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Twilight Imperium - Game 6: Round 9 - Game Over!

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    MrBlarneyMrBlarney Registered User regular
    Yeah, I guess that's fine. @Phyphor and @38thDoe may each change their allocations if they'd like, just to be fair.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Nah, tactics all the way

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Well, feels like I should be able to change as well in that case.

    Spend 9 TG for 3 tactics counters.

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    MrBlarneyMrBlarney Registered User regular
    @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.

    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Spend 6 TG for 2 tactics counters then.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    No change for me thank you.

    38thDoE on steam
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    MrBodyMrBody Registered User regular
    edited March 2021
    Alright, gotta do it.

    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.

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    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

    @MrBody to declare any action cards

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    MrBodyMrBody Registered User regular
    edited March 2021
    oh....the assault cannon auto destructs a non-fighter ship? and now all those fighters+infantry are gone?

    bleh, it's over. no cards

    [b]declare retreat[/b]

    MrBody on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I think the fighters and infantry stay alive until end of combat. Assault cannon is obnoxious though.

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    MrBodyMrBody Registered User regular
    38thDoe wrote: Β»
    I think the fighters and infantry stay alive until end of combat. Assault cannon is obnoxious though.

    @MrBlarney confirm this? I'm not seeing anything mentioned under Space Combat, Capacity, or Transport

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    MrBlarneyMrBlarney Registered User regular
    edited March 2021
    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.

    MrBlarney on
    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited March 2021
    Well yeah you can elect to destroy the flagship, if you really want to

    Phyphor on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited March 2021
    Also I'm going to need a clarification on exactly which set of errataed rules we are playing with

    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

    Phyphor on
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    MrBlarneyMrBlarney Registered User regular
    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.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    edited March 2021
    No cards

    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.

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yes, all of them. I am also happy with no cards (for round 1 at least)

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    MrBlarneyMrBlarney Registered User regular
    edited March 2021
    Round 7 - Battle at Sol Home System

    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

    Nekro Anti-Fighter Barrage:
    2d10t9 0 [2d10t9=4, 8]

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    No hits registered.

    Combat Round 1

    Geth roll 2d10t5+14d10t8 for Sol
    Geth roll 2d10t9+3d10t5+1d10t9+1d10t9+4d10t8+8d10t8 for Nekro

    Sol:
    2d10t5+14d10t8 6 [2d10t5=9, 1] [14d10t8=6, 5, 7, 8, 8, 8, 9, 8, 7, 6, 2, 1, 4, 6]
    Nekro:
    2d10t9+3d10t5+1d10t9+1d10t9+4d10t8+8d10t8 9 [2d10t9=10, 8] [3d10t5=8, 8, 10] [1d10t9=4] [1d10t9=1] [4d10t8=7, 4, 9, 3] [8d10t8=8, 8, 8, 7, 1, 1, 8, 6]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Sol scores 6 hits to be assigned by @Phyphor.
    Nekro scores 9 hits to be assigned by @MrBody.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    edited April 2021
    That is some dumb lucky infantry rolls...

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


    All hits to fighters

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

    Soak on 3x dread, carrier
    Lose destroyer, infantry

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    discriderdiscrider Registered User regular
    Also no sab

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    MrBlarneyMrBlarney Registered User regular
    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

    Sol:
    2d10t5+7d10t8 3 [2d10t5=10, 6] [7d10t8=3, 2, 3, 6, 7, 4, 10]
    Nekro:
    2d10t9+3d10t5+1d10t9+4d10t8+7d10t8 4 [2d10t9=5, 3] [3d10t5=8, 2, 7] [1d10t9=1] [4d10t8=5, 1, 9, 1] [7d10t8=7, 4, 1, 1, 5, 2, 10]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Sol scores 3 hits; @Phyphor to make assignments.
    Nekro scores 4 hits; @MrBody to make assignments.

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    MrBodyMrBody Registered User regular
    edited April 2021
    Sure we don't need to stop for sabotage checks? I honestly wouldn't be surprised if those were burned against me for minor cards at this point.

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited April 2021
    repair a dread, lose a fighter and 2 infantry

    Phyphor on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I'm pretty sure everybody with a sabotage will just say
    images?q=tbn:ANd9GcQNoCJbRTtFcYrBDzdHvOLDEKgwyLyfiv7m3A&usqp=CAU

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    MrBlarneyMrBlarney Registered User regular
    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.

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    MrBodyMrBody Registered User regular
    Are we sure? It's not too late to turn this into a 4 or even 5 on 1 instead of just 3 on 1.

    And Duranium armor too. I give up.

    All hits to fighters. Declare retreat.

    Winnu to finish the job

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    MrBlarneyMrBlarney Registered User regular
    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

    Sol:
    2d10t5+3d10t8 2 [2d10t5=10, 10] [3d10t8=2, 6, 4]
    Nekro:
    2d10t9+3d10t5+1d10t9+3d10t8+5d10t8 7 [2d10t9=10, 9] [3d10t5=1, 9, 2] [1d10t9=9] [3d10t8=8, 8, 7] [5d10t8=7, 3, 2, 6, 8]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Sol scores 2 hits; @Phyphor to make assignments.
    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.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited April 2021
    Soak a hit on the dread, repair a dread, lose a fighter

    Phyphor on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
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    discriderdiscrider Registered User regular
    edited April 2021
    MrBody wrote: Β»
    Winnu to finish the job

    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

    discrider on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Can I get a board update when you get a chance?

    38thDoE on steam
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    MrBlarneyMrBlarney Registered User regular
    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.

    Let me know if you need more.

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    MrBodyMrBody Registered User regular
    edited April 2021
    Sol scores 2 hits; @Phyphor to make assignments.
    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.

    Are you KIDDING me with those rolls! All three 9+ rolls hit??!

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited April 2021
    20 hits over 3 rounds is above average, but only by a little bit

    I started at 6.4 and that last round was 4.8

    Phyphor on
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    MrBlarneyMrBlarney Registered User regular
    Action is on @38thDoe.

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