speaking of which, if anyone would favor our benificent and action-card oriented administration of this galaxy, i am open to buying supports for the throne
It is quite an important decision for you! I think it'll come down to whether you can stop Yssaril from winning in the action phase.
The yssaril have to hold MR through the first action phase and then either hold their homeworlds or score their last SO during this turn or in the status phase
Tech lets you trivially take the yssaril homeworlds (both blues, take the extra action immediately, light/wave through their stall ships) or taking MR denies them the required MR imperial VP
It is quite an important decision for you! I think it'll come down to whether you can stop Yssaril from winning in the action phase.
The yssaril have to hold MR through the first action phase and then either hold their homeworlds or score their last SO during this turn or in the status phase
Tech lets you trivially take the yssaril homeworlds (both blues, take the extra action immediately, light/wave through their stall ships) or taking MR denies them the required MR imperial VP
Yeah, but Tech puts me way behind when we score objectives at the end of the round. Muaat would have better initiative no matter what they take.
And the best choice for initiative is mostly useless otherwise this round.
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El SkidThe frozen white northRegistered Userregular
Just a reminder that the Yssaril have the "we can stop any attack" law they can use whenever they like, and also a handful of action cards that may or may not hinder you... so there's no "trivial" taking of the Yssaril homeworlds...
Just a reminder that the Yssaril have the "we can stop any attack" law they can use whenever they like, and also a handful of action cards that may or may not hinder you... so there's no "trivial" taking of the Yssaril homeworlds...
I'm popping that
And there is no meaningful way that 2 unupgraded dreads can stop 2 letnev dreads, a war sun, some cruisers and some fighters. Now not all of that would be used but realistically it's 100% win chance and the only question is the ground invasion, but bringing the war sun means bombardment is nearly guaranteed and I don't think there are ACs to stop two invasions or a space combat
The Yssaril Tribes: Select the (8) Imperial Strategy Card. Sardakk N'orr: Select the (1) Leadership Strategy Card. The L1z1x Mindnet: Select the (6) Warfare Strategy Card. The Ghosts of Creuss: Select the (2) Diplomacy Strategy Card, claiming 3 Trade Goods. (TG 2 --> 5) The Barony of Letnev: Select the (4) Construction Strategy Card, claiming 2 Trade Goods. (TG 0 --> 2) The Embers of Muaat: Select the (5) Trade Strategy Card.
Trade Goods are placed on the unselected (3) Politics and (7) Technology Strategy Cards.
Order of Play Sardakk N'orr (@38thDoe) - (1) Leadership The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy The Barony of Letnev (Ketar) - (4) Construction The Embers of Muaat (El Skid) - (5) Trade The L1z1x Mindnet (Phyphor) - (6) Warfare The Yssaril Tribes (Lykouragh) - (8) Imperial
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Activate home system launch our phalanx at the battleship. Curse the hp system of civ II.
I'm gonna need some clarification, if that's a formal order. (Bold your actions if you want to make sure they're counted properly.) When you say "phalanx", do you mean that as just using Space Cannon from your PDS, or do you also mean moving in your Carrier from Vefut II as combat reinforcements, if it gets that far?
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Sorry Iβm on mobile. And making obscure references to instruction manuals for old games for inscrutable reasons. fire space cannons! Do not move ships
You won't be able to move Infantry, since the Movement and Invasion steps of the Tactical Action come after Production. (See section 78 of the rules reference.) Everything else there looks good (though you keep spelling "Vefut II" as "Verfut").
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@Ketar
The yssaril have to hold MR through the first action phase and then either hold their homeworlds or score their last SO during this turn or in the status phase
Tech lets you trivially take the yssaril homeworlds (both blues, take the extra action immediately, light/wave through their stall ships) or taking MR denies them the required MR imperial VP
Yeah, but Tech puts me way behind when we score objectives at the end of the round. Muaat would have better initiative no matter what they take.
And the best choice for initiative is mostly useless otherwise this round.
I'm popping that
And there is no meaningful way that 2 unupgraded dreads can stop 2 letnev dreads, a war sun, some cruisers and some fighters. Now not all of that would be used but realistically it's 100% win chance and the only question is the ground invasion, but bringing the war sun means bombardment is nearly guaranteed and I don't think there are ACs to stop two invasions or a space combat
The Ghosts just silently glare at the green ships at Mehar Xull and all our precious discarded Action Cards.
@El Skid
If it's acceptable, would really appreciate it if I could take Construction instead.
If it's not, that's fine - my fault.
Thank you.
The Yssaril Tribes: Select the (8) Imperial Strategy Card.
Sardakk N'orr: Select the (1) Leadership Strategy Card.
The L1z1x Mindnet: Select the (6) Warfare Strategy Card.
The Ghosts of Creuss: Select the (2) Diplomacy Strategy Card, claiming 3 Trade Goods. (TG 2 --> 5)
The Barony of Letnev: Select the (4) Construction Strategy Card, claiming 2 Trade Goods. (TG 0 --> 2)
The Embers of Muaat: Select the (5) Trade Strategy Card.
Trade Goods are placed on the unselected (3) Politics and (7) Technology Strategy Cards.
Order of Play
Sardakk N'orr (@38thDoe) - (1) Leadership
The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy
The Barony of Letnev (Ketar) - (4) Construction
The Embers of Muaat (El Skid) - (5) Trade
The L1z1x Mindnet (Phyphor) - (6) Warfare
The Yssaril Tribes (Lykouragh) - (8) Imperial
Geth roll 2d10t6 for N'orr Space Cannon Offense
Anything else on your action, @38thDoe?
Action is on @A Half Eaten Oreo.
Action: Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
Any sabotage?
Then @Ketar
Action is on @Ketar.
Secondary open to all to play or pass.