Eclipse III - Game Thread The third one!
#5581
Posted 29 August 2013 - 11:51 AM
FYI everybody, I just put up a pre-combat board update. Please make sure everything looks right for your ship blueprints.
#5582
Posted 29 August 2013 - 11:53 AM
general rules question: what happens if there is a missile v. missile stalemate like what might happen between D'rek and Tatts? Is there a default winner in that case?
EDIT - nvm, just answered my question. D'rek would win in the event of a stalemate because Tatts cannot retreat his ships.
EDIT - nvm, just answered my question. D'rek would win in the event of a stalemate because Tatts cannot retreat his ships.
This post has been edited by Galactic Council: 29 August 2013 - 11:57 AM
#5583
Posted 29 August 2013 - 12:21 PM
Everything looks good from my perspective.
My poor little interceptor in Aldebaran. So far from home The Hydrani shall forever cherish your memory, SS Watery Grave.
My poor little interceptor in Aldebaran. So far from home The Hydrani shall forever cherish your memory, SS Watery Grave.
"I think I've made a terrible error of judgement."
#5584
Posted 29 August 2013 - 03:16 PM
Combats
306- D'rek v. Tatts - D'rek nukes population
EDIT - just found my sheet where I did 302 - Tapper v. ancients.
234 - Tatts v. Drek
232- Tatts v. D'rek - EDIT, correction here. Tatts must roll to destroy population
223 - SS v. Tatts
222 - CF v. Twelve
213 - CF v. Twelve - CF nukes the population
107 - Tatts v. Khell v. Twelve
105 - Tapper v. Twelve
104 - Khell v. Twelve - Khell nukes population
Combat resolution
302 Tapper v. Ancients
Tapper - 1x interceptor @ 4 init, hits on 3,4,5,6
Ancient - 1x ship @ 2 init, hits on 5,6
Round 1
Tapper [5] - ancient ship destroyed.
Victory points
Tapper draws [2,2] - keeps the 2 and puts in blank spot (Assuming this is what you want Tapper, correct me otherwise)
Discovery
Ancient warp portal - can go in the hex in which it was found. Worth 2 VPs.
Keep or keep the victory points? I'm assuming you want the VPs alone and not the warp portal. At worst you'd lose a ship if the supernova explodes, right?
===========================================
234 - Tatts v. D'rek
Tatts - 4x interceptors @ 6 init, hits on 4,5,6
D'rek - 4x starbases @ 5 init, hits on 5,6
missile round
Tatts - [1,3,6,2,6,3,6,4] - 3 hits - 1 D'rek starbase destroyed, 1 starbase suffers 2 damage
D'rek - [2,4,5,4,4,1,5,1,1,6,3,4] - 3 hits - destroys 3 interceptors
Missiles exhausted and no retreat avenue available for Tatts. D'rek wins and remaining interceptor is destroyed.
Victory points
Tatts draws [1,1] - keeps neither
D'rek draws [2,1,3,2,2] - keeps the 3 and replaces the 1VP tile. (Assuming that's what you want D'rek, correct me otherwise).
==========================================
232 Tatts v. D'rek
Tatts - 1x dread @ 5 init, hits 2,3,4,5,6
Population bombing
Tatts [3] - Successfully nukes population
============================================
23_ SS v. Tatts
SS - 2x cruiser @ 5 init, hits on 2,3,4,5,6
SS - 1x dread @ 4 init, hits on 2,3,4,5,6
Tatts - 1x interceptor @ 6 init, hits on 4,5,6
Missile round
Tatts [4,4] - 2 hits, dread destroyed. 1 cruiser takes 2 damage
Round 1
Tatts interceptor destroyed because it has no cannons.
Population bombing
SS - [6,3] - population destroyed
Victory points
Tatts - already has 2 4VP tiles and no extra slots.
SS draws [1,1] - keeps 1 (Assuming that's what you want SS, correct me otherwise)
=================================================
222 CF v. Twelve
CF - 6x interceptors @ 7 init, hits on 3,4,5,6
EDIT: typo, should be 5x interceptors @ 7 init.
Twelve - 3x interceptors @ 7 init, hits on 6
Missile round
Twelve [3,1,6,3,4,5,4,1,4,6,1,2] - 2 hits
Round 1
CF destroys all interceptors because Twelve's interceptors have no cannons.
Population Bombing
CF uses neutron bombs to nuke all population
Victory points
Twelve draws [3,1,1] - Keeps the 3 (Assuming that's what you want Twelve, correct me otherwise)
CF draws [4,1,2,3] - keeps the 4 and places in the blank spot.
Pillage bonus
CF + 3 money
==========================================
107 - Tatts v. Khell v. Twelve
Tatts - 1x dread @ 5 init, hits 2,3,4,5,6
Khell - 1x interceptor @ 4 init, hits 6
Twelve - 1x dread @ 8 init, hits 4,5,6
Round 1 Tatts v. Khell
Tatts [5] - 1 hit, khell destroyed
Missile round Tatts v. Twelve
Twelve [4,5,6,3] - 3 hits, tatts takes 3 damage
Round 1 Tatts v. Twelve
Twelve retreats (per combat instructions)
Tatts [4] - 1 hit, Twelve's dread takes 4 damage.
Round 2 Tatts v. Twelve
Twelve retreats to GC successfully
Population Bombing
Tatts [5] - Population successfully destroyed
Victory Points
Khell - [1] - keeps it and puts in a blank space (I'm assuming that's what you want Khell, correct me otherwise]
Tatts - no point in drawing
========================================
105 - Tapper v. Twelve
Tapper 2x interceptors @ 4 init, hits 3,4,5,6
Twelve 1x dread @ 8 init, hits 4,5,6
Missile Round
Twelve [5,2,6,1] - 2 hits, 2x interceptors destroyed
Victory points
Twelve [2,2,1] - keeps the 2 and puts in blank spot (assuming that's what you want Twelve, correct me otherwise)
Tapper [2] - keeps it and puts in a blank spot (assuming that's what you want Tapper, correct me otherwise)
306- D'rek v. Tatts - D'rek nukes population
EDIT - just found my sheet where I did 302 - Tapper v. ancients.
234 - Tatts v. Drek
232- Tatts v. D'rek - EDIT, correction here. Tatts must roll to destroy population
223 - SS v. Tatts
222 - CF v. Twelve
213 - CF v. Twelve - CF nukes the population
107 - Tatts v. Khell v. Twelve
105 - Tapper v. Twelve
104 - Khell v. Twelve - Khell nukes population
Combat resolution
302 Tapper v. Ancients
Tapper - 1x interceptor @ 4 init, hits on 3,4,5,6
Ancient - 1x ship @ 2 init, hits on 5,6
Round 1
Tapper [5] - ancient ship destroyed.
Victory points
Tapper draws [2,2] - keeps the 2 and puts in blank spot (Assuming this is what you want Tapper, correct me otherwise)
Discovery
Ancient warp portal - can go in the hex in which it was found. Worth 2 VPs.
Keep or keep the victory points? I'm assuming you want the VPs alone and not the warp portal. At worst you'd lose a ship if the supernova explodes, right?
===========================================
234 - Tatts v. D'rek
Tatts - 4x interceptors @ 6 init, hits on 4,5,6
D'rek - 4x starbases @ 5 init, hits on 5,6
missile round
Tatts - [1,3,6,2,6,3,6,4] - 3 hits - 1 D'rek starbase destroyed, 1 starbase suffers 2 damage
D'rek - [2,4,5,4,4,1,5,1,1,6,3,4] - 3 hits - destroys 3 interceptors
Missiles exhausted and no retreat avenue available for Tatts. D'rek wins and remaining interceptor is destroyed.
Victory points
Tatts draws [1,1] - keeps neither
D'rek draws [2,1,3,2,2] - keeps the 3 and replaces the 1VP tile. (Assuming that's what you want D'rek, correct me otherwise).
==========================================
232 Tatts v. D'rek
Tatts - 1x dread @ 5 init, hits 2,3,4,5,6
Population bombing
Tatts [3] - Successfully nukes population
============================================
23_ SS v. Tatts
SS - 2x cruiser @ 5 init, hits on 2,3,4,5,6
SS - 1x dread @ 4 init, hits on 2,3,4,5,6
Tatts - 1x interceptor @ 6 init, hits on 4,5,6
Missile round
Tatts [4,4] - 2 hits, dread destroyed. 1 cruiser takes 2 damage
Round 1
Tatts interceptor destroyed because it has no cannons.
Population bombing
SS - [6,3] - population destroyed
Victory points
Tatts - already has 2 4VP tiles and no extra slots.
SS draws [1,1] - keeps 1 (Assuming that's what you want SS, correct me otherwise)
=================================================
222 CF v. Twelve
EDIT: typo, should be 5x interceptors @ 7 init.
Twelve - 3x interceptors @ 7 init, hits on 6
Missile round
Twelve [3,1,6,3,4,5,4,1,4,6,1,2] - 2 hits
Round 1
CF destroys all interceptors because Twelve's interceptors have no cannons.
Population Bombing
CF uses neutron bombs to nuke all population
Victory points
Twelve draws [3,1,1] - Keeps the 3 (Assuming that's what you want Twelve, correct me otherwise)
CF draws [4,1,2,3] - keeps the 4 and places in the blank spot.
Pillage bonus
CF + 3 money
==========================================
107 - Tatts v. Khell v. Twelve
Tatts - 1x dread @ 5 init, hits 2,3,4,5,6
Khell - 1x interceptor @ 4 init, hits 6
Twelve - 1x dread @ 8 init, hits 4,5,6
Round 1 Tatts v. Khell
Tatts [5] - 1 hit, khell destroyed
Missile round Tatts v. Twelve
Twelve [4,5,6,3] - 3 hits, tatts takes 3 damage
Round 1 Tatts v. Twelve
Twelve retreats (per combat instructions)
Tatts [4] - 1 hit, Twelve's dread takes 4 damage.
Round 2 Tatts v. Twelve
Twelve retreats to GC successfully
Population Bombing
Tatts [5] - Population successfully destroyed
Victory Points
Khell - [1] - keeps it and puts in a blank space (I'm assuming that's what you want Khell, correct me otherwise]
Tatts - no point in drawing
========================================
105 - Tapper v. Twelve
Tapper 2x interceptors @ 4 init, hits 3,4,5,6
Twelve 1x dread @ 8 init, hits 4,5,6
Missile Round
Twelve [5,2,6,1] - 2 hits, 2x interceptors destroyed
Victory points
Twelve [2,2,1] - keeps the 2 and puts in blank spot (assuming that's what you want Twelve, correct me otherwise)
Tapper [2] - keeps it and puts in a blank spot (assuming that's what you want Tapper, correct me otherwise)
This post has been edited by cerveza_fiesta: 29 August 2013 - 03:36 PM
........oOOOOOo
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
#5585
Posted 29 August 2013 - 03:23 PM
You missed Tats attack on d'reks homeworld in 232 didn't you? The battle listed as 232, actually occurs in 234.
#5586
Posted 29 August 2013 - 03:27 PM
Pretty much what I expected for outcomes. I was very tempted to fight it out with Tatts. If I had just one more missile hit I would have stuck it out as I would have had two chances for one hit but I couldn't risk losing that Dread. It was more important than the hex. I was hoping for a third destroyed interceptor of CF's but I'm happy with two. I lost 1 more material than he did so I consider that fight a wash.
I don't know what I'm doing but it sounds good.
#5587
Posted 29 August 2013 - 03:31 PM
Note a few small edits above. Nothing major. Original posting omitted Tapper versus ancients (though I did it on paper in proper order)
I will correct for D'rek v. Tatts in the post above, thanks IH
I will correct for D'rek v. Tatts in the post above, thanks IH
This post has been edited by cerveza_fiesta: 29 August 2013 - 03:32 PM
........oOOOOOo
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
#5588
Posted 29 August 2013 - 03:58 PM
CF
I'll gladly keep the Reputation tiles that I drew.
+5 points is gladly taken when I just lost 10 this round leading up through combat (2 lost dip tiles and 8 for hexes)
I'll have my upkeep done shortly.
I'll gladly keep the Reputation tiles that I drew.
+5 points is gladly taken when I just lost 10 this round leading up through combat (2 lost dip tiles and 8 for hexes)
I'll have my upkeep done shortly.
I don't know what I'm doing but it sounds good.
#5589
Posted 29 August 2013 - 04:00 PM
Interesting to see how the VP points are going to look after this round, I think twelve is still clearly ahead, but I'm not sure how everyone else will stand.
#5590
Posted 29 August 2013 - 04:06 PM
Imperial Historian, on 29 August 2013 - 04:00 PM, said:
Interesting to see how the VP points are going to look after this round, I think twelve is still clearly ahead, but I'm not sure how everyone else will stand.
Speaking of my VP.
Congradulations everyone I lost points this round. A grand total of....... 3 points!!!
So lets see if anyone significantly gained on my lead to leap frog me as IH mentioned.
I don't know what I'm doing but it sounds good.
#5591
Posted 29 August 2013 - 06:33 PM
Are we going to have an update after battle pre upkeep?
Apt is the only one who reads this. Apt is nice.
#5592
Posted 29 August 2013 - 07:25 PM
I guess I should issue my post-combat orders too.
Influence Iota bootis and Delta Eridani. Colonize both science and econ in Delta Eridani.
And I won't be able to diplo with you SS. Sorry, 4VP is way too good to pass up!
Influence Iota bootis and Delta Eridani. Colonize both science and econ in Delta Eridani.
And I won't be able to diplo with you SS. Sorry, 4VP is way too good to pass up!
........oOOOOOo
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
#5593
Posted 29 August 2013 - 07:26 PM
Ganoes Paran, on 29 August 2013 - 06:33 PM, said:
Are we going to have an update after battle pre upkeep?
Yep, just waiting on orders from everyone RE influencing and colonization post-combat.
........oOOOOOo
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
#5594
#5595
Posted 29 August 2013 - 08:44 PM
Solidsnape, on 29 August 2013 - 08:03 PM, said:
Sorry Solid but there is.
You conquored a hex from Tatts. Now you have to tell the mod what you want to do with that hex.
Either you tell CF that you want to leave it as unclaimed
Or
You tell him you want to spend an influence disk to claim the hex and to colonize whatever planets you want. (this is why IH or whoever was telling you to wait to spend your colony ships. It's more cost effective to settle planets then flipping the ships over for resources)
THis will factor in heavily on your upkeep so he needs to know what you want to do so we can wrap up round 7
I don't know what I'm doing but it sounds good.
#5596
Posted 29 August 2013 - 09:13 PM
I want to influence D'rek homeworld, colonise science planet
Apt is the only one who reads this. Apt is nice.
#5597
Posted 29 August 2013 - 09:13 PM
I want to influence D'rek homeworld, colonise science planet
Apt is the only one who reads this. Apt is nice.
#5598
Posted 29 August 2013 - 09:14 PM
I think. I'm going to but artifact key and rip twelve to pieces
Apt is the only one who reads this. Apt is nice.
#5599
Posted 29 August 2013 - 10:13 PM
VP for me from the disco tile. I will need a bit longer look to see what to do colony-wise.
Only someone with this much power could make this many frittatas without breaking any eggs.
#5600
Posted 29 August 2013 - 10:56 PM
twelve, on 29 August 2013 - 08:44 PM, said:
Solidsnape, on 29 August 2013 - 08:03 PM, said:
Sorry Solid but there is.
You conquored a hex from Tatts. Now you have to tell the mod what you want to do with that hex.
Either you tell CF that you want to leave it as unclaimed
Or
You tell him you want to spend an influence disk to claim the hex and to colonize whatever planets you want. (this is why IH or whoever was telling you to wait to spend your colony ships. It's more cost effective to settle planets then flipping the ships over for resources)
THis will factor in heavily on your upkeep so he needs to know what you want to do so we can wrap up round 7
Fair enough. I didn't realise I'd destroyed all the pop cubes.
Can I move a disc from a pulsar? Like a swap?
Also? Are both those money slots advanced? Or is it one of both?
This post has been edited by Solidsnape: 29 August 2013 - 10:59 PM
"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.