Eclipse III - Game Thread The third one!
#2181
Posted 18 June 2013 - 07:31 AM
Thanks for the battle CF.
VICTORY!!!!!!!
I'll sort my upkeep out this morning.
VICTORY!!!!!!!
I'll sort my upkeep out this morning.
"If you seek the crumpled bones of the T'lan Imass,
gather into one hand the sands of Raraku"
The Holy Desert
- Anonymous.
gather into one hand the sands of Raraku"
The Holy Desert
- Anonymous.
#2182
Posted 18 June 2013 - 08:11 AM
Tapper I had your science as 8 starting the next round but yet I think I may be looking at an old board.
BOARD UPDATE 17 - Game round 3, Action round 3
Tapper.png (316.65K)
Number of downloads: 0
BOARD UPDATE 17 - Game round 3, Action round 3
Tapper.png (316.65K)
Number of downloads: 0
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#2183
Posted 18 June 2013 - 08:12 AM
Shit that is Twelve isn't it. Sorry T dawg.
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#2184
Posted 18 June 2013 - 08:15 AM
Currently I think you are in such a good position T man. You have a lot of ships already built and can build another 3 interceptors this coming round. That would put you at 9 ships on the board with good science. You are very scary.
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#2185
Posted 18 June 2013 - 08:35 AM
twelve, on 18 June 2013 - 02:09 AM, said:
Gnaw, on 18 June 2013 - 02:02 AM, said:
twelve, on 18 June 2013 - 01:52 AM, said:
Is it too late to say as long as I have two dreads still attack? I didn't expect for the ancient to miss on both of its first cannon attacks on me. I probably would have kept attacking otherwise.
I have no problem with that. You were here and CF knew you were here. He could have asked you.
But if he makes an exception here....
Considering this is only the third game on this forum it's not as if there is a lot of precedent for house rules on anything.
It's more of wishfull thinking on my part than any serious expectation that I could carry on with different instructions once I learned the outcome after a certain stage. I'm just seriously pissed that my carefully constructed plans have dissolved into dust. I'm shell shocked right now and have no idea how to proceed at this point.
I influence and settle the system. What do i get?
This post has been edited by Morgoth: 18 June 2013 - 08:36 AM
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#2186
Posted 18 June 2013 - 09:02 AM
Ganoes Paran, on 18 June 2013 - 08:15 AM, said:
Currently I think you are in such a good position T man. You have a lot of ships already built and can build another 3 interceptors this coming round. That would put you at 9 ships on the board with good science. You are very scary.
It all depends. I have a small empire that is cut off from the centre and the players around me have more expansion room and available planets. At this rate, I'll be out-produced in a turn or 2, 3 unless I grab Orbitals, which make me a better target for others and blows 1-2 turns of (virtual) fleet build-up.
In that sense, the time to strike is now.
I made a bit of a list of advantages and disadvantages and nothing stands out as a real, fail-safe opportunity: normally, I might try and go for the centre myself with a horde of newly built fighters and cruisers, but Twelve sits across the way to it, so any attempt on the centre means war with him, too.
Everyone is entitled to his own wrong opinion. - Lizrad
#2187
Posted 18 June 2013 - 09:11 AM
Tapper, on 18 June 2013 - 09:02 AM, said:
Ganoes Paran, on 18 June 2013 - 08:15 AM, said:
Currently I think you are in such a good position T man. You have a lot of ships already built and can build another 3 interceptors this coming round. That would put you at 9 ships on the board with good science. You are very scary.
It all depends. I have a small empire that is cut off from the centre and the players around me have more expansion room and available planets. At this rate, I'll be out-produced in a turn or 2, 3 unless I grab Orbitals, which make me a better target for others and blows 1-2 turns of (virtual) fleet build-up.
In that sense, the time to strike is now.
I made a bit of a list of advantages and disadvantages and nothing stands out as a real, fail-safe opportunity: normally, I might try and go for the centre myself with a horde of newly built fighters and cruisers, but Twelve sits across the way to it, so any attempt on the centre means war with him, too.
The best opportunity for fighting with Twelve is now, he can build one dread at the moment, all you need is one hit unless he modifies it. If you did I think you could really damage Twelve's chance at winning. He needs to be safe for a round or two before coming out strong again. If you destroy his dread this round then he will have no counter to you taking a few of his hexes and increasing your own production.
Although I don't want to see this because you're in such a good position. You have a enough ships to scare Solid from attacking your rear.
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#2188
Posted 18 June 2013 - 09:16 AM
I think CF made a mistake in twelves battle:
According to the rules, morph shield regenerates a HP after each engagement round, the missile round does not count as an engagement round, so the ship should not have regenerated. I'd asked whether it regenerates after the missile round, I checked the rules later and found out that it does not, but forgot to post about it, sorry.
I don't know how you want to deal with that.
Quote
1x Ancient dreadnought defending - 3 init
2x Eridani Dreadnought attacking - 5 init
Missile Round - Ancient dread health bar [000000]
Eridani dreadnought # 1 fires 4x flux missiles [1,1,6,5] +3 = [1,1,6,6] - 2 HITS. - Aims 2 missiles at ancient dreadnought
- Ancient dreadnought sustains 2 damage
Eridani dreadnought # 2 fires 4x flux missiles [5,1,3,4] +3 = [6,1,6,6] - 3 HITS. - Aims 3 missiles at ancient dreadnought
- Ancient dreadnought sustains 3 damage
-Ancient dreadnought regenerates and negates 1 damage
Cannon round 1 - Ancient dread health bar [00====]
*Per Twelve's instructions, the ancient dread can be brought down with a single plasma cannon hit, continuing with cannon round
Eridani dreadnought # 1 fires 1x Plasma Cannon [2] +3 = [5] - 0 HITS.
Eridani dreadnought # 2 fires 1x Plasma Cannon [1] +3 = [1] - 0 HITS.
Ancient dreadnought fires 2x plasma cannon [1,1] + 2 = [1,1] - 0 HITS
-Ancient dreadnought regenerates and negates 1 damage
Cannon round 2 - Ancient dread health bar [000===]
*Per Twelve's instructions, the ancient dread can no longer be brought down with a single plasma cannon hit, retreat to zeta herculis.
Eridani dreadnought # 1 retreats to NE edge of GC hex
Eridani dreadnought # 2 retreats to NE edge of GC hex
Ancient dreadnought fires 2x plasma cannon [6,6] + 2 = [6,6] - 2 HITS on the yellow-bellied varmints' backsides!-Eridani dreadnought #1 and #2 destroyed
Ancients maintain control of the Galactic Centre!
2x Eridani Dreadnought attacking - 5 init
Missile Round - Ancient dread health bar [000000]
Eridani dreadnought # 1 fires 4x flux missiles [1,1,6,5] +3 = [1,1,6,6] - 2 HITS. - Aims 2 missiles at ancient dreadnought
- Ancient dreadnought sustains 2 damage
Eridani dreadnought # 2 fires 4x flux missiles [5,1,3,4] +3 = [6,1,6,6] - 3 HITS. - Aims 3 missiles at ancient dreadnought
- Ancient dreadnought sustains 3 damage
-Ancient dreadnought regenerates and negates 1 damage
Cannon round 1 - Ancient dread health bar [00====]
*Per Twelve's instructions, the ancient dread can be brought down with a single plasma cannon hit, continuing with cannon round
Eridani dreadnought # 1 fires 1x Plasma Cannon [2] +3 = [5] - 0 HITS.
Eridani dreadnought # 2 fires 1x Plasma Cannon [1] +3 = [1] - 0 HITS.
Ancient dreadnought fires 2x plasma cannon [1,1] + 2 = [1,1] - 0 HITS
-Ancient dreadnought regenerates and negates 1 damage
Cannon round 2 - Ancient dread health bar [000===]
*Per Twelve's instructions, the ancient dread can no longer be brought down with a single plasma cannon hit, retreat to zeta herculis.
Eridani dreadnought # 1 retreats to NE edge of GC hex
Eridani dreadnought # 2 retreats to NE edge of GC hex
Ancient dreadnought fires 2x plasma cannon [6,6] + 2 = [6,6] - 2 HITS on the yellow-bellied varmints' backsides!-Eridani dreadnought #1 and #2 destroyed
Ancients maintain control of the Galactic Centre!
According to the rules, morph shield regenerates a HP after each engagement round, the missile round does not count as an engagement round, so the ship should not have regenerated. I'd asked whether it regenerates after the missile round, I checked the rules later and found out that it does not, but forgot to post about it, sorry.
I don't know how you want to deal with that.
#2189
Posted 18 June 2013 - 09:41 AM
cerveza_fiesta, on 14 May 2013 - 05:51 PM, said:
twelve, on 14 May 2013 - 05:41 PM, said:
I have a question regarding the ancient Dreadnaught in the center hex. The shield regenerator, does that just remove a point of damage each round or does it also provide a -1 shield as well to the Dreadnaught?
There is no shield attached. It just regenerates 1 combat damage per combat round.
Page 6 of the expansion rules.
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#2190
Posted 18 June 2013 - 09:43 AM
I don't know, engagement round should be straight off because Twelve is engaging the ancient with his missiles.
Also Twelve asked the question and was answered by CF so he did know this was how it was going to play out.
Also Twelve asked the question and was answered by CF so he did know this was how it was going to play out.
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#2191
Posted 18 June 2013 - 09:53 AM
According to the rules the morph shield regenerates 1hp after each engagement round, which is defined as each round of cannon fire. The missile round seems to be considered as part of the first engagement round and so would not regenerate HP. Personally I think it should regenerate after the missile round, but the rules don't seem to support that.
#2192
Posted 18 June 2013 - 10:09 AM
Imperial Historian, on 18 June 2013 - 09:53 AM, said:
According to the rules the morph shield regenerates 1hp after each engagement round, which is defined as each round of cannon fire. The missile round seems to be considered as part of the first engagement round and so would not regenerate HP. Personally I think it should regenerate after the missile round, but the rules don't seem to support that.
I think it depends on how you want to interpret the rules. Below are the two images in question.
It says it starts with missiles and then continues with repeated engagement rounds. This could be seen as the missiles round being the first engagement round.
Expansion.png (235.15K)
Number of downloads: 0
Engagement.png (348.97K)
Number of downloads: 0
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#2193
Posted 18 June 2013 - 10:13 AM
Ganoes Paran, on 18 June 2013 - 10:09 AM, said:
Imperial Historian, on 18 June 2013 - 09:53 AM, said:
According to the rules the morph shield regenerates 1hp after each engagement round, which is defined as each round of cannon fire. The missile round seems to be considered as part of the first engagement round and so would not regenerate HP. Personally I think it should regenerate after the missile round, but the rules don't seem to support that.
I think it depends on how you want to interpret the rules. Below are the two images in question.
It says it starts with missiles and then continues with repeated engagement rounds. This could be seen as the missiles round being the first engagement round.
Expansion.png (235.15K)
Number of downloads: 0
Engagement.png (348.97K)
Number of downloads: 0
It says "fires their missiles and continues with engagement rounds. Ergo, missiles being fired =/= engagement round.
Everyone is entitled to his own wrong opinion. - Lizrad
#2194
Posted 18 June 2013 - 10:16 AM
Yep that's my interpretation too. So I dont know how this affects combat, twelve certainly wouldn't have retreated, so he gets one more shot before he is destroyed?
#2195
Posted 18 June 2013 - 10:28 AM
I think we are including the missiles round as an engagement round and therefore he is destroyed. It depends on what everyone thinks.
Apt is the only one who reads this. Apt is nice.
#2196
Posted 18 June 2013 - 10:34 AM
Ganoes Paran, on 18 June 2013 - 10:28 AM, said:
I think we resolved the missiles round as an engagement round and therefore he is destroyed, but tt depends on what the rules say.
fixed
anyway, I have no problems with subtracting the point of health, keeping the rolls, then allowing Twelve to shoot.
If he destroys the GDN before it shoots him, he (maybe?) takes the centre, if not, he dies.
But if we do that, then let's be 100% fair and go over each combat in turn.
Morghy's fighter had an initiative of 3 but was shot before it shot, if I read it correctly. Nothing changed in the outcome there except that it would have been less close and an easier victory for him, perhaps.
If SS fighter was not shot because of its hull, damage would have been assigned to the cruiser (bigger ship). Then, the interceptor could have gotten a shot in.
If that shot missed however, the next shot for damage by the ancient would have killed the cruiser instead of the fighter.
This post has been edited by Tapper: 18 June 2013 - 10:36 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#2197
Posted 18 June 2013 - 10:41 AM
Tapper, on 18 June 2013 - 10:34 AM, said:
Ganoes Paran, on 18 June 2013 - 10:28 AM, said:
I think we resolved the missiles round as an engagement round and therefore he is destroyed, but tt depends on what the rules say.
fixed
anyway, I have no problems with subtracting the point of health, keeping the rolls, then allowing Twelve to shoot.
If he destroys the GDN before it shoots him, he (maybe?) takes the centre, if not, he dies.
But if we do that, then let's be 100% fair and go over each combat in turn.
Morghy's fighter had an initiative of 3 but was shot before it shot, if I read it correctly. Nothing changed in the outcome there except that it would have been less close and an easier victory for him, perhaps.
If SS fighter was not shot because of its hull, damage would have been assigned to the cruiser (bigger ship). Then, the interceptor could have gotten a shot in.
If that shot missed however, the next shot for damage by the ancient would have killed the cruiser instead of the fighter.
SS's cruiser has two hulls on it, so it could take 3 damage so wouldn't have been destroyed, so the combat result remains the same.
I agree that allowing twelve to fire once makes sense, if he hits he takes the centre, if he doesn't he dies.
#2198
Posted 18 June 2013 - 10:51 AM
So you are saying the missiles round is not an engagement round? CF did say this to Twelve many pages ago and Twelve set out with those rules in mind. I'm okay with the whatever decision is made, obviously I want the center to be unoccupied but that is only to have a barrier between this side and that side of the board.
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#2199
Posted 18 June 2013 - 10:52 AM
Considering that they have different sections on Missile round and Engagement Rounds in the rulebook, I would also have to say that they don't count missiles as part of the engagement.
However, I'd also say that seems silly
However, I'd also say that seems silly
"I think I've made a terrible error of judgement."
#2200
Posted 18 June 2013 - 10:57 AM
Twelve is going to love you guys (if his dreads hit).
He was shell shocked last night, so went to bed in despair. Only to wake up with new hope. This best not be a ploy to send him over the edge. ie his dreads die anyway.
He was shell shocked last night, so went to bed in despair. Only to wake up with new hope. This best not be a ploy to send him over the edge. ie his dreads die anyway.
Apt is the only one who reads this. Apt is nice.