Eclipse - Game #2 Rise of the Ancients
#1121
Posted 05 February 2013 - 05:50 PM
Looks like we scared him away
Just been made aware of the existence of this place (http://imgur.com/gallery/EJOWD) I need to go.
Just been made aware of the existence of this place (http://imgur.com/gallery/EJOWD) I need to go.
#1122
Posted 05 February 2013 - 05:54 PM
twelve, on 05 February 2013 - 05:42 PM, said:
D, on 05 February 2013 - 05:31 PM, said:
Imperial Historian, on 05 February 2013 - 05:29 PM, said:
I don't trust any of you.
Psst CF while Twelve is distracted by all this buisness with the centre, you should take some of those nice planets he's left next to your fleet.
Psst CF while Twelve is distracted by all this buisness with the centre, you should take some of those nice planets he's left next to your fleet.
That is very true. With conformal drive, two move actions could put a CF interceptor in every one of twelve's important hexes. 8 more planets instantly, and it's not like CF needs to fear losing 1 or 2 interceptors when they cost 2 materials and can fly back into the fray so easily.
I suspect this round is going to see a lot of chaos.
Neutron bombs are needed to remove all population cubes so don't listen to D'rek CF. She lies!!!
Plasma cannons and +2 computers gives pretty good chances. Even if he only takes down half your hexes, that's lots of planets he can colonize and it could cripple you something fierce.
#1123
Posted 05 February 2013 - 05:55 PM
Twelve, you know what sounds good? A lovely alliance between yourself, EM, and me. Imagine! Yours and EM's military might combined into one glorious package! And, erm, me. Hmmm - a backdoor to IH's holdings perhaps!
"I think I've made a terrible error of judgement."
#1124
Posted 05 February 2013 - 05:55 PM
Imperial Historian, on 05 February 2013 - 05:50 PM, said:
Looks like we scared him away
Just been made aware of the existence of this place (http://imgur.com/gallery/EJOWD) I need to go.
Just been made aware of the existence of this place (http://imgur.com/gallery/EJOWD) I need to go.
I have some friends who have been there. It is apparently as awesome as it seems.
#1125
Posted 05 February 2013 - 06:00 PM
D, on 05 February 2013 - 05:55 PM, said:
Imperial Historian, on 05 February 2013 - 05:50 PM, said:
Looks like we scared him away
Just been made aware of the existence of this place (http://imgur.com/gallery/EJOWD) I need to go.
Just been made aware of the existence of this place (http://imgur.com/gallery/EJOWD) I need to go.
I have some friends who have been there. It is apparently as awesome as it seems.
Now I really need to go.
#1126
Posted 05 February 2013 - 06:22 PM
D, on 05 February 2013 - 05:54 PM, said:
twelve, on 05 February 2013 - 05:42 PM, said:
D, on 05 February 2013 - 05:31 PM, said:
Imperial Historian, on 05 February 2013 - 05:29 PM, said:
I don't trust any of you.
Psst CF while Twelve is distracted by all this buisness with the centre, you should take some of those nice planets he's left next to your fleet.
Psst CF while Twelve is distracted by all this buisness with the centre, you should take some of those nice planets he's left next to your fleet.
That is very true. With conformal drive, two move actions could put a CF interceptor in every one of twelve's important hexes. 8 more planets instantly, and it's not like CF needs to fear losing 1 or 2 interceptors when they cost 2 materials and can fly back into the fray so easily.
I suspect this round is going to see a lot of chaos.
Neutron bombs are needed to remove all population cubes so don't listen to D'rek CF. She lies!!!
Plasma cannons and +2 computers gives pretty good chances. Even if he only takes down half your hexes, that's lots of planets he can colonize and it could cripple you something fierce.
How does attacking population work anyway? Say CF attacks my homeworld and takes out my interceptor. (Unlike one on one but you never know). He now has one interceptor with plasma cannons with Positron computers. Say he gets lucky and hits. (Only 50% odds of hitting) So doesn't he just take out one population cube only? That would still leave me in control of the hex with all but one population. Plus I get the resources of that destroyed cube and can just recolonize it the next round anyway with (hopefully) reinforces to take out his interceptor.
Or do I have this completely confused and wrong?
I don't know what I'm doing but it sounds good.
#1127
Posted 05 February 2013 - 06:38 PM
I upgrade cruiser and Dread with Tachyon drive. over their normal drive.
twelve I actually like that Idea of alliance. I'm even ready to help you in GC if you agree to it. It would be epic.The others will have no chance.
twelve I actually like that Idea of alliance. I'm even ready to help you in GC if you agree to it. It would be epic.The others will have no chance.
Dulce et decorum est
Pro patria mori
#sarcasm
Pro patria mori
#sarcasm
#1128
Posted 05 February 2013 - 06:42 PM
EmperorMagus, on 05 February 2013 - 06:38 PM, said:
I upgrade cruiser and Dread with Tachyon drive. over their normal drive.
twelve I actually like that Idea of alliance. I'm even ready to help you in GC if you agree to it. It would be epic.The others will have no chance.
twelve I actually like that Idea of alliance. I'm even ready to help you in GC if you agree to it. It would be epic.The others will have no chance.
It's actually CF's turn and I'm waiting to hear what he has to say to all the proposals going around before I decide on who to join an alliance with.
I don't know what I'm doing but it sounds good.
#1129
Posted 05 February 2013 - 06:43 PM
In before Tatts gets me!
UPGRADE cruisers and dreadnaughts with Sentient Hull - in the empty slot for dreadnughts, in the normal hull slot for cruisers.
UPGRADE cruisers and dreadnaughts with Sentient Hull - in the empty slot for dreadnughts, in the normal hull slot for cruisers.
"I think I've made a terrible error of judgement."
#1130
Posted 05 February 2013 - 06:46 PM
twelve, on 05 February 2013 - 06:42 PM, said:
EmperorMagus, on 05 February 2013 - 06:38 PM, said:
I upgrade cruiser and Dread with Tachyon drive. over their normal drive.
twelve I actually like that Idea of alliance. I'm even ready to help you in GC if you agree to it. It would be epic.The others will have no chance.
twelve I actually like that Idea of alliance. I'm even ready to help you in GC if you agree to it. It would be epic.The others will have no chance.
It's actually CF's turn and I'm waiting to hear what he has to say to all the proposals going around before I decide on who to join an alliance with.
It's tattersail's fault that I'm early!
Dulce et decorum est
Pro patria mori
#sarcasm
Pro patria mori
#sarcasm
#1131
Posted 05 February 2013 - 06:48 PM
Well it looks like we have a couple of provisionals now so no harm no foul so they say.
I don't know what I'm doing but it sounds good.
#1132
Posted 05 February 2013 - 06:50 PM
I did pm cf. Anyone know the answer to twelvs question
Apt is the only one who reads this. Apt is nice.
#1133
Posted 05 February 2013 - 07:03 PM
I've always played it as you have to hit each planet individually, but I don't know what the actual rules are, and how things like plasma cannons would work. You can't recolonise when an enemy ship is in your system though.
#1134
Posted 05 February 2013 - 07:05 PM
What happens to the influence disc?
Apt is the only one who reads this. Apt is nice.
#1135
Posted 05 February 2013 - 07:09 PM
When in doubt go to the rules:
attacking population After all battles have been resolved, the remaining Ships may attack the population in the hex. Each Ship may attack once with all of its Cannons (Missiles may not be used), using the normal rules to hit. Population is considered not to have any shields. Each point of damage destroys one Population Cube of your choosing. If you have the Neutron Bombs Technology, you may destroy all the Population Cubes from the hex without rolling any dice.
Destroyed cubes are returned to the defeated player's Graveyards of the corresponding color. The cubes are returned to their respective Population Tracks in Cleanup Phase (see page 24). If a cube is destroyed from a gray (wild) square, the owner may choose which Graveyard it goes to. Similarly, if a cube is returned from an Orbital, you may return it to either the Money or Science Track. Destroying Population Cubes does not grant Reputation Tiles
attacking population example The Red Interceptors attack Blue's population once with their Ion Cannons, rolling three yellow dice. Two dice hit (6 is always a hit, and 3+3=6), but the third one misses.
Red removes two of Blue's cubes, but since at least one of the cubes stays on the hex, so does the Influence Disc.
From the example the interceptors have Gluon Computers and role a 6, 3 and 2 and the hex being attacked has 3 population cubes.
So the most CF could remove population wise would be one cube per cannon.
attacking population After all battles have been resolved, the remaining Ships may attack the population in the hex. Each Ship may attack once with all of its Cannons (Missiles may not be used), using the normal rules to hit. Population is considered not to have any shields. Each point of damage destroys one Population Cube of your choosing. If you have the Neutron Bombs Technology, you may destroy all the Population Cubes from the hex without rolling any dice.
Destroyed cubes are returned to the defeated player's Graveyards of the corresponding color. The cubes are returned to their respective Population Tracks in Cleanup Phase (see page 24). If a cube is destroyed from a gray (wild) square, the owner may choose which Graveyard it goes to. Similarly, if a cube is returned from an Orbital, you may return it to either the Money or Science Track. Destroying Population Cubes does not grant Reputation Tiles
attacking population example The Red Interceptors attack Blue's population once with their Ion Cannons, rolling three yellow dice. Two dice hit (6 is always a hit, and 3+3=6), but the third one misses.
Red removes two of Blue's cubes, but since at least one of the cubes stays on the hex, so does the Influence Disc.
From the example the interceptors have Gluon Computers and role a 6, 3 and 2 and the hex being attacked has 3 population cubes.
So the most CF could remove population wise would be one cube per cannon.
This post has been edited by twelve: 05 February 2013 - 07:16 PM
I don't know what I'm doing but it sounds good.
#1136
Posted 05 February 2013 - 07:17 PM
So from my example CF's interceptors could destroy 2 population cubes as he will do 2 points of damage? I wish the rules had more than one example showing different combinations of cannons that would explain the each point of damage rule.
I don't know what I'm doing but it sounds good.
#1137
Posted 05 February 2013 - 07:18 PM
twelve, on 05 February 2013 - 07:09 PM, said:
When in doubt go to the rules:
attacking population After all battles have been resolved, the remaining Ships may attack the population in the hex. Each Ship may attack once with all of its Cannons (Missiles may not be used), using the normal rules to hit. Population is considered not to have any shields. Each point of damage destroys one Population Cube of your choosing. If you have the Neutron Bombs Technology, you may destroy all the Population Cubes from the hex without rolling any dice.
Destroyed cubes are returned to the defeated player's Graveyards of the corresponding color. The cubes are returned to their respective Population Tracks in Cleanup Phase (see page 24). If a cube is destroyed from a gray (wild) square, the owner may choose which Graveyard it goes to. Similarly, if a cube is returned from an Orbital, you may return it to either the Money or Science Track. Destroying Population Cubes does not grant Reputation Tiles
attacking population example The Red Interceptors attack Blue's population once with their Ion Cannons, rolling three yellow dice. Two dice hit (6 is always a hit, and 3+3=6), but the third one misses.
Red removes two of Blue's cubes, but since at least one of the cubes stays on the hex, so does the Influence Disc.
From the example the interceptors have Gluon Computers and role a 6, 3 and 2 and the hex being attacked has 3 population cubes.
So the most CF could remove population wise would be one cube per cannon.
attacking population After all battles have been resolved, the remaining Ships may attack the population in the hex. Each Ship may attack once with all of its Cannons (Missiles may not be used), using the normal rules to hit. Population is considered not to have any shields. Each point of damage destroys one Population Cube of your choosing. If you have the Neutron Bombs Technology, you may destroy all the Population Cubes from the hex without rolling any dice.
Destroyed cubes are returned to the defeated player's Graveyards of the corresponding color. The cubes are returned to their respective Population Tracks in Cleanup Phase (see page 24). If a cube is destroyed from a gray (wild) square, the owner may choose which Graveyard it goes to. Similarly, if a cube is returned from an Orbital, you may return it to either the Money or Science Track. Destroying Population Cubes does not grant Reputation Tiles
attacking population example The Red Interceptors attack Blue's population once with their Ion Cannons, rolling three yellow dice. Two dice hit (6 is always a hit, and 3+3=6), but the third one misses.
Red removes two of Blue's cubes, but since at least one of the cubes stays on the hex, so does the Influence Disc.
From the example the interceptors have Gluon Computers and role a 6, 3 and 2 and the hex being attacked has 3 population cubes.
So the most CF could remove population wise would be one cube per cannon.
Hit does not equal point of damage. A plasma cannon hit against population removes 2 cubes.
#1138
Posted 06 February 2013 - 01:24 AM
Well, I am truly sorry about my lack of action here today folks. I was tied up with work and meetings absolutely all day and had only 30min to scarf some lunch...and I really should be doing more work now. One of those days. Funny reading the recent speculation and chatter though.
Anyway, the thought had crossed my mind to declare WAR upon twelve since we've been pretty lax about guarding each others' borders. I can't really see how it's in my best interests given that there is a player alliance to the East and my material production (and thereby my ability to bounce back from counter attacks) is a few turns away from being truly useful. In that scenario I see myself fighting a war on two fronts without a hope in hell of mobilizing enough of a fleet to sustain the effort....especially where the eastern alliance ships can occupy the same hex and defeat me by sheer force of numbers.
Far more prudent to re-propose my alliance with Twelve (which I see as my best shot at winning, in truth) or at the very least to continue to maintain peaceful borders to the west. Twelve, rest assured the machines have no intent to invade your homeworlds now or in the immediate future.
In the alliance case, I become an active eastern border patrol for our combined interests, building the fleet, attacking where convenient and amassing VPs through glorious space combat. my already-fast and cheap interceptors can divert him if he tries to make a run for the core worlds as well. Twelve can bolster the defence as needed while making a play for the GC and guaring the warp portal point of entry into alliance territory.
In the peaceful border scenario, I make things difficult for the obvious neighbour (sorry EM) and hope to position myself for a late-game play at the GC and a quick turnaround on some VPs.
The former is a far more certain win scenario. The latter has far less chance of success, but could work if things work out in my favour more often than not.
So yeah.
what do you think twelve? Man and machine? Your superior production + tech and my fast high-tech ships to expand Eastward?
I know it's my turn and I'm holding things up, but I'd kinda like a read on that before I proceed.
Anyway, the thought had crossed my mind to declare WAR upon twelve since we've been pretty lax about guarding each others' borders. I can't really see how it's in my best interests given that there is a player alliance to the East and my material production (and thereby my ability to bounce back from counter attacks) is a few turns away from being truly useful. In that scenario I see myself fighting a war on two fronts without a hope in hell of mobilizing enough of a fleet to sustain the effort....especially where the eastern alliance ships can occupy the same hex and defeat me by sheer force of numbers.
Far more prudent to re-propose my alliance with Twelve (which I see as my best shot at winning, in truth) or at the very least to continue to maintain peaceful borders to the west. Twelve, rest assured the machines have no intent to invade your homeworlds now or in the immediate future.
In the alliance case, I become an active eastern border patrol for our combined interests, building the fleet, attacking where convenient and amassing VPs through glorious space combat. my already-fast and cheap interceptors can divert him if he tries to make a run for the core worlds as well. Twelve can bolster the defence as needed while making a play for the GC and guaring the warp portal point of entry into alliance territory.
In the peaceful border scenario, I make things difficult for the obvious neighbour (sorry EM) and hope to position myself for a late-game play at the GC and a quick turnaround on some VPs.
The former is a far more certain win scenario. The latter has far less chance of success, but could work if things work out in my favour more often than not.
So yeah.
what do you think twelve? Man and machine? Your superior production + tech and my fast high-tech ships to expand Eastward?
I know it's my turn and I'm holding things up, but I'd kinda like a read on that before I proceed.
........oOOOOOo
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
#1139
Posted 06 February 2013 - 04:38 AM
@ CF
I had a whole couple of paragraphs all written out telling you I don't want an alliance. But then I realized that is the one option that I cannot do. If I just reamain in diplomatic peace I can easily see a senario where it's me against the everyone else. I'll probably be able to hold my own for a round or two but ultimately I would get crushed. So that leaves me only two options.
Option one
Forgo the center to go all out to eliminate you.
I would have to leave IH and EM to fight over the Galatic center and I would gain the tratior card but I would eliminate a potentially strong military race before they can get up and going. The bonus of this route is that I eliminate the number of borders that I have to protect and eliminating a competitor. The down side is it might still unite the board against me, I'll conquor hexes that I don't actually want, I gain the traitor card with almost no chance of getting rid of it unless I could get D'rek to attack me and might possibly ruin your experience, this your first full game.
Option two:
Join an alliance with you.
Bonus: I most likely get the benefit of a protected border maybe even better than if I took you out (I'm looking at you Khell and your wormhole generator bonus). I add military strength that would, when added to mine, would be almost unstoppable.
I don't really see any major downside other than you are trailing in points. But with military support from me you should be able to take some territory from someone else and once you get some good tech and more ships I can see you able to turn the points things around.
So I guess what I'm saying is that if you want an alliance with me I will accept it.
I had a whole couple of paragraphs all written out telling you I don't want an alliance. But then I realized that is the one option that I cannot do. If I just reamain in diplomatic peace I can easily see a senario where it's me against the everyone else. I'll probably be able to hold my own for a round or two but ultimately I would get crushed. So that leaves me only two options.
Option one
Forgo the center to go all out to eliminate you.
I would have to leave IH and EM to fight over the Galatic center and I would gain the tratior card but I would eliminate a potentially strong military race before they can get up and going. The bonus of this route is that I eliminate the number of borders that I have to protect and eliminating a competitor. The down side is it might still unite the board against me, I'll conquor hexes that I don't actually want, I gain the traitor card with almost no chance of getting rid of it unless I could get D'rek to attack me and might possibly ruin your experience, this your first full game.
Option two:
Join an alliance with you.
Bonus: I most likely get the benefit of a protected border maybe even better than if I took you out (I'm looking at you Khell and your wormhole generator bonus). I add military strength that would, when added to mine, would be almost unstoppable.
I don't really see any major downside other than you are trailing in points. But with military support from me you should be able to take some territory from someone else and once you get some good tech and more ships I can see you able to turn the points things around.
So I guess what I'm saying is that if you want an alliance with me I will accept it.
I don't know what I'm doing but it sounds good.
#1140
Posted 06 February 2013 - 07:08 AM
3 2 man factions and lonely Tatts. No love for the newb who has no hope
I am still here to the end though, next game will be different.
I hope.
So once CF goes we already have two provisos, meaning IH is up soon.
I am still here to the end though, next game will be different.
I hope.
So once CF goes we already have two provisos, meaning IH is up soon.
Apt is the only one who reads this. Apt is nice.