Malazan Empire: Eclipse III - Game Thread - Malazan Empire

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Eclipse III - Game Thread The third one!

#3441 User is offline   Galactic Council 

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Posted 02 July 2013 - 05:39 PM

Another note RE house rules:

Gnaw - if you're modding - why don't you institute a "no mulligans whatsoever" rule. After your action is posted in bold it is final and god help you if it's typed wrong. Like taking your finger away on a chess move. Doing so makes the action permanent.

I'd be 100% fine with that next game. I just prefer a more liberal, casual play style and that bleeds over into my modding, hence sounding out other players for important decisions and allowing mulligans etc...


If you want a more authoritarian game (not meant at all in a bad way) then I'm happy to play that way too.
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#3442 User is offline   Gnaw 

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Posted 02 July 2013 - 05:50 PM

View PostGalactic Council, on 02 July 2013 - 05:32 PM, said:

EDIT to my last post

@Gnaw

I do see now that you are suggesting we're manipulating rules against you or somehow preferentially treating GP. That is absolutely not true.



I'm sorry. I didn't realize the wording I used implied that. No, I meant that as a "oh, look how much help you got getting up the river. And look how unhelpful now that I'm offering a paddle."

One last comment on this subject and then I'm done.

@Morg I could have built interceptors instead of starbases and Tatts would have 2 more hexes with ships taking potshots at single cubes. And the nova burst would have been used against CF. I don't like losing. And I don't have much grace. But I could have been severely chickenshit.
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#3443 User is offline   Gnaw 

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Posted 02 July 2013 - 05:56 PM

View PostGalactic Council, on 02 July 2013 - 05:39 PM, said:

Another note RE house rules:

After your action is posted in bold it is final and god help you if it's typed wrong. Like taking your finger away on a chess move. Doing so makes the action permanent.




That wouldn't work. Besides being boring the only way that could be instituted is no provisionals and no actions out of turn. Think how much longer the game would last without being able to "play around player x because he wont be home from work for 6 more hours."
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#3444 User is offline   Galactic Council 

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Posted 02 July 2013 - 05:59 PM

@ gnaw,

I see that now. Forget that part where I took offense then.

Thanks for not nova bursting me by the way.
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#3445 User is offline   Gnaw 

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Posted 02 July 2013 - 06:11 PM

View PostGalactic Council, on 02 July 2013 - 05:59 PM, said:



Thanks for not nova bursting me by the way.


hehe. Back when I dropped those cruisers I was secretly hoping that you'd say "fuck that asshole" and swamp me with interceptors. At least I'd like to say that. I had forgotten the damn thing myself. Remembered it the next day.
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#3446 User is offline   Galactic Council 

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Posted 02 July 2013 - 06:13 PM

View PostGnaw, on 02 July 2013 - 05:56 PM, said:

View PostGalactic Council, on 02 July 2013 - 05:39 PM, said:

Another note RE house rules:

After your action is posted in bold it is final and god help you if it's typed wrong. Like taking your finger away on a chess move. Doing so makes the action permanent.




That wouldn't work. Besides being boring the only way that could be instituted is no provisionals and no actions out of turn. Think how much longer the game would last without being able to "play around player x because he wont be home from work for 6 more hours."


It could work if you put a qualifiers on your provisionals and make the qualifiers binding I guess. Something like "if requirements X, Y and Z are met then my provisional is to.........."

And just tell players that if they don't want their provisionals to be taken advantage of somehow, then they should just not post a provisional. When it is a given player's turn and they post a move, it is binding no matter what because there's no option for a provisional.

It's more or less the same as we do it now, but it removes much of the ambiguity as to whether a move is final or not, and doesn't tie it to the next player's action.
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#3447 User is offline   twelve 

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Posted 02 July 2013 - 06:43 PM

View PostGalactic Council, on 02 July 2013 - 06:13 PM, said:

View PostGnaw, on 02 July 2013 - 05:56 PM, said:

View PostGalactic Council, on 02 July 2013 - 05:39 PM, said:

Another note RE house rules:

After your action is posted in bold it is final and god help you if it's typed wrong. Like taking your finger away on a chess move. Doing so makes the action permanent.




That wouldn't work. Besides being boring the only way that could be instituted is no provisionals and no actions out of turn. Think how much longer the game would last without being able to "play around player x because he wont be home from work for 6 more hours."


It could work if you put a qualifiers on your provisionals and make the qualifiers binding I guess. Something like "if requirements X, Y and Z are met then my provisional is to.........."

And just tell players that if they don't want their provisionals to be taken advantage of somehow, then they should just not post a provisional. When it is a given player's turn and they post a move, it is binding no matter what because there's no option for a provisional.

It's more or less the same as we do it now, but it removes much of the ambiguity as to whether a move is final or not, and doesn't tie it to the next player's action.


Or you could have players pm provisionals to the Mod account titled "Provisional: Round X Action Y" and have the mod wait until it is that players turn to actually open the PM. That is similar to how we did it in Diplomacy. As the mod I didn't open the orders until after the deadline and all players sent a pm to the mod. That way a player can submit a provisional without other players actually seeing the conditions that could affect decisions before they should know about it.

This would also be a great idea for players like SolidSnape who has limited availablility to post actions. If they have a general idea of how to proceed with a particular round they can submit multiple provisionals completely hidden from other players until it is their turn in the play order. This might also get around players not updating the front page and having to make the mod hunt for orders.

Just some ideas.
I don't know what I'm doing but it sounds good.
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#3448 User is offline   Gnaw 

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Posted 02 July 2013 - 07:31 PM

View Posttwelve, on 02 July 2013 - 06:43 PM, said:

This might also get around players not updating the front page and having to make the mod hunt for orders.

Just some ideas.


That's something I'm curious about. Why don't you update the front page?

1: I have little time to devote to the game and just be glad I'm posting at all.

2: Fuck it, nobody else is either.

3: I'm wary of doing it in a hurry. I'd rather wait and make sure I don't delete the whole thing by accident.

4: ???

5: Profit!
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#3449 User is offline   twelve 

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Posted 02 July 2013 - 08:04 PM

I think I fall into the #4 category

??? What are you talking about I do update the front page and get on others that don't???

I'm half tempted to put myself into a position for karma to bite my in the butt by doing my upkeep precombat with my exptected post combat results. But I like having karma on my side so will refrain.....(HURRY UP G DAMN YOU CF AND GET THE BATTLE RESOLUTION DONE ASAP BEFORE I HAVE A CORONARY)

So Gnaw how is the simplified map/game piece project going? We are almost half way done with this one and with all the free time that you will have on your hands from not having to play eclipse I figure you should be ready to go right after this game is done. :)
I don't know what I'm doing but it sounds good.
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#3450 User is offline   Gnaw 

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Posted 02 July 2013 - 08:36 PM

View Posttwelve, on 02 July 2013 - 08:04 PM, said:

I think I fall into the #4 category

??? What are you talking about I do update the front page and get on others that don't???

I'm half tempted to put myself into a position for karma to bite my in the butt by doing my upkeep precombat with my exptected post combat results. But I like having karma on my side so will refrain.....(HURRY UP G DAMN YOU CF AND GET THE BATTLE RESOLUTION DONE ASAP BEFORE I HAVE A CORONARY)

So Gnaw how is the simplified map/game piece project going? We are almost half way done with this one and with all the free time that you will have on your hands from not having to play eclipse I figure you should be ready to go right after this game is done. Posted Image


Good actually. It's going much better now that I uhm, uh, Rho Indied Adobe Illustrator.

About the update thing. If instead of 1 post, what if there were 2. The first for updating the current round and the second for all previous rounds? Hmm. The second one could be done by the mod and placed in one comment.

CF, shoot me the GC password bitte.
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#3451 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 01:05 AM

Battle resolution:

319 Epsilon Hydrae - Khell v Ancients
308 Kappa scoirpii - CF v Ancients
301 Zeta draconis - CF v Gnaw
236 Rho Indi - CF v Ancients
234 Eta Gemorinum - D'rek v Morgoth
223 Altair - GP v Gnaw
104 Acrturus - Twelve v ancients

Non-combat resolutions

Gnaw v GP - vega
Khell v CF - Beta Hydri

Resolutions coming up!
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

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

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

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#3452 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 01:12 AM

Khell v ancients in Epsilon Hydrae:

No missile round

Round 1


Khell cruiser - [6] = hit
ancient ship [6,1] + 1 = [6,2] = hit

each ship takes 1 damage

Round 2


Khell cruiser - [6] = hit

ancient ship destroyed

Victory points


[1,1] = keep the 1
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

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

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

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#3453 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 01:13 AM

CF v ancients in Kappa Scorpii


no missile round

round 1


CF interceptor retreat to Beta Sextantis
ancient ship [4,6] +1 = [5,6] = 1 hit

CF interceptor destroyed

No victory points drawn.



EDIT - massive mistake do-over rule invoked (forgot shields)




no missile round

round 1


CF interceptor retreat to Beta Sextantis
ancient ship [5,5]

Round 2


CF interceptor retreats successfully

No victory points drawn.

This post has been edited by cerveza_fiesta: 03 July 2013 - 02:11 AM

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

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

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

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#3454 User is offline   Gnaw 

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Posted 03 July 2013 - 01:14 AM

Don't forget my reputation tiles when it's my turn. I may be out first but that doesn't mean I can't outpoint somebody else :)
"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#3455 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 01:20 AM

CF v Gnaw in Zeta Draconis


*no special instructions so assume aiming priority for an ancient.


no missile round


Round 1


CF interceptor [1]
CF cruiser [1]
Gnaw cruisers [4,6,5,3] = 1 hit

CF interceptor destroyed

Round 2

CF cruiser [3] + 1 = [4]
Gnaw cruisers [6,6,4,2] = 2 hits

CF cruiser takes 2 damage

Round 3


CF cruiser [4] + 1 = [5]
Gnaw cruisers [4,5,1,1]

Round 4

CF cruiser [5] +1 = [6] = 1 hit - 2 damage
Gnaw cruisers [6,5,2,2] = 1 hit

CF cruiser destroyed

Victory ponits


CF = [1] = keep
Gnaw = [2,2,2,2] = 2 = keep

Bombing population


Gnaw rolls [1,1,3,6] = 1 population killed*

*So we don't need to wait for orders back and forth, I am just going to re-colonize at the upkeep phase. I am keeping the pop cube where it is and flipping 1 colony ship.



EDIT - massive mistake do-over rule invoked (forgot shields)

*no special instructions so assume aiming priority for an ancient.


no missile round


Round 1


CF interceptor [4]
CF cruiser [3]
Gnaw cruisers [1,1,4,5] = 1 hit


Round 2

CF interceptor [5] = 1 hit
CF cruiser [2]
Gnaw cruisers [1,2,2,4]

Gnaw cruiser takes 1 damage

Round 3


CF interceptor [4]
CF cruiser [1]
Gnaw cruisers [3,3,6,1] = 1 hit

CF interceptor destroyed

Round 4

CF cruiser [2]
Gnaw cruisers [2,2,4,5]

Round 5

CF cruiser [2]
Gnaw cruisers [4,2,6,6]

CF cruiser takes 2 damage


Round 5

CF cruiser [1]
Gnaw cruisers [1,3,4,6]

Victory points


CF = [3] = keep
Gnaw = [1,4,2,2] = 4 = keep

Bombing population


Gnaw rolls [6,6,4,4] = 2 population killed

This post has been edited by cerveza_fiesta: 03 July 2013 - 02:21 AM

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

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

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

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#3456 User is offline   Gnaw 

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Posted 03 July 2013 - 01:25 AM

View PostGnaw, on 03 July 2013 - 01:14 AM, said:

Don't forget my reputation tiles when it's my turn. I may be out first but that doesn't mean I can't outpoint somebody else Posted Image


Now that post makes me look like a bigger asshole.

Khell is having a good round.
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#3457 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 01:35 AM

Rho indi - CF v Ancients


*instructions: fight to the death!


No missile round


Round 1:


CF interceptors: [4,2,2] +1 = 5,3,3
Ancient: 5,2+1 = 6,2 = 1 hit

CF interceptor destroyed

Round 2:



CF interceptors: [1,2] +1 = [1,3]
Ancient: [1,2] +1 = [1,3]


Round 2:



CF interceptors: [4,4] +1 = [5,5]
Ancient: [5,1] +1 = [6,1]

CF interceptor destroyed

Round 3:

CF interceptor: [3] + 1 = [4]
Ancient: [6,6]

CF interceptor destroyed


Well that's annoying. Chances of that happening were less than the chance of Morgoth losing his dread earlier in the game.

Victory points

CF draw [4] = keep obviously. Fucking nice to catch a little break this round.




EDIT - massive mistake do-over rule invoked (forgot shields)

Round 1


CF interceptors [4,5,2] = 1 hit = 1 damage
Ancient [3,2]

Round 2


CF interceptors [3,2,6] = 1 hit = 1 damage

Ancient ship destroyed


Victory points


[2,1] = keep neither

EDIT

Plunder bonus


+1 mone

This post has been edited by cerveza_fiesta: 03 July 2013 - 02:39 AM

........oOOOOOo
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.....|| | | | O....
BEERS!

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

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

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#3458 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 01:50 AM

Hmm. entire fleet decimated in a round through the worst string of rolls all game. Not much chance of pulling back from this one now!

Onward and upward:

D'rek v Morgoth in Eta Geminorum


So not looking forward to this

Instructions from both players:

D'rek = concentrate fire on dread and pause when it goes down.
Morgoth = pause when first dread goes down. No instructions on who to target so assume Ancient targeting priority


No missiles


Round 1


Drek Cruiser [1]
Drek Dread [4,4]
Morgoth cruiser [5] = 1 hit = 1 damage
Morgoth dreads [5,5,3,2] = 2 hits = 2 damage


D'rek Dreadnought sustains 3 damage

Round 2


D'rek cruiser [6] = 1 hit = 1 damage
D'rek Dread [5,6] = 2 hit = 2 damage

Morgoth dread destroyed

COMBAT PAUSED, AWAITING ORDERS




EDIT - massive mistake do-over rule invoked (forgot shields)

Round 1

D'rek cruiser [5]
D'rek dread [6,2] = 1 hit = 1 damage
Morgoth cruiser [3]
Morgoth dreads [2,4,4,3]

Morgoth dread sustains 1 damage

round 2

D'rek cruiser [1]
D'rek dread [3,4]
Morgoth cruiser [4]
Morgoth dreads [2,2,6,6] = 2 hits


D'rek dread sustains 2 damage


Round 3


D'rek cruiser [6] = 1 hit = 1 damageD'rek dread [4,3] Morgoth cruiser [3]Morgoth dreads [3,3,3,6] = 1 hit = 1 damage
Morgoth and d'rek dread sustain 1 damage each
Round 4

D'rek cruiser [6] = 1 hit = 1 damage
Morgoth Dread destroyedD'rek dread [1,2]


COMBAT PAUSED, Awaiting orders

This post has been edited by cerveza_fiesta: 03 July 2013 - 02:36 AM

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

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

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

0

#3459 User is offline   Gnaw 

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Posted 03 July 2013 - 01:57 AM

You could get Khell vs the Cubes out of the way. I can see where the Tatts vs Gnaw and Gnaw vs the cube should be delayed. But Khell's killing of a single cube can't possibly affect Morg or D'rek's decisions.


Edit: nvm. neutron bombs.

This post has been edited by Gnaw: 03 July 2013 - 02:00 AM

"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#3460 User is offline   cerveza_fiesta 

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Posted 03 July 2013 - 02:05 AM

Altair - GP v Gnaw


instructions - spread damage out so GP lasts as long as possible (for whatever reason)

Assume GP targets starbases first since they are the most dangerous with the +1 computers


No missile round


Round 1


GP dreads [1,3,5,3] = 3 hits = 6 damage

gnaw starbase destroyed
Gnaw starbase sustains 2 damage

Gnaw starbase [3,4,4,1,4,1]
Gnaw cruiser [4,2]

*I correct myself from my Rho indi post....the above is the worst string of rolls all game. correction again. Rho indi turned out for the better.

Round 2


GP dreads [1,4,4,6] = 3 hits = 6 damage

2x Gnaw starbase destroyed

Gnaw starbase [4,4]
Gnaw cruiser [6,6] = 2 hits = 2 damage

GP cruiser dread sustains 2 damage

Round 3


GP dreads [6,6,5,3] = 4 hits = 8 damage

Gnaw starbase destroyed
Gnaw cruiser sustains 2 damage

Gnaw cruiser [3,3]

Round 4


GP dreads [1,3,3,1] = 2 hits = 4 damage

Gnaw cruiser destroyed


Population bombing


GP rolls [4,5,3,3] = population destroyed

Reputation tiles


GP hits the maximum of 5 - draws [Awaiting do-over of the battles above]

This post has been edited by cerveza_fiesta: 03 July 2013 - 02:30 AM

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

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

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

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