Malazan Empire: Eclipse III - Game Thread - Malazan Empire

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Eclipse III - Game Thread The third one!

#4801 User is offline   Gnaw 

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Posted 07 August 2013 - 10:51 PM

The Gnawkhellians will provide provisionals:


Turn 8: upgrade plasma missile over ion cannon.
Turn 9: move second cruiser to 104
Turn 10: plasma missile over ion cannon on interceptor.
Turn 11: move interceptor to 104
"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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#4802 User is offline   Gnaw 

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Posted 07 August 2013 - 10:54 PM

View PostD, on 07 August 2013 - 10:49 PM, said:


Right, well a bit of forewarning would have been good, before we all spent all the money we had and passed?


Don't blame us. This opportunity occurred when Twelve confirmed his starbase build.

Until then Operation Tentacle was a compete failure and would not have been activated this round.
"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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#4803 User is offline   Gnaw 

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Posted 07 August 2013 - 10:55 PM

Morgy. If D'rek doesn't want to play with us, you have mats. and an empty homeworld. Just sayin'
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#4804 User is offline   Imperial Historian 

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Posted 07 August 2013 - 10:59 PM

I feel like I'm missing something, I'm not even sure you stand a chance this round.

If you'd built 3 cruisers, then you might have a chance to get something approaching decent odds, but with 2 cruisers I don't see it, the interceptor improves your odds so imperceptably I don't think it's worth moving in even then you have what a 20% chance of hurting him? And even assuming all goes to plan you'd have to bankrupt out of the game!

What do you want CF to do? Take hex 213? I don't see much point, if I was twelve I'd want some to take that hex, as it is just tying up an influence disc.

If anything if you want to stay alive I should move into your homeworld, giving you an extra influence disc to play with.

I think you should probably have waited until next round to try this but oh well good luck...

Tapper should probably think about taking 105 (as that at least is a decent hex, and he has a good chance of taking it)

It's a shame you didn't wait until next round, I think twelve could be comprehensively taken down then when CF techs up, but I think your premature here.
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#4805 User is offline   Gnaw 

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Posted 07 August 2013 - 11:00 PM

View PostGnaw, on 07 August 2013 - 10:51 PM, said:

The Gnawkhellians will provide provisionals:


Turn 8: upgrade plasma missile over ion cannon.
Turn 9: move second cruiser to 104
Turn 10: plasma missile over ion cannon on interceptor.
Turn 11: move interceptor to 104


Turn 8: upgrade plasma missile over ion cannon.


My employer has informed me that under the circumstances he wishes to see others progressing in his path. Therefore Turn 9+ reactions will only occur after seeing what the Mechanoids and the Pirates have to add to the conversation.


Turn 9: move second cruiser to 104
Turn 10: plasma missile over ion cannon on interceptor.
Turn 11: move interceptor to 104
"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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#4806 User is offline   Khellendros 

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Posted 07 August 2013 - 11:07 PM

View PostImperial Historian, on 07 August 2013 - 10:59 PM, said:

I feel like I'm missing something, I'm not even sure you stand a chance this round.

If you'd built 3 cruisers, then you might have a chance to get something approaching decent odds, but with 2 cruisers I don't see it, the interceptor improves your odds so imperceptably I don't think it's worth moving in even then you have what a 20% chance of hurting him? And even assuming all goes to plan you'd have to bankrupt out of the game!

What do you want CF to do? Take hex 213? I don't see much point, if I was twelve I'd want some to take that hex, as it is just tying up an influence disc.

If anything if you want to stay alive I should move into your homeworld, giving you an extra influence disc to play with.

I think you should probably have waited until next round to try this but oh well good luck...

Tapper should probably think about taking 105 (as that at least is a decent hex, and he has a good chance of taking it)

It's a shame you didn't wait until next round, I think twelve could be comprehensively taken down then when CF techs up, but I think your premature here.



I too am very curious to see where this is going, I had thought the Hydrani were done for this round...but I did say "Gnaw, finish up this round." ;) :p As far as I understand it though, the main advantage lies in twelve being unable to react to anything that happens.

Gnaw did say something to me about you moving in on my territory as being beneficial...
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#4807 User is offline   Khellendros 

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Posted 07 August 2013 - 11:10 PM

I think, if I have this right, Gnaw is actually trying to beat twelve in combat with all those provisionals, which is something I never even envisaged. My limited thinking was to just tie his ships up so they couldn't be used anywhere else whilst others rampaged through his territory - but seeing as we're now in a situation where twelve can't move anyway, I guess trying to actually beat him in combat makes sense.
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#4808 User is offline   Gnaw 

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Posted 07 August 2013 - 11:12 PM

View PostImperial Historian, on 07 August 2013 - 10:59 PM, said:

I feel like I'm missing something, I'm not even sure you stand a chance this round.

If you'd built 3 cruisers, then you might have a chance to get something approaching decent odds, but with 2 cruisers I don't see it, the interceptor improves your odds so imperceptably I don't think it's worth moving in even then you have what a 20% chance of hurting him? And even assuming all goes to plan you'd have to bankrupt out of the game!

What do you want CF to do? Take hex 213? I don't see much point, if I was twelve I'd want some to take that hex, as it is just tying up an influence disc.

If anything if you want to stay alive I should move into your homeworld, giving you an extra influence disc to play with.

I think you should probably have waited until next round to try this but oh well good luck...

Tapper should probably think about taking 105 (as that at least is a decent hex, and he has a good chance of taking it)

It's a shame you didn't wait until next round, I think twelve could be comprehensively taken down then when CF techs up, but I think your premature here.


A truly misfortunate crosspost.

Twelve is going to have 1 money, 21 science and 36 materials to start the next round. There is nothing, zip, nada that we can do about that.

BUT, if you all will take a few of his worlds, he won't have 28/21/12 income next round.

IH, at the cost of 5 money you can take a hex that will gain you nothing. But you keep Twelve from earning 1 mat and 1 science next round.

You talk about the tech you're going to get. You can't even be bothered to populate the science planet you're sitting in.
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#4809 User is offline   twelve 

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Posted 07 August 2013 - 11:13 PM

View PostKhellendros, on 07 August 2013 - 11:10 PM, said:

I think, if I have this right, Gnaw is actually trying to beat twelve in combat with all those provisionals, which is something I never even envisaged. My limited thinking was to just tie his ships up so they couldn't be used anywhere else whilst others rampaged through his territory - but seeing as we're now in a situation where twelve can't move anyway, I guess trying to actually beat him in combat makes sense.



Too bad I will have 29 materials to work with next round......
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#4810 User is offline   Gnaw 

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Posted 07 August 2013 - 11:16 PM

View PostKhellendros, on 07 August 2013 - 11:10 PM, said:

I think, if I have this right, Gnaw is actually trying to beat twelve in combat with all those provisionals, which is something I never even envisaged. My limited thinking was to just tie his ships up so they couldn't be used anywhere else whilst others rampaged through his territory - but seeing as we're now in a situation where twelve can't move anyway, I guess trying to actually beat him in combat makes sense.


The dreads are GLASS. Does nobody get that? Fine, he gets first shot with 6 missiles doing 2 damage each. Each of my cruisers take 3 hits to kill. ONE miss and I get to shoot back.

Give me the interceptor and I still get one shot off.

ONE point of damage and his dread goes boom. He spent all his discs so he can't do shit but pray for a lot of sixes.
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#4811 User is offline   Imperial Historian 

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Posted 07 August 2013 - 11:16 PM

Has anyone else gone? If i was you I'd back out now I don't see this ending well for you.

I really don't want to take another move, as it stands I reckon next round CF can go mano y mano with anything twelve throws out, if I make a move I don't think CF can do that anymore. If CF grabs plasma missiles and gluons, and someone else grabs the other plasma missiles, twelves going to really struggle against the hull/plasma missiles combo. And the plasma missile and -3 shield vs missiles is pretty tough to beat to when you are glass like twelve.

That said if I was tapper I'd definitely take 105, twelve will probably be occupied next turn, and it's your best shot at claiming it, 4/6 odds is pretty good. 4/36 if you can afford to move in two interceptors.
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#4812 User is offline   Khellendros 

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Posted 07 August 2013 - 11:17 PM

View Posttwelve, on 07 August 2013 - 11:13 PM, said:

View PostKhellendros, on 07 August 2013 - 11:10 PM, said:

I think, if I have this right, Gnaw is actually trying to beat twelve in combat with all those provisionals, which is something I never even envisaged. My limited thinking was to just tie his ships up so they couldn't be used anywhere else whilst others rampaged through his territory - but seeing as we're now in a situation where twelve can't move anyway, I guess trying to actually beat him in combat makes sense.



Too bad I will have 29 materials to work with next round......



You'll burn through it before you know it ;)
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#4813 User is offline   Gnaw 

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Posted 07 August 2013 - 11:25 PM

This is a game. But it's a wargame, not mafia. No guts, no glory.

Twelve's weaknesses have been apparent for the last 2 rounds.

No legs. Moving one square at a time means he needs ships everywhere. He got the legs but too late (maybe) to do any good.

No energy. He has only had nuclear source until 3 turns ago. Not 3 rounds. 3 turns.

Glass. He's still glass. Depending upon the knockout punch of his missiles. But it has to be a knockout. 'Cause if the other guy gets to swing back...
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#4814 User is offline   Imperial Historian 

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Posted 07 August 2013 - 11:28 PM

Twelve is roughly 50:50 to kill your two cruisers in the first volley of missiles. (12 missiles at 1 damage, 5/6 chance of each hitting, 10 hp to kill)

If you survive chances are you have one cruiser max left at the end of the missile round.

That gives you 2 missiles to fire at 50% chance to hit, so you'll probably kill one dread, then you'll have to retreat (and chances are he'll kill the retreating ship).

So your odds of winning are pretty low, roughly 25% to kill 1 dread?

The interceptor move is certain bankruptcy isn't it? How do you intend to pay for that.
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#4815 User is offline   Gnaw 

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Posted 07 August 2013 - 11:48 PM

View PostImperial Historian, on 07 August 2013 - 11:28 PM, said:

So your odds of winning



What are my odds at winning if I stay home and paint my toenails?
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#4816 User is offline   Imperial Historian 

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Posted 07 August 2013 - 11:54 PM

Well I don't think I can justify contributing, unless you can figure out a way to leave me with 16 science next round, I think the odds are better attacking next round.
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#4817 User is offline   Gnaw 

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Posted 08 August 2013 - 01:03 AM

View PostImperial Historian, on 07 August 2013 - 11:54 PM, said:

Well I don't think I can justify contributing, unless you can figure out a way to leave me with 16 science next round, I think the odds are better attacking next round.


If you want to make it about logistics, I'm very comfortable there. So let's talk logistics.

You can do nothing and Round 7 will start:
  • You will have $19, 4 sci, and 10 mats. 6 cruisers.
  • Twelve will have what he'll have.


You can do something and Round 7 will start:
  • You will have $19, 4 sci, and 10 mats. 6 cruisers. (all you have to do is colonize the sci planet in 308.
  • Twelve will have what he'll have.

You can do a what Khell and I are asking (nuke the one hex) and Round 7 will start:
  • You will have $14, 6 sci, and 10 mats. 6 cruisers. With 1 sci cube at the end of Round 7. (That's $5 -> 2+? sci)
  • Twelve will have what he'll have. But 1 sci cube and 1 mat cube less the end of Round 7.

If you do what Khell and I ask, then it makes it more likely that Tapper will.
  • You will have $14, 6 sci, and 10 mats. 6 cruisers. With 1 sci cube at the end of Round 7. (That's $5 -> 2+? sci)
  • Tapper will have what he'll have. He can count.
  • Twelve will have what he'll have. But 1 money cube, 3 sci cubes, and 2 mat cubes less at the end of Round 7.


And I could go on about how it will leave him with 3 useless interceptors guarding a hex he really doesn't care about. And the 3 hexes that he can't build in so he loses the reinforcement value that they currently give him.

But you don't really want to talk about logistics. You want to talk about who comes in second. And you're betting that will be you.

It may be. But it's still the first loser.

(My money is on Tapper.)
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#4818 User is offline   Gnaw 

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Posted 08 August 2013 - 01:21 AM

Btw. @Tapper - something I noticed while figuring out a way to keep Tatts making actions without going to -30 and have D'rek do unto him what I'm trying to do unto Twelve.

You're the only person with the resources to go after that ancient on the other side of the supernova.

Upgrade: pull the cannon off the interceptor and put a drive there.
Move: 1 move of 4 spaces gets you there.
Upgrade: put the cannon back on.

or:

use a cruiser. 1 upgrade, 1 move, pull the drive covering the ion cannon.

Either way you're taking the risk that A you'll lose and B that the nova will blow leaving you stranded.
  • You lose. You're out the actions and the ship.
  • You win and the nova blows. Your ship is stranded but you get 1/11 discoveries and a mat planet.


Discoveries remaining:

+6 mats x2
+8 money
+5 science
+3,2,2
Ancient Tech For you that's a starbase
Ion Disruptor
Morph Shield
Shard Hull
Jump Drive
Warp Portal
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#4819 User is offline   Solidsnape 

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Posted 08 August 2013 - 06:12 AM

Morning.
Still passing.
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gather into one hand the sands of Raraku"
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#4820 User is offline   Tattersail_ 

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Posted 08 August 2013 - 06:41 AM

So Tapper can still do a reaction I will do a provisional
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