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Twilight Imperium 4e - Game 5: Round 6 - Status Phase / Game End

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Exhaust Lor, Corneeq, 2 TG for 2. 3/4/2

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    LykouraghLykouragh Registered User regular
    Activate Mehar Xull, moving in carrier and cruiser from home system with 2 GF and 2 fighters. ->2/4/2

    @Ketar for action plays, I don't have any before start of combat

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    That's cold. We had promised to return Mehar Xull to Creuss this round.

    No card plays. If they somehow fail to hit we will retreat at the earliest opportunity.

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    LykouraghLykouragh Registered User regular
    Ketar wrote: »
    That's cold. We had promised to return Mehar Xull to Creuss this round.

    No card plays. If they somehow fail to hit we will retreat at the earliest opportunity.

    They borrow Saudor, I borrow Mehar Xull, such is karma.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Lykouragh wrote: »
    Ketar wrote: »
    That's cold. We had promised to return Mehar Xull to Creuss this round.

    No card plays. If they somehow fail to hit we will retreat at the earliest opportunity.

    They borrow Saudor, I borrow Mehar Xull, such is karma.

    There was no violence on Saudor, we were welcomed with open arms. Also we didn't like the smell so we're leaving anyway.

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    LykouraghLykouragh Registered User regular
    Lykouragh wrote: »
    Ketar wrote: »
    That's cold. We had promised to return Mehar Xull to Creuss this round.

    No card plays. If they somehow fail to hit we will retreat at the earliest opportunity.

    They borrow Saudor, I borrow Mehar Xull, such is karma.

    There was no violence on Saudor, we were welcomed with open arms. Also we didn't like the smell so we're leaving anyway.

    It's the action cards, they get rancid if held too long.

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    MrBlarneyMrBlarney Registered User regular
    Ketar wrote: »
    No card plays. If they somehow fail to hit we will retreat at the earliest opportunity.
    There are no valid adjacent systems for retreat (requires friendly units or planet), so battle will be to complete elimination of one side.

    Round 5 - Battle at Mehar Xull

    Yssaril has 1 Cruiser, 1 Carrier II, and 2 Fighters (carrying 2 Infantry).
    Letnev has 1 Cruiser II.

    Geth roll 1d10t7+1d10t9+2d10t9 for Yssaril
    Geth roll 1d10t6 for Letnev

    Yssaril:
    1d10t7+1d10t9+2d10t9 3 [1d10t7=10] [1d10t9=10] [2d10t9=10, 4]
    Letnev:
    1d10t6 0 [1d10t6=5]

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Claim

    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.

    for the space combat, then land the GF.

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    MrBlarneyMrBlarney Registered User regular
    Yssaril scores 3 hits, destroying 1 Letnev Cruiser II.
    Letnev scores no hits.
    Combat resolves in favor of Yssaril; Yssaril has conditional orders to claim the following Secret Objective:

    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.

    Yssaril has conditional orders to land 2 Infantry on Mehar Xull.

    Round 5 - Invasion of Mehar Xull

    Yssaril has 2 Infantry.
    Letnev has 1 Infantry.

    Geth roll 2d10t8 for Yssaril
    Geth roll 1d10t8 for Letnev

    Yssaril:
    2d10t8 1 [2d10t8=10, 4]
    Letnev:
    1d10t8 0 [1d10t8=2]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Yssaril scores 1 hit, destroying 1 Letnev Infantry.
    Letnev scores no hits.
    Combat resolves in favor of Yssaril.

    Anything else, @Lykouragh ?

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Nope, @El Skid

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    El SkidEl Skid The frozen white northRegistered User regular
    Looks like my hands are somewhat tied here...

    Activate home system.

    Move in War sun picking up infantry from Tar'Mann and Wellon. Drop infantry on Muaat.

    Spend 2 TGs (2R) and exhaust Bereg (3R) to build 5 fighters

    @38thDoe is up.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Activate home system, fire on destroyer with space cannons.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    El SkidEl Skid The frozen white northRegistered User regular
    Go Space cannons!

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Feast. Feast upon Muaat's planets while they're worried that we might try to take the crown from them.

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    El SkidEl Skid The frozen white northRegistered User regular
    Ketar wrote: »
    Feast. Feast upon Muaat's planets while they're worried that we might try to take the crown from them.

    Just a note that this “worry” comes from noting that our single warsun, flagship and dreadnought and copious fighters would have been anihilated by the Letnev fleet. They’re scary and should probably be stopped...

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    El Skid wrote: »
    Ketar wrote: »
    Feast. Feast upon Muaat's planets while they're worried that we might try to take the crown from them.

    Just a note that this “worry” comes from noting that our single warsun, flagship and dreadnought and copious fighters would have been anihilated by the Letnev fleet. They’re scary and should probably be stopped...

    We love the way you keep trying to insist that Letnev are the scary ones here. Nobody has the power to outmatch that fleet you have in your home system right now, including us.

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    MrBlarneyMrBlarney Registered User regular
    N'orr has 1 PDS unit for Space Cannon Offense.

    Geth roll 1d10t6 for N'orr Space Cannon Offense

    N'orr Space Cannon Offense:
    1d10t6 0 [1d10t6=1]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    No hit registered. @38thDoe, anything else on your action?

    4463rwiq7r47.png
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Pass.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    MrBlarneyMrBlarney Registered User regular
    Round 5: Action Phase Update 1

    The Barony of Letnev: Play the primary ability of the (1) Leadership Strategy Card, exhausting Mecatol Rex (6I), Arinam (2I), Meer (4I), and Mehar Xull (3I) to allocate 3 tokens to each of Tactic and Fleet pool and 2 tokens to Strategy Pool. (TP 1 --> 4, FP 2 --> 5, SP 1 --> 3)
    Muaat plays on the secondary, exhausting Lirta IV (3I), Rarron (3I), Qucen'n (2I), and Tar'mann (1I) to allocate 1 counter to each of Tactic, Fleet, and Strategy Pool. (TP 1 --> 2, FP 4 --> 5, SP 1 --> 2)
    Yssaril plays on the secondary, exhausting Shalloq (2I), Dal Bootha (2I), and Mellon (2I) to allocate 2 counters to Tactic Pool. (TP 1 --> 3)
    L1z1x plays on the secondary, exhausting Coorneeq (2I), Lor (2I), and 2 Trade Goods (TG 5 --> 3) to allocate 1 counter to each of Fleet and Strategy Pool. (FP 3 --> 4, SP 1 --> 2)
    Creuss plays on the secondary, exhausting Saudor (2I) and Thibah (1I) to allocate 1 counter to Strategy Pool. (SP 1 --> 2)
    The Yssaril Tribes: Activate the Mehar Xull system. (TP 3 --> 2)
    Move in 1 Cruiser, 1 Carrier, 2 Fighters, and 2 Infantry from the Yssaril Home System.
    During space combat, Yssaril suffers no losses while Letnev loses 1 Cruiser; combat resolves in favor of Letnev.
    Claim secret objective "Spark a Rebellion". (VP 3 --> 4)
    Land 2 Infantry on Mehar Xull.
    During invasion combat, Yssaril suffers no losses while Letnev loses 1 Infantry; combat resolves in favor of Yssaril.
    The Embers of Muaat: Activate the Muaat Home System. (TP 2 --> 1)
    Move in 1 War Sun and 1 Infantry from Wellon, loading 1 Infantry from Tar'mann.
    Land 2 Infantry on Muaat.
    Exhaust Bereg (3R) and 2 Trade Goods (TG 2 --> 0) to build 5 Fighters (5R) at Muaat.
    Sardakk N'orr: Activate the N'orr Home System. (TP 2 --> 1)
    Space Cannon Offense results in no hits.

    Current Map: Action Phase Update 1

    Current Technologies

    Victory Points and Objectives
    The Barony of Letnev - 6 VP
    The Embers of Muaat - 6 VP
    The Yssaril Tribes - 4 VP
    The Ghosts of Creuss - 3 VP
    The L1z1x Mindnet - 2 VP
    Sardakk N'orr - 1 VP

    Public Objectives
    Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev, Muaat, L1z1x
    Erect a Monument (1 VP): Spend 8 resources. - N'orr
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait. - Letnev, Yssaril
    Sway the Council (1 VP): Spend 8 influence. - Letnev, Yssaril, Muaat
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors. - Muaat, Creuss
    Manipulate Galactic Law (2 VP): Spend 16 influence.
    4 Stage II Objectives remain in the line.

    Secret Objectives
    The Barony of Letnev - 1 unfulfilled secret objective in hand, 1 completed:
    - Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and one or more ships in a system that contains a Beta wormhole.
    The Embers of Muaat - 1 unfulfilled secret objectives in hand, 2 completed:
    - Make an Example of their World (Action Phase, 1 VP): Use Bombardment to destroy the last of a player's ground forces on a planet.
    - Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    The Yssaril Tribes - 1 unfulfilled secret objective in hand, 1 completed:
    - Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    Sardakk N'orr - 2 unfulfilled secret objectives in hand.
    The L1z1x Mindnet - 2 unfulfilled secret objectives in hand.
    The Ghosts of Creuss - 1 unfulfilled secret objective in hand, 1 completed:
    - Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.

    Special Objectives
    N'orr's Support for the Throne (1 VP) - Held by L1z1x.
    Custodians of Mecatol Rex (1 VP) - Claimed by Letnev.
    Letnev's Support for the Throne (1 VP) - Held by Creuss.
    Imperial Primary (1 VP) - Claimed by Letnev, Round 3.
    The Crown of Emphidia (1 VP) - Held by Muaat.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 6
    Action Cards: 5

    Tactic Pool: 4
    Fleet Pool: 5
    Strategy Pool: 3

    Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Neural Motivator, Cruiser II, Dreadnought II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Mecatol Rex (1R, 6I)
    R - Abyz (Hazardous, 3R, 0I)
    X - Arinam (Industrial, 1R, 2I)
    R - Fria (Hazardous, 2R, 0I)
    X - Meer (Hazardous, 0R, 4I, R)
    R - Quann (Cultural, 2R, 1I)

    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 Embers of Muaat (El Skid)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 5
    Strategy Pool: 2

    Promissory Notes: Yssaril's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring, Magen Defense Grid, Duranium Armor, Assault Cannon, Sarween Tools, Transit Diodes, Prototype War Sun II, Destroyer II

    Worlds:
    R - Muaat (4R, 1I)
    R - Tren'lak (1R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - Wellon (Industrial, 1R, 2I, Y)

    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 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.
    - 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.

    The Yssaril Tribes (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 6
    Action Cards: 8

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

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Spy Net)
    Technology: Neural Motivator, Transparasteel Plating, Hyper Metabolism, Mageon Implants, Antimass Deflectors, Gravity Drive, Carrier II

    Worlds:
    R - Retillion (2R, 3I)
    X - Shalloq (1R, 2I)
    X - Dal Bootha (Cultural, 0R, 2I)
    R - Lodor (Cultural, 3R, 1I)
    X - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Mellon (Cultural, 0R, 2I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: Y'sia Y'ssrila: Combat Value 5 (x2), Movement 2, Carry Capacity 3. Sustain Damage. This ship can move through systems that contain other players' ships.
    - Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
    - Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
    - Stall Tactics: Action: Discard 1 card from your hand.
    - Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
    - Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
    - Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.

    Sardakk N'orr (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 14
    Action Cards: 5

    Tactic Pool: 1
    Fleet Pool: 5
    Strategy Pool: 4

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
    Technology: Sarween Tools, Neural Motivator, Dacxive Animators, Antimass Deflectors, Gravity Drive, Exotrireme II

    Worlds:
    R - Quinarra (3R, 1I)
    R - Vefut II (Hazardous, 2R, 2I)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial 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.

    The L1z1x Mindnet (Phyphor)
    Commodities: 0 / 2
    Trade Goods: 3
    Action Cards: 7

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Hyper Metabolism, Plasma Scoring, Duranium Armor, Assault Cannon, Sarween Tools, Inheritance Systems, Gravity Drive, Light/Wave Deflector, Super-Dreadnought II

    Worlds:
    R - [0.0.0] (5R, 0I)
    R - Arnor (Industrial, 2R, 1I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Lazar (Industrial, 1R, 0I, Y)
    X - Lor (Industrial, 1R, 2I)
    R - Resculon (Cultural, 2R, 0I)
    R - 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, hits produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
    - Racial Tehcnology: 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.
    - 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.

    The Ghosts of Creuss (A Half Eaten Oreo) SPEAKER
    Commodities: 1 / 4
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Letnev's Ceasefire, Letnev's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Wormhole Generator, Light/Wave Deflector, Neural Motivator, Hyper Metabolism, Infantry II, Carrier II

    Worlds:
    R - Creuss (4R, 2I)
    R - New Albion (Industrial, 1R, 1I, G)
    X - Saudor (Industrial, 2R, 2I)
    R - Starpoint (Hazardous, 3R, 1I)
    X - Thibah (Industrial, 1R, 1I, B)

    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.

    Neutral Worlds and Overarching Game Effects
    Regulated Conscription: When a player produces units, they produce only 1 fighter or infantry for its cost instead of 2.
    Minister of Sciences: Held by Muaat. When Muaat resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.
    The Crown of Emphidia: Held by Muaat. Grants 1 victory point. If a player gains control of a planet in Muaat's home system, this card and its victory point is transferred to that player.
    Minister of Peace: Held by Yssaril. After a player activates a system containing 1 or more units of a different player, Yssaril may discard this card to immediately end the active player's turn.

    Order of Play
    The Barony of Letnev (Ketar) - (1) Leadership
    The Yssaril Tribes (Lykouragh) - (3) Politics
    The Embers of Muaat (El Skid) - (5) Trade
    Sardakk N'orr (38thDoe) - (6) Warfare
    The L1z1x Mindnet (@Phyphor) - (7) Technology Current Player
    The Ghosts of Creuss (A Half Eaten Oreo) - (8) Imperial

    4463rwiq7r47.png
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    El SkidEl Skid The frozen white northRegistered User regular
    Ketar wrote: »
    El Skid wrote: »
    Ketar wrote: »
    Feast. Feast upon Muaat's planets while they're worried that we might try to take the crown from them.

    Just a note that this “worry” comes from noting that our single warsun, flagship and dreadnought and copious fighters would have been anihilated by the Letnev fleet. They’re scary and should probably be stopped...

    We love the way you keep trying to insist that Letnev are the scary ones here. Nobody has the power to outmatch that fleet you have in your home system right now, including us.

    Except as you noted my ships are stuck in our home system, while yours can roam around and get VPs. You are very close to winning the game, simply... while we are not

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    El Skid wrote: »
    Ketar wrote: »
    El Skid wrote: »
    Ketar wrote: »
    Feast. Feast upon Muaat's planets while they're worried that we might try to take the crown from them.

    Just a note that this “worry” comes from noting that our single warsun, flagship and dreadnought and copious fighters would have been anihilated by the Letnev fleet. They’re scary and should probably be stopped...

    We love the way you keep trying to insist that Letnev are the scary ones here. Nobody has the power to outmatch that fleet you have in your home system right now, including us.

    Except as you noted my ships are stuck in our home system, while yours can roam around and get VPs. You are very close to winning the game, simply... while we are not

    El oh el.

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    LykouraghLykouragh Registered User regular
    @A Half Eaten Oreo any way you can move that carrier out of Saudor this round? You can have Wellon or Mehar and I'll retreat out, it's just blocking up my next turn I think

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Lykouragh wrote: »
    @A Half Eaten Oreo any way you can move that carrier out of Saudor this round? You can have Wellon or Mehar and I'll retreat out, it's just blocking up my next turn I think

    I exhausted Saudor precisely cause I want to move out ASAP

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Sorry, just trying to figure out which of my possible tech paths works out best

    @MrBlarney would it be legal for me to produce say two cruisers in my home system and then scrap the carrier to comply with fleet limits?

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    MrBlarneyMrBlarney Registered User regular
    Phyphor wrote: »
    MrBlarney: would it be legal for me to produce say two cruisers in my home system and then scrap the carrier to comply with fleet limits?
    Yes. You can deliberately exceed your Fleet Pool limits through production, movement, etc., as long as you then destroy ships to go back under those limits afterwards.

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    MrBlarneyMrBlarney Registered User regular
    @Phyphor, have you made a decision for your action?

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah, technology gain war suns

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @El Skid @Lykouragh @38thDoe @A Half Eaten Oreo to play or pass on Tech secondary.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Tap Zubat and 1 TG to research *sigh* plasma scoring.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    LykouraghLykouragh Registered User regular
    pass tech 2ndary

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    MrBlarneyMrBlarney Registered User regular
    @Ketar, I just want to remark that you haven't yet posted your own action on the Technology secondary either.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Yeah, I'm not rushing into a decision for once. Still thinking things over.

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    El SkidEl Skid The frozen white northRegistered User regular
    Play on Tech Secondary. Exhaust Wellon for Yellow tech specialty to gain Integrated Economy

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play on secondary. Exhaust Fria and Quann and research War Suns.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Our threats are backed by Nuclear Weapons Planet Busters Warsuns Sharpened Sticks Plasma Scoring.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    So half the Galaxy now has War Suns? This is what it must feel to not be a Nuclear Power.

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    MrBlarneyMrBlarney Registered User regular
    That's it for the Technology action. Action is on @A Half Eaten Oreo.

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