP: 1/3/1. Let me know if this changes your action or allocation.

    4463rwiq7r47.png
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    mindflare77mindflare77 OhioRegistered User regular
    Apologies for jumping the gun a bit, MrBlarney.

    Exhaust everything but Resculon for 3 counters. 1 in Tactics, 2 in Strategy.

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    PSN/Steam: mindflare77
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Tap Wellon Mellon Jol for 2 tokens.
    1 in strategy 1 in tactics.

    @El Skid for leadership secondary.

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    El SkidEl Skid The frozen white northRegistered User regular
    Play leadership secondary.

    Exhaust Mehar Xull(3I), Saudor(2I), Hercant(1I) for two tokens.

    Place 1 in tactics and 1 in fleet

    T/F/S -> 3/5/1

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    BrodyBrody The Watch The First ShoreRegistered User regular
    @MrBlarney you got it right, sorry the last couple weeks have been really crazy.

    "I will write your name in the ruin of them. I will paint you across history in the color of their blood."

    The Monster Baru Cormorant - Seth Dickinson

    Steam: Korvalain
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    @Lykouragh for next then

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    MrBlarneyMrBlarney Registered User regular
    Brody wrote: Β»
    MrBlarney: you got it right, sorry the last couple weeks have been really crazy.
    Cool. So, following the Leadership primary, you'll be at TP/FP/SP: 3/3/2.

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Activate Jord, move in all ships but no GF from Quann.

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    Zombie HeroZombie Hero Registered User regular
    For the record I was going to move my cruisers for an uphill battle in Jol-nar's home system. Didn't say as much because it required Jol-nar doing an action other than fortifying their home base.

    It remains a mystery why nobody has done anything about the Jol-nar all game.

    Steam
    Nintendo ID: Pastalonius
    Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
    3ds: 3282-2248-0453
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    LykouraghLykouragh Registered User regular
    you'll have to forgive our meaty brains for just not believing you any more

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    Zombie HeroZombie Hero Registered User regular
    Fair enough, I guess.

    I feel like this makes you unable to do anything about the Jol-nar, and it wasn't like i had the GF to do any sort of damage to your home system. I fail to see the real penalty of allowing an activation.

    Steam
    Nintendo ID: Pastalonius
    Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
    3ds: 3282-2248-0453
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    mindflare77mindflare77 OhioRegistered User regular
    I'm pretty sure this leaves the table unable to do anything about Jol-Nar, now. Alas.

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    PSN/Steam: mindflare77
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    El SkidEl Skid The frozen white northRegistered User regular
    *munch munch munch*

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    LykouraghLykouragh Registered User regular
    I wanted a build activation before my remaining fleet got wiped and I wanted the resources on Arnor and Quann to do it with. Also,

    at this point seeing the sap of plants vaporized weeds is pleasing to us

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    MrBlarneyMrBlarney Registered User regular
    edited June 2018
    Round 6 - Battle at Sol Home System

    Combat Round 1

    Sol has 1 Dreadnought, 2 Advanced Carrier IIs, and 6 Fighter IIs.
    Arborec has 3 Cruiser IIs, 1 Carrier, and 3 Fighter IIs (carrying 3 Infantry).

    Geth roll 1d10t5+2d10t9+6d10t8 for Sol
    Geth roll 3d10t6+1d10t9+3d10t8 for Arborec

    Sol:
    1d10t5+2d10t9+6d10t8 4 [1d10t5=4] [2d10t9=4, 9] [6d10t8=9, 8, 9, 7, 1, 4]
    Arborec:
    3d10t6+1d10t9+3d10t8 2 [3d10t6=4, 4, 7] [1d10t9=5] [3d10t8=2, 4, 8]

    MrBlarney on
    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Sol scores 4 hits: @Zombie Hero, how will all the hits be assigned?
    Arborec scores 2 hits, damaging 1 Sol Dreadnought and 1 Advanced Carrier II.

    4463rwiq7r47.png
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    Zombie HeroZombie Hero Registered User regular

    That's some good rolling

    Play Shields Holding
    Before you assign hits to your ships during a space combat: Cancel up to 2 hits.

    Was a retreat to the empty system not a legal move? I hadn't had the chance to look up the rule.

    Steam
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    3ds: 3282-2248-0453
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    Zombie HeroZombie Hero Registered User regular
    Ah, I see, it has to have a friendly unit.

    Steam
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    3ds: 3282-2248-0453
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    LykouraghLykouragh Registered User regular
    no sabotage

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    Zombie HeroZombie Hero Registered User regular
    Is capacity checked now or at the end of combat? If i blow up my carrier do I immediately lose the excess fighter?

    Steam
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    MrBlarneyMrBlarney Registered User regular
    Is capacity checked now or at the end of combat? If i blow up my carrier do I immediately lose the excess fighter?
    Capacity is checked at the end of combat, so destroying a carrier in the middle of one will not have any immediately detrimental effects.

    4463rwiq7r47.png
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    Zombie HeroZombie Hero Registered User regular
    Okay, Destroy a Fighter II and my Carrier. Assuming nobody sabotages

    Steam
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    3ds: 3282-2248-0453
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    El SkidEl Skid The frozen white northRegistered User regular
    No Sabo

    I'm assuming nobody will sabotage unless the meatbags put out a bribe, which they haven't done...

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    mindflare77mindflare77 OhioRegistered User regular
    Concur with @El Skid regarding Sabotages and the potential thereof.

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    PSN/Steam: mindflare77
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    For the record I was going to move my cruisers for an uphill battle in Jol-nar's home system. Didn't say as much because it required Jol-nar doing an action other than fortifying their home base.

    It remains a mystery why nobody has done anything about the Jol-nar all game.

    Disregard Fortification, Acquire Science!
    You can still throw your fleet at me through the wormhole if its any consolation.

    38thDoE on steam
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    Zombie HeroZombie Hero Registered User regular
    I think i ran the numbers and i had like, a 15-20% chance of grabbing one of your planets? It wasn't a high number, but worth a shot since my army is toast here anyways.

    Steam
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    Zombie HeroZombie Hero Registered User regular
    The real thing i was trying to work out was how many GF vs. Fighters to take. Taking fighters would help the space battle, but i would have made it impossible to go into invasion outnumbered. I had to get lucky in a lot of places.

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    Zombie HeroZombie Hero Registered User regular
    The shields holding would have helped somewhat, but you are also likely to have a sabotage. Like, a longshot but if the game is on the line (and i suspect that it is/was), you gotta try. Better than 0% at least.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    You'd probably want 3 fighters at least to soak PDS shots. Space battle you'd probably take no matter what; I don't have anything in that system space that hits on less than a 10. I'm not sure you could keep it though.

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    Zombie HeroZombie Hero Registered User regular

    Also Play

    Direct Hit
    After another player's ship uses Sustain Damage to cancel a hit produced by your units: Destroy that ship.

    On the Advanced Carrier

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    Zombie HeroZombie Hero Registered User regular
    38thDoe wrote: Β»
    You'd probably want 3 fighters at least to soak PDS shots. Space battle you'd probably take no matter what; I don't have anything in that system space that hits on less than a 10. I'm not sure you could keep it though.

    But that would leave me with no invading troops, accomplishing nothing. I think I was going to go with 1 fighter and 2 GF, which i think would maximize my chances. But the math isn't straight forward.

    Would have helped if you didn't have Tekklar Legion - N'orr

    Steam
    Nintendo ID: Pastalonius
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Wow! Didn't notice Sol's carriers have sustain damage and absurd capacity! That's crazy!

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    LykouraghLykouragh Registered User regular
    still no sabo

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    Zombie HeroZombie Hero Registered User regular
    38thDoe wrote: Β»
    You'd probably want 3 fighters at least to soak PDS shots. Space battle you'd probably take no matter what; I don't have anything in that system space that hits on less than a 10. I'm not sure you could keep it though.

    Well, that's the other half. If i managed to take it with a single GF. I would get another through a tech, and then be able to build either 2 or 3 additional GF there, depending on when dacxive activates (before or after production). I thought it was possible to hold the planet for a single turn, although it would certainly be toast the turn after.

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    Zombie HeroZombie Hero Registered User regular
    Oh shit, Sol doesn't have Dreadnought II. I should have Direct Hit that. Damn I thought they did.

    Steam
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