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/
Options

Twilight Imperium 4e - Game 4: Round 7 - Action Phase / Game End

15557596061

Posts

  • Options
    discriderdiscrider Registered User regular
    Or , @Mojo_Jojo could have his turn or something

  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    I wouldn't mind an update first.

    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    discriderdiscrider Registered User regular
    edited July 2018
    Round 7: Start of Action Phase

    Mentak and Winnu gain 2TG from Strategy card choices

    Current Map: Round 7, Start of Strategy Phase
    Nb: Map is deliberately mislabeled because TG totals are deliberately inaccurate.

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 9 VP
    The Winnu - 9 VP
    Sardakk N'orr - 8 VP
    The Barony of Letnev - 8 VP
    The Ghosts of Creuss - 7 VP
    The Naalu Collective - 7 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Creuss
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: N'orr, Mentak, Letnev, Creuss
    Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr, Naalu, Letnev, Mentak
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu
    Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: N'orr, Winnu, Mentak, Letnev, Naalu
    Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.: Winnu, Mentak, N'orr, Letnev
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.: Letnev, Creuss
    Galvanize the People (2 VP): Spend a total of 6 tokens from your Tactic and/or Strategy pools.
    2 Stage II Objectives remain in the deck.

    Secret Objectives
    The Mentak Coalition: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
    Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    1 unfulfilled secret objective in hand.
    The Naalu Collective: Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    1 unfulfilled secret objective in hand.
    The Barony of Letnev: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
    2 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    2 unfulfilled secret objectives in hand.
    The Winnu: 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.
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    1 unfulfilled secret objective in hand.
    Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
    Establish a Perimeter (Status Phase, 1 VP): Have 4 PDS units on the game board.
    0 unfulfilled secret objectives in hand.

    Special Objectives
    Naalu's Support for the Throne (1 VP): Held by Mentak.
    N'orr's Support for the Throne (1 VP): Held by Mentak.
    Custodians of Mecatol Rex (1 VP): Claimed by Winnu.
    Letnev's Support for the Throne (1 VP): Held by Winnu.
    Winnu's Support for the Throne (1 VP): Held by N'orr.
    Imperial Rider (1 VP): Successful prediction by Creuss.
    Imperial Primary Ability (1 VP): Claimed by Winnu once (Round 4).
    Creuss's Support for the Throne (1 VP): Held by Naalu.

    The Mentak Coalition (Hedgethorn) SPEAKER
    Commodities: 0 / 2
    Trade Goods: 10
    Action Cards: 6

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

    Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne)
    Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II, Space Dock II, PDS II

    Worlds:
    R - Moll Primus (4R, 1I)
    R - Arinam (Industrial, 1R, 2I)
    R - Arnor (Industrial, 2R, 1I)
    R - Lor (Industrial, 1R, 2I)
    R - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
    - Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
    - Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
    - Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
    - Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
    - Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

    The Naalu Collective (Mojo_Jojo)
    Commodities: 3 / 3
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Mentak's Ceasefire, Creuss's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Infantry II

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - Lodor (Cultural, 3R, 1I)

    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 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.
    - 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.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 0
    Action Cards: 6

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

    Promissory Notes: N'orr's Ceasefire, Winnu's Political Secret (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Dreadnought II, War Sun, Destroyer II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - Resculon (Cultural, 2R, 0I)
    R - Saudor (Industrial, 2R, 2I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)
    R - Wellon (Industrial, 1R, 2I, Y)

    Other Racial Data:
    - Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
    - Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
    - Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
    - Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
    - Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
    - Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

    The Ghosts of Creuss (MrBody)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 6

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

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Ceasefire, Trade Agreement, Political Secret, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, Fighter II, Carrier II, PDS II

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Starpoint (Hazardous, 3R, 1I)
    R - Vefut II (Hazardous, 2R, 2I)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 3
    Action Cards: 5

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

    Promissory Notes: Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II, Space Dock II, Dreadnought II

    Worlds:
    R - Winnu (3R, 4I)
    R - Mecatol Rex (1R, 6I)
    R - Lazar (Industrial, 1R, 0I, Y)
    R - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
    R - Thibah (Industrial, 1R, 1I, B)

    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 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.
    - 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.

    Sardakk N'orr (Preda)
    Commodities: 0 / 3
    Trade Goods: 5
    Action Cards: 6

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

    Promissory Notes: Letnev's Ceasefire, Winnu's Support for the Throne (Trade Agreement, Political Secret)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Sarween Tools, Carrier II, Fighter II, Exotrireme II

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Fria (Hazardous, 2R, 0I)
    R - Mellon (Cultural, 0R, 2I)

    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 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.
    - 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.

    Agenda Effects
    Terraforming Intiative - Attached to Sakulag. The resource and influence values of this planet are increased by 1.
    Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.
    Representative Government - Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead.
    Minister of Industry - Held by Naalu. When Naalu places a space dock in a system, their units in that system may use their Production abilities.
    Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
    Anti-Intellectual Revolution - After a player researches a technology, they must destroy 1 of their non-fighter ships.

    Order of Play
    The Naalu Collective (Mojo_Jojo) - Technology
    The Barony of Letnev (Ketar) - Leadership
    The Mentak Coalition (Hedgethorn) - Diplomacy
    Sardakk N'orr (Preda) - Politics
    The Winnu (discrider) - Trade
    The Ghosts of Creuss (MrBody) - Imperial

    There are 1 Trade Goods on each of the other two cards and @Mojo_Jojo and go [/quote]

    discrider on
  • Options
    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Ah crap, I could have pillaged Preda's trade rider during the Agenda phase. Completely overlooked it due to discrider messing with the vote.

  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Keeping track of pillagability in a forum game seems especially difficult.

    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    MrBlarneyMrBlarney Registered User regular
    edited July 2018
    Round 7: Start of Action Phase

    At the start of the Strategy Phase, Winnu plays Action Card "Summit" to allocate 1 command counter to each of Tactic and Fleet Pool. (AC 5 --> 4; TP 2 --> 3, FP 3 --> 4)
    The Mentak Coalition: Select the (2) Diplomacy Strategy Card, gaining 2 Trade Goods. (TG 8 --> 10)
    The Naalu Collective: Select the (7) Technology Strategy Card.
    The Barony of Letnev: Select the (8) Imperial Strategy Card, but is forced to return it and select a new card due to Creuss's play of Action Card "Public Disgrace". (Creuss AC 6 --> 5)
    Select the (1) Leadership Strategy Card.
    The Ghosts of Creuss: Select the (8) Imperial Strategy Card.
    The Winnu: Select the (5) Trade Strategy Card, gaining 2 Trade Goods. (TG 1 --> 3)
    Sardakk N'orr: Select the (3) Politics Strategy Card.

    Trade Goods are placed on the unselected (4) Construction and (6) Warfare Strategy Cards.



    Order of Play
    The Naalu Collective (@Mojo_Jojo): (0) Technology
    The Barony of Letnev (Ketar): (1) Leadership
    The Mentak Coalition (Hedgethorn): (2) Diplomacy
    Sardakk N'orr (Preda): (3) Politics
    The Winnu (discrider): (5) Trade
    The Ghosts of Creuss (MrBody): (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited July 2018
    Play technology
    Exhaust both planets with resources
    Research Graviton laser and space dock II
    Blow up the cruiser and destroyer as sacrifice to the technology god


    @ketar @Hedgethorn @preda @MrBody @discrider for the secondary

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Pass on tech secondary

  • Options
    PredaPreda Registered User regular
    Pass.

  • Options
    MrBodyMrBody Registered User regular
    pass tech

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited July 2018
    Pass.

    Ketar on
  • Options
    discriderdiscrider Registered User regular
    Bleh
    Trash Winnu Carrier to research Graviton Laser. Exhaust Winnu + Thibah.
    Soon we'll be eating our boots I fear.
    3/4/1 T/F/S

    @Ketar

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Naalu. Lose 1 from Fleet Pool, all fleets still legal. Move in all units from Qucen'n including fighters and infantry. Move in dreadnought with infantry from Corneeq.

    1/2/1


    @Mojo_Jojo

  • Options
    discriderdiscrider Registered User regular
    Right.
    Hedgethorn doesn't have to be eliminated if Ketar scores first.

  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited July 2018
    Play on

    We can probably end the game here. I'd like to remind the table then when I pointed out leaving a player with two wedges was probably a bad idea that this is what happens

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBlarney to begin combat

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    There's 3 players who can win before the status phase, and I am not one of them. All I can do is put Letnev in the best possible position should we reach the status phase.

  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Then this move makes even less sense!

    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    discriderdiscrider Registered User regular
    Oh wait.
    He might mean 3 players and not Hedgethorn.
    Instead of 3 players and not Disc.

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Hedgethorn is one of three who could hit 10 before the status phase (along with Disc and MrBody; technically Preda or I could too, but it would take 2 Action Phase SOs each, so...). He can only do it with an Action Phase SO though...so taking his home system wouldn't do anything. It only prevents scoring of Public Objectives, not Secret.

  • Options
    discriderdiscrider Registered User regular
    Preda is on 9?

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    Preda is on 9?

    Preda is on 8 according to the last update. And the one before that.

  • Options
    discriderdiscrider Registered User regular
    Ketar wrote: »
    discrider wrote: »
    Preda is on 9?

    Preda is on 8 according to the last update. And the one before that.

    Hm.
    Guess so.

  • Options
    discriderdiscrider Registered User regular
    Still, if Hedgethorn had an SO up his sleeve, why take Diplomacy?
    Why not Leadership?

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited July 2018
    Everyone will get a shot at one more SO, no? Though Mentak has no Strategy tokens right now, so maybe not.

    Ketar on
  • Options
    MrBlarneyMrBlarney Registered User regular
    edited July 2018
    Round 7 - Battle at Naalu Home System

    Space Cannon Offense

    Letnev has 1 War Sun, 2 Dreadnought IIs, 1 Cruiser, and 2 Fighters (carrying 3 Infantry).
    Naalu has 4 Hybrid Crystal Fighter IIs.

    Naalu has 1 PDS in range for Space Cannon Offense. -1 to hit for Letnev's Antimass Deflectors.

    Geth roll 1d10t7 for Naalu Space Cannon Offense

    Naalu Space Cannon Offense:
    1d10t7 0 [1d10t7=2]

    MrBlarney on
    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    No hit.

    Combat Round 1

    Geth roll 3d10t3+2d10t5+1d10t6+3d10t9 for Letnev
    Geth roll 4d10t7 for Naalu

    Letnev:
    3d10t3+2d10t5+1d10t6+3d10t9 5 [3d10t3=9, 9, 6] [2d10t5=7, 5] [1d10t6=5] [3d10t9=3, 6, 7]
    Naalu:
    4d10t7 2 [4d10t7=8, 5, 10, 3]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    Letnev scores 5 hits, destroying 4 Naalu Hybrid Crystal Fighter IIs.
    Naalu scores 2 hits; how will the hits be allocated, @Ketar?

    Combat will resolve in favor of Letnev following hit allocation, and Letnev's action will continue.

    4463rwiq7r47.png
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Both hits on one dreadnought.

    Bombard Druaa with everything. Use Plasma Scoring for an additional die for the War Sun.

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @Mojo_Jojo in case of action card response.

  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Nope

    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    MrBlarneyMrBlarney Registered User regular
    Letnev has 1 War Sun and 2 Dreadnought IIs for bombardment; War Sun negates Planetary Shield. +1 die roll for Plasma Scoring.

    Geth roll 4d10t3+2d10t5 for Letnev Bombardment

    Letnev Bombardment:
    4d10t3+2d10t5 2 [4d10t3=1, 6, 2, 7] [2d10t5=1, 1]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    2 hits destroy 2 Naalu Infantry; none remain.

    Your action continues, @Ketar.

    4463rwiq7r47.png
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Invade Maaluk with 1 infantry. Invade Druaa with 2.

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @Mojo_Jojo one last time for any ACs.

    Then pass on second action, so @Hedgethorn would be up.

  • Options
    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Nope

    Homogeneous distribution of your varieties of amuse-gueule
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Geth roll 1d10t7 for Naalu Space Cannon Defense

    Naalu Space Cannon Defense:
    1d10t7 1 [1d10t7=9]

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    1 infantry successfully lands on each planet.

    Hedgethorn for the next action.

  • Options
    PredaPreda Registered User regular
    Ketar wrote: »
    Hedgethorn is one of three who could hit 10 before the status phase (along with Disc and MrBody; technically Preda or I could too, but it would take 2 Action Phase SOs each, so...). He can only do it with an Action Phase SO though...so taking his home system wouldn't do anything. It only prevents scoring of Public Objectives, not Secret.

    I've already scored 2 SO, and can't score more than a third. I can't win before status phase, which mean that I can't win at all since there are 3 (now 2 since Naalu are wreked) before me. Unless MrBody closes with Imperial first, it's all between Hedgethorn and Discrider with an action SO and Ketar in Status phase.

  • Options
    discriderdiscrider Registered User regular
    See, I may have thought you were on 9.
    So clearly you're still a major threat that can win this phase and everyone should stop you from winning so that I can win with my 5 card in status.

Sign In or Register to comment.