@Ketar: You only have 2 counters in your reinforcements (2 on the board + 12 already allocated), but you can still spend 6 Trade Goods for that much. (I'll assume that to be the case.)
Give a little ground and the whole door blows open. Game's been long off the rails, so it's to be expected, I suppose.
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KetarCome on upstairswe're having a partyRegistered Userregular
Spend 6 TG for 2 tactics counters then.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Activate Jord
Move in every single unit from Coorneeq system and Saudor
(Saudor carrier swings by Coorneeq on the way to pick up an additional 2 fighters)
2/3/3
By my math, that's 7 infantry, 14 fighters, 1 carrier, flagship. Capacity is 20, with 1 fighter II hanging around independently for 3 total fleet supply.
This is to the death. Nekro can't retreat, and I can't afford to.
Interesting. I didn't expect this this turn, your odds are likely better next turn because you could have built this turn and hoped my next first turn would be too overloaded to respond
First things first, assault cannon to asplode the carrier. I think Antimass Deflectors is the only remaining tech to steal?
Then, activate all infantry for the battle
To confirm, since the units are now engaged in combat, Capacity will not be checked until the end of combat. So you still have all of your Fighters and Infantry in space. (See section 16.3 in the Living Rules Reference)
The recipient of Assault Cannon fire also gets to choose what gets destroyed, but I don't think that's gonna change from the Carrier.
Last chance for @MrBody and @Phyphor to send in action orders in thread or via PM before I start chucking dice.
I thought I had v1.2 in the OP, with the clarified FAQ but I guess v1.1 was still linked. Although, v1.1 doesn't make a ruling either way, so we'll go with the clarification in the ruling from v1.2 onwards, where Infantry assigned to space combat via the Alastor remain so for the remainder of combat, regardless of Alastor status.
Also, the Nekro flagship has to declare at the start how many infantry are being used as fighters, and that number is locked in for the entire battle I believe.
Sol has Flagship "Genesis", 1 Advanced Carrier II, and 14 Fighter IIs (7 Infantry loaded).
Nekro has Flagship "Alastor", 3 Dreadnought IIs, 1 Destroyer, 1 Carrier, 4 Fighter IIs, and 8 Infantry (active for space combat via "Alastor").
Start-of-combat effects
Nekro uses Assault Cannon to destroy 1 Sol Carrier.
Nekro has 1 Destroyer for Anti-Fighter Barrage
Sol expends Action Card "Shields Holding" to cancel two hits and destroys 7 Fighter IIs.
Nekro damages 3 Dreadnoughts and 1 Carrier and destroys 1 Destroyer and 1 Infantry.
Combat Round 2
Sol has Flagship "Genesis" and 7 Fighter IIs (7 Infantry loaded).
Nekro has Flagship "Alastor", 3 Dreadnought IIs (all damaged), 1 Carrier (damaged), 4 Fighter IIs, and 7 Infantry (active for space combat via "Alastor").
Geth roll 2d10t5+7d10t8 for Sol
Geth roll 2d10t9+3d10t5+1d10t9+4d10t8+7d10t8 for Nekro
Yep. Normally, I just let the two parties in a conflict work it out between themselves as far as action card Sabotages go. Seems like a pretty solid rule of thumb to keep things moving a little faster.
Sol destroys 4 Fighters.
Nekro destroys 1 Fighter and 2 Infantry, and uses Duranium Armor to repair 1 Dreadnought.
Combat Round 3
Sol has Flagship "Genesis" and 3 Fighter IIs (7 Infantry loaded).
Nekro has Flagship "Alastor", 3 Dreadnought IIs (two damaged), 1 Carrier (damaged), 3 Fighter IIs, and 5 Infantry (active for space combat via "Alastor").
Sol declares a retreat at the start of the combat round.
Geth roll 2d10t5+3d10t8 for Sol
Geth roll 2d10t9+3d10t5+1d10t9+3d10t8+5d10t8 for Nekro
Most recent status update is at the bottom of the previous page. Only change has been Sol's action, where all units have been moved out of the Saudor and Coorneeq-Resculon systems. Sol still has 1 Fighter and 1 Infantry in Wellon, 2 Fighters at empty system "End of the Line", and Nekro has Flagship "Alastor", 3 Dreadnoughts (2 damaged), 1 Carrier (damaged), 2 Fighters, and 5 Infantry at Jord.
Posts
Spend 9 TG for 3 tactics counters.
Give a little ground and the whole door blows open. Game's been long off the rails, so it's to be expected, I suppose.
Activate Jord
Move in every single unit from Coorneeq system and Saudor
(Saudor carrier swings by Coorneeq on the way to pick up an additional 2 fighters)
2/3/3
By my math, that's 7 infantry, 14 fighters, 1 carrier, flagship. Capacity is 20, with 1 fighter II hanging around independently for 3 total fleet supply.
This is to the death. Nekro can't retreat, and I can't afford to.
First things first, assault cannon to asplode the carrier. I think Antimass Deflectors is the only remaining tech to steal?
Then, activate all infantry for the battle
@MrBody to declare any action cards
bleh, it's over. no cards
[b]declare retreat[/b]
@MrBlarney confirm this? I'm not seeing anything mentioned under Space Combat, Capacity, or Transport
The recipient of Assault Cannon fire also gets to choose what gets destroyed, but I don't think that's gonna change from the Carrier.
Last chance for @MrBody and @Phyphor to send in action orders in thread or via PM before I start chucking dice.
In 1.1 destroying my flagship removes the infantry from the combat. In the latest version (1.3, https://images-cdn.fantasyflightgames.com/filer_public/e3/ae/e3ae7182-66db-4d58-ad20-83a6b87dec25/ti4_living_rules_reference_v1_3_web.pdf ) they do not get removed
Also, the Nekro flagship has to declare at the start how many infantry are being used as fighters, and that number is locked in for the entire battle I believe.
Sol has Flagship "Genesis", 1 Advanced Carrier II, and 14 Fighter IIs (7 Infantry loaded).
Nekro has Flagship "Alastor", 3 Dreadnought IIs, 1 Destroyer, 1 Carrier, 4 Fighter IIs, and 8 Infantry (active for space combat via "Alastor").
Start-of-combat effects
Nekro uses Assault Cannon to destroy 1 Sol Carrier.
Nekro has 1 Destroyer for Anti-Fighter Barrage
Geth roll 2d10t9 for Nekro Anti-Fighter Barrage
Combat Round 1
Geth roll 2d10t5+14d10t8 for Sol
Geth roll 2d10t9+3d10t5+1d10t9+1d10t9+4d10t8+8d10t8 for Nekro
Nekro scores 9 hits to be assigned by @MrBody.
Shields Holding
Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
All hits to fighters
Soak on 3x dread, carrier
Lose destroyer, infantry
Nekro damages 3 Dreadnoughts and 1 Carrier and destroys 1 Destroyer and 1 Infantry.
Combat Round 2
Sol has Flagship "Genesis" and 7 Fighter IIs (7 Infantry loaded).
Nekro has Flagship "Alastor", 3 Dreadnought IIs (all damaged), 1 Carrier (damaged), 4 Fighter IIs, and 7 Infantry (active for space combat via "Alastor").
Geth roll 2d10t5+7d10t8 for Sol
Geth roll 2d10t9+3d10t5+1d10t9+4d10t8+7d10t8 for Nekro
Nekro scores 4 hits; @MrBody to make assignments.
And Duranium armor too. I give up.
All hits to fighters. Declare retreat.
Winnu to finish the job
Nekro destroys 1 Fighter and 2 Infantry, and uses Duranium Armor to repair 1 Dreadnought.
Combat Round 3
Sol has Flagship "Genesis" and 3 Fighter IIs (7 Infantry loaded).
Nekro has Flagship "Alastor", 3 Dreadnought IIs (two damaged), 1 Carrier (damaged), 3 Fighter IIs, and 5 Infantry (active for space combat via "Alastor").
Sol declares a retreat at the start of the combat round.
Geth roll 2d10t5+3d10t8 for Sol
Geth roll 2d10t9+3d10t5+1d10t9+3d10t8+5d10t8 for Nekro
Nekro scores 7 hits; this is enough to destroy all Sol ships, even with additional Action Card plays.
Once Phyphor has assigned hits, combat will be resolved and action will be on 38thDoe.
Why?
I just needed this planet for the research VP.
And I still will not be winning this game, so.
Frankly I abandoned MR because the chance of losing my space dock to Infiltrate was remote.
But then it happened so yay
Let me know if you need more.
Are you KIDDING me with those rolls! All three 9+ rolls hit??!
I started at 6.4 and that last round was 4.8