Malazan Empire: Eclipse - Game #2 - Malazan Empire

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Eclipse - Game #2 Rise of the Ancients

#1961 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 04:34 PM

Thanks for the rule clarification, though I do think it's weird that you're allowed to leave a "ship" that can't move as the pinned vessel.

Whatevs though. I'd have to dispute that with the game's manufacturer. It's a small matter anyway.

If you look at it another way, I *could* potentially move to Delta corvi, if only to force D'rek to choose between defending her system and helping IH.
  • If she pins my 2 interceptors with a cruiser and her orbital, I can still fly an interceptor through to help you out next turn.
  • If she decides to pin all 3 by putting 2 cruisers in Delta corvi, then IH is left on his own and I have potential to destroy a cruiser or two of D'rek's and weaken her for Tattersail, and you have good potential to win on IH's world.
  • If she decides to pin none, I can leave a single interceptor in Delta Corvi, and supply you with 2 to help in the fight against IH.
  • If she goes through our back door using cloaking devices, I can simply move back to intercept.

Any way you shake it, it works out in our favour. How 'bout it Twelve?
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1962 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 04:41 PM

addendum @ Twelve

I would definitely take that upgrade action. 2 AM cannons on your cruisers + 3 computers = like a 89% chance of 2 hits and 99% of 1 hit

Even in the other sector, 2 cannons would give you a 90% chance of winning with the opening salvo
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1963 User is offline   Tattersail_ 

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Posted 19 February 2013 - 04:43 PM

Twelve your cruisers take two hits and die do they not?
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#1964 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 04:47 PM

Yes, they do. And D'rek can drop missiles on her curiser blueprints in addition to making a move action, which with her +3 computers could be a disaster.

Hence why I was thinking of trying to reduce the forces she can commit to IH's defense. She could switch it form a sure-fire win for Twelve to a sure-fire loss.

Of course, since the cruisers will die to 1 hit from anything anyway, it might be smarter for Twelve to put missiles on his curiser blueprints. He'd still have the initiative and a good chance of killing any cruisers D'rek sends his way (because she has no point defense) and even with only 2 AM cannons he has a 90% chance of hitting IH's starbase.

EDIT

Just ran the numbers again. Man I love this.

4 missiles targeted at any cruisers D'rek sends Twelve's way would spell doom for them, with a 99% chance of 1 hit and 90% chance of 2.

This post has been edited by cerveza_fiesta: 19 February 2013 - 04:51 PM

........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

0

#1965 User is offline   D'rek 

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Posted 19 February 2013 - 04:49 PM

View Postcerveza_fiesta, on 19 February 2013 - 04:47 PM, said:

Yes, they do. And D'rek can drop missiles on her curiser blueprints in addition to making a move action, which with her +3 computers could be a disaster.

Hence why I was thinking of trying to reduce the forces she can commit to IH's defense. She could switch it form a sure-fire win for Twelve to a sure-fire loss.

Of course, since the cruisers will die to 1 hit from anything anyway, it might be smarter for Twelve to put missiles on his curiser blueprints. He'd still have the initiative and a good chance of killing any cruisers D'rek sends his way (because she has no point defense) and even with only 2 AM cannons he has a 90% chance of hitting IH's starbase.


Rock
Paper
Scissors!!!

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#1966 User is offline   twelve 

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Posted 19 February 2013 - 04:53 PM

CF. Do what you think is best. I can always adjust my blueprint if I have to in response to what D'rek and/or IH does.
I don't know what I'm doing but it sounds good.
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#1967 User is offline   twelve 

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Posted 19 February 2013 - 04:54 PM

CF you realize that your cruiser only has one movement per activation right?
I don't know what I'm doing but it sounds good.
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#1968 User is offline   twelve 

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Posted 19 February 2013 - 04:56 PM

View PostTattersail, on 19 February 2013 - 04:43 PM, said:

Twelve your cruisers take two hits and die do they not?



Yes Currently they need two points of damage to blow up. But given that IH has antimatter cannons with an antimatter splitter all that takes is just one hit from his starbase and my ships go cablooie.
I don't know what I'm doing but it sounds good.
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#1969 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 05:02 PM

move 2 interceptors to delta corvi from Zeta Herculis
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

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#1970 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 05:02 PM

there that felt good.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

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#1971 User is offline   Tattersail_ 

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Posted 19 February 2013 - 05:03 PM

Back to you D'rek.
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#1972 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 05:05 PM

as long as EM and Khell still pass, which is probably pretty safe to assume.
........oOOOOOo
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BEERS!

......
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#1973 User is offline   Tattersail_ 

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Posted 19 February 2013 - 05:09 PM

I keep hitting refresh, then checking Hotmail for notifications, then finding one and realizing it is one that I have already read because I have been refreshing every 5 seconds. Then I go away and come back after 5 minutes hoping to see more action. I'm addicted people. I want to play again and again.
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#1974 User is offline   twelve 

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Posted 19 February 2013 - 05:13 PM

View PostTattersail, on 19 February 2013 - 05:09 PM, said:

I keep hitting refresh, then checking Hotmail for notifications, then finding one and realizing it is one that I have already read because I have been refreshing every 5 seconds. Then I go away and come back after 5 minutes hoping to see more action. I'm addicted people. I want to play again and again.



This should be an exciting final last couple of rounds. Lots of ships flying around blowing each other up. Of course I hope to do the blowing up instead of being the blown up but then who doesn't.
I don't know what I'm doing but it sounds good.
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#1975 User is offline   cerveza_fiesta 

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Posted 19 February 2013 - 05:54 PM

Unless D'rek does something reeeeal wacky then I think I've covered all the situations. At worst she can jump ships to your homeworld, forcing you to pull interceptors from the GC. Lots of missiles + gluon computers = dead drek ships. I could even send an interceptor to help out there...and I'd have a good chance of killing her orbital in that case. Probably not the ideal situation for her overall.


So it's down to either her flying to Zeta Chamaeleontis (for no apparent reason), supporting IH (which forces her to break treaty) or fighting me in Delta Corvi (which ain't the end of the world if I lose a couple interceptors to deal some solid material damage back at her).


Or maybe she just sits back and lets IH implode, and makes alternate plans that no longer involve IH.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

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#1976 User is offline   Khellendros 

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Posted 19 February 2013 - 06:25 PM

View PostD, on 19 February 2013 - 04:15 PM, said:

View PostImperial Historian, on 19 February 2013 - 04:12 PM, said:

Are you sure d'rek? Whatever he does the alliance token he has remains (betrayer side up or not), surely that prevents joining another alliance?


As I understood it, you can only be in one alliance (at a time) and you can't get rid of an alliance token, only flip it over. But once it is flipped over you are no longer "in" that alliance so you can join another (and take a second alliance token). But even if you are the last person in your alliance, as Khell currently is, you are still "in" it unless you flip over your token.



EM is ending/has ended our alliance.
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#1977 User is offline   Imperial Historian 

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Posted 19 February 2013 - 06:28 PM

Hmmm I'm considering taking a reaction and the traitor card... I think it would increase my odds of keeping my homeworld significantly. Move a dreadnought through Khells territory to my homeworld, and you can always move to drop a cruiser in twelves homeworld if you need too....

D'rek what do you think worth the risk?

Khell that a problem for you?

I'm 50:50 on it as a move at the moment, it has it's upsides and downsides.

You considering reacting and moving to attack CF EM?

EDIT: also Khell EM has left the alliance, but you are still in an alliance on your own (you still get the extra points) to leave the alliance you have to take the -5 points hit, you lose the +2 and take -3 betrayer point)
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#1978 User is offline   Khellendros 

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Posted 19 February 2013 - 06:33 PM

View PostImperial Historian, on 19 February 2013 - 06:28 PM, said:

Hmmm I'm considering taking a reaction and the traitor card... I think it would increase my odds of keeping my homeworld significantly. Move a dreadnought through Khells territory to my homeworld, and you can always move to drop a cruiser in twelves homeworld if you need too....

D'rek what do you think worth the risk?

Khell that a problem for you?

I'm 50:50 on it as a move at the moment, it has it's upsides and downsides.

You considering reacting and moving to attack CF EM?

EDIT: also Khell EM has left the alliance, but you are still in an alliance on your own (you still get the extra 2 points) to leave the alliance you have to take the -5 points hit



Don't mess up the place on your way through and it's not a problem for me. A shame though, with the end of diplo between us a potential alliance will be nigh on impossible, except through D'rek I suppose.
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#1979 User is offline   Khellendros 

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Posted 19 February 2013 - 06:34 PM

View PostImperial Historian, on 19 February 2013 - 06:28 PM, said:


EDIT: also Khell EM has left the alliance, but you are still in an alliance on your own (you still get the extra points) to leave the alliance you have to take the -5 points hit, you lose the +2 and take -3 betrayer point)




Really? That's ridiculous.
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#1980 User is offline   Imperial Historian 

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Posted 19 February 2013 - 06:41 PM

Yes well you'd get the +2 back from joining another alliance, but you would be -3 overall
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