Malazan Empire: Eclipse III - Game Thread - Malazan Empire

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Eclipse III - Game Thread The third one!

#5741 User is offline   D'rek 

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Posted 11 September 2013 - 05:49 PM

View PostGanoes Paran, on 11 September 2013 - 05:39 PM, said:

View PostD, on 11 September 2013 - 05:09 PM, said:

View PostGanoes Paran, on 11 September 2013 - 09:37 AM, said:

@d'rek You will face no resistance if you take my home world, eta caprei, your homeworld or Vega. That is an extra 10VP's.


You're only going for twelve? Just like last turn? I sooooo believe you.


View PostGanoes Paran, on 11 September 2013 - 09:39 AM, said:

Do it this round so that my hexes are destroyed and I get the production. It will leave me next to last but I am hoping to really hurt Twelve as much as possible. What are the odds of me taking the GC off of him? How else would people suggest I do this?


Your odds of taking down the GC this round are actually pretty good if you throw everything at it and do a few upgrades. I didn't do a full simulation but it looked rather favourable to me. The trick is to have interceptors/cruisers with as much missile and initiative as you can (like you already have, more or less) so that he *has* to use his flux missiles against them, and then hull on the cruisers and dreads to absorb flux missiles, survive, and dish out damage.

I have no shame in you helping me with my moves this round. I was going to add antimatter canons to my interceptors, yes or no


You can either go total hull+cannon, trying to absorb twelve's missiles and blast him with what you have that survives. Or you can go for a mix of missile+initiative ships to force twelve into using flux missiles and hull+computer+cannon ships that will survive the flux missiles and win the battle after.

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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#5742 User is offline   D'rek 

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Posted 11 September 2013 - 05:51 PM

Oh, and also beg Tapper to pin twelve's dread in Zeta Herculis for you.

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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#5743 User is offline   Imperial Historian 

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Posted 11 September 2013 - 06:04 PM

Someone needs to pin it soon just to stop it causing chaos in the rest of the galaxy.

Noticed a mistake in that it should also have tachyon drives.

If twelve grabs gluons, another upgrade leaves it with conifold hull and gluons, which is a nasty nasty build. 9 initiative, 7 hull, +3 to shoot with 4 missile and an AMC. Ouch.
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#5744 User is offline   D'rek 

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Posted 11 September 2013 - 06:12 PM

View PostImperial Historian, on 11 September 2013 - 06:04 PM, said:

Someone needs to pin it soon just to stop it causing chaos in the rest of the galaxy.

Noticed a mistake in that it should also have tachyon drives.

If twelve grabs gluons, another upgrade leaves it with conifold hull and gluons, which is a nasty nasty build. 9 initiative, 7 hull, +3 to shoot with 4 missile and an AMC. Ouch.


Yup, but we have enough ships on the board and materials in the bank, collectively, to be okay, I think. twelve will have great ships, and he can build a lot of them, but they can't be everywhere at once. If one dread stays in the GC, and he can't build more starbases, then he can only defend Zeta Herculis and Capella combined with 1 dread and either 8 interceptors+3 cruisers or 4 cruisers+6 interceptors.

That's a lot, but spread across two hexes and each hex attacked by the full might of a player they can be beaten. And putting all those cruisers and interceptors into Capella and Zeta Herculis leaves the GC defended only by 4 starbases and a dread, which Tatts can beat. So twelve has to pick and choose then which hexes to defend (probably mostly the GC, but maybe he can pull off saving two) and he loses points in the hex(es) he can't defend, plus must spend all his turns upgrading and building defensively, rather than researching more or conquering outwards.

Also, there's a benefit for us there in that what twelve upgrades against one person is bad against another. Flux missiles will be great against Tapper's interceptors, but they're bad against CF.

This post has been edited by D'rek: 11 September 2013 - 06:15 PM

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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#5745 User is offline   Imperial Historian 

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Posted 11 September 2013 - 06:17 PM

In terms of tatts best move I'd say cruisers with hull and computer would be dangerous, with the potential to upgrade to AMC or missiles depending on twelves build. Interceptors aren't worth bothering with
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#5746 User is offline   D'rek 

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Posted 11 September 2013 - 06:25 PM

View PostImperial Historian, on 11 September 2013 - 06:17 PM, said:

In terms of tatts best move I'd say cruisers with hull and computer would be dangerous, with the potential to upgrade to AMC or missiles depending on twelves build. Interceptors aren't worth bothering with


For anyone/everyone attacking twelve, the best moves will be to commit to it early and move the ships in first, and then upgrade based on how twelve responds.

But yeah, for Tatts Cruisers and Dreads all the way, as he can ramp up the initiative on those with computers but also fit in hulls. Interceptors can't do computer, hull and cannon/missile so they won't scare twelve.

For CF, his interceptor build is already great but he may want to switch to plasma missiles instead of cannons. The high initiative on them forces twelve to use flux missiles if he wants to have better initiative, but distortion shield weakes those flux missiles a lot.

Tapper already has a mix of ships and builds, which will probably fair okay. Once he moves, he can pull off the interceptor bay to get more power for his guns and computers.

Those are the 3 most obvious choices of who should attack twelve, because they're closest to the 3 hexes, but other ideas could work, too.

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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#5747 User is offline   Tattersail_ 

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Posted 11 September 2013 - 06:40 PM

D'rek you and Khell have to decidebetween you which of my hexes you want and how top gain the most points.
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#5748 User is offline   Tattersail_ 

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Posted 11 September 2013 - 06:41 PM

I'll move both dreads into gc then build ships as close as possible to.gc.
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#5749 User is offline   D'rek 

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Posted 11 September 2013 - 06:53 PM

View PostGanoes Paran, on 11 September 2013 - 06:40 PM, said:

D'rek you and Khell have to decidebetween you which of my hexes you want and how top gain the most points.


Well, if all you and Khell care about is twelve not winning, I have more points than him or SS so just give them all to me.

Not that I see things that way.

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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#5750 User is offline   Tattersail_ 

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Posted 11 September 2013 - 07:15 PM

Can you win? I'd love to see a different outcome than what is predicted
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#5751 User is offline   D'rek 

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Posted 11 September 2013 - 07:36 PM

View PostGanoes Paran, on 11 September 2013 - 07:15 PM, said:

Can you win? I'd love to see a different outcome than what is predicted


It's possible, even with twelve doing all the best things. But I doubt all the circumstances to fulfill it will be perfect.

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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#5752 User is offline   Galactic Council 

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Posted 11 September 2013 - 07:59 PM

Turn 2:

  • Morgoth: Build cruiser

  • GP: Upgrade cruiser. ImpHull over standard hull and AntMat Cannon over ion cannon.
  • Khell: RESEARCH Antimatter Cannon for 8 Science.
  • CF: Provisional - Upgrade starbases - Gluon comp over standard comp and plasma missiles over blank.
  • Twelve: Research orbitals.
  • Tapper: Move fighter in the 321 and fighter in wormhole world (108?) to homeworld (230). (I'm assuming that you mean hex 320 and 281. -gnaw) Colonize the advanced money slot on my system in the lower right corner of the map.

  • SS: UPGRADES Dreadnought Improved Hull over Plasma Cannon, using 'free' Sineis Pulsar turn. (Which plasma cannon SS?)

  • D'rek: research Gluon Computers



Turn 3:


  • Morgoth:

  • GP: .
  • Khell:

  • CF:

  • Twelve:
  • Tapper:

  • SS:

  • D'rek:




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#5753 User is offline   Gnaw 

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Posted 11 September 2013 - 08:11 PM

In my humble opinion the best shot anyone had at taking the GCD this round was blown when Tapper succumbed to dreaditis. Nobody else has enough ships to force 12 into building in the GCD and keeping the ships there.

*shrug* But I'm the first loser so my opinion doesn't count. :D
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#5754 User is offline   Galactic Council 

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Posted 11 September 2013 - 09:17 PM

New board update posted.
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#5755 User is offline   Imperial Historian 

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Posted 11 September 2013 - 10:42 PM

View PostD, on 11 September 2013 - 05:30 PM, said:

Points breakdown, but only because Khell is so nice:


.. . . . . . . . . .| Morgoth | Tatts | Khell | CF | twelve | Tapper | SS | Drek
--------------------|---------|-------|-------|----|--------|--------|----|-------
.. . . . . . .Hexes | . .1 . .| .14 . | . 8 . | .9 | . .9 . | . .9 . | 10 | .11
.. . . . . . . Tech | . .0 . .| . 5 . | . 6 . | 5 | . .10 . | . .3 . | 1 | . 3
.. . . .Disco Tiles | . .2 . .| . . . | . 2 . | . .| . .4 . | . . . .| . .|
--------------------|---------|-------|-------|----|--------|--------|----|------
.. . . .Ambassadors | . .1 . .| . 2 . | . . . | .1 | . .1 . | . .1 . | .1 | . 1
.. . . . .Rep Tiles | . .5 . .| . 8 . | . .3 .| 13 | . 11 . | . .8 . | .2 | .12
--------------------|---------|-------|-------|----|--------|--------|----|------
Ancient Dreadnaught | . . . . | . . . | . . . | . .| . .1 . | . . . .| . .| . . .
.. .Warp Gate owner | . . . . | . . . | . . . | . .| . . . .| . . . .| .1 | . . .
.. Shellworld owner | . . . . | . . . | . . . | . .| . . . .| . . . .| . .| . .
.. . Monolith owner | . . . . | . . . | . . . | . .| . . . .| . . . .| . .| .
--------------------|---------|-------|-------|----|--------|--------|----|-----
.. Ancient Monument | . . . . | . . . | . . . | . .| . . . .| . . . .| . .| . . .
.. . . Ancient Link | . . . . | . . . | . . . | . .| . . . .| . . . .| . .| . . .
--------------------|---------|-------|-------|----|--------|--------|----|-----
.. . . Exiles Bonus | . . . . | . . . | . . . | . .| . . . .| . . . .| . .| . . .
.. . Magellan Bonus | . . . . | . 2 . | . . . | . .| . . . .| . . . .| .1 | . . .
--------------------|---------|-------|-------|----|--------|--------|----|-----
.. . . . . . .TOTAL | . .9 . .| . 31 .| .19 . | 28 | . 36 . | . 21 . | 16 | 27



Some of your numbers didn't add up, this is by no means authorative, but I think it's a better indication of how things stand now.

For my money I'd still say Tats is the one most likely to have a point score rivalling twelves... but he seems intent on commiting suicide so maybe not.
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#5756 User is offline   Khellendros 

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Posted 12 September 2013 - 12:12 AM

Yeah Tatts I'm not sure why you're so hell bent on us taking your hexes when you're only a handful of points off twelve. At the moment, you have by far the best shot of overtaking him. However, that possibly does depend on us doing all the dirty work for you...


Hmmm, I wonder if it's worth throwing my ships into the GC, see how many of those starbases I can take down and force twelve to expend a move rebuilding them.
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#5757 User is offline   Tattersail_ 

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Posted 12 September 2013 - 05:56 AM

I cannot gain much more points than I already have. Add my points to D'rek or Khell, take some off twelve
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#5758 User is offline   Morgoth 

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Posted 12 September 2013 - 06:23 AM

I'm moving both ships into my starting hex. for victory!
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#5759 User is offline   Solidsnape 

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Posted 12 September 2013 - 06:27 AM

View PostGalactic Council, on 11 September 2013 - 04:38 PM, said:

View PostSolidsnape, on 11 September 2013 - 09:30 AM, said:

Turn 2.
Sineis.
UPGRADES Dreadnought Improved Hull over Plasma Cannon, using 'free' Pulsar turn.


SS. First you have to remove the plasma cannon. Since you have 3 of them it's not obvious which one you're removing.


Does it matter? Either one.
Ok, the middle one.
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#5760 User is offline   Gnaw 

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Posted 12 September 2013 - 08:24 AM

View PostMorgoth, on 12 September 2013 - 06:23 AM, said:

I'm moving both ships into my starting hex. for victory!


Seriously? You stayed in this game all this time to suicide out now?

Dayum.
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