Malazan Empire: gIV Malazan Empire Eclipse - Malazan Empire

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gIV Malazan Empire Eclipse R9 player order: Twelve,IH,MorCF,Tapper,Khell,D'rek,Tatts,Gnaw

#1941 User is offline   cerveza_fiesta 

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Posted 13 November 2013 - 06:13 PM

 D, on 13 November 2013 - 06:00 PM, said:

 cerveza_fiesta, on 13 November 2013 - 05:54 PM, said:

I should add that my provisional move is incumbent on no aggressive action or posturing taken against me or my ally.


I think we can safely say this is assumed for all provisionals, going forward.


Yeah, I just wanted to say it so that a potential bad situation for me doesn't get glossed over for expediency's sake as Gnaw is updating things.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

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

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

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#1942 User is offline   Imperial Historian 

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Posted 13 November 2013 - 06:14 PM

 twelve, on 13 November 2013 - 05:57 PM, said:

So Tatts are you 100% going to attack and influence Vega? And you are 100% sure that you want to exchange ambassadors? Well hell even if you don't it's not going to change my move so I might as well put it in.

Action 3: Influence
-move influence disk on supernova to 304
-return all three population cubes to materials
-move influence disk from player board back to supernova
-deploy 3 colony ships
-populate material slot on 304
-populate 2 grey slots on supernova to science.
-reset 2 colony ships 2 ships available.

(1$, 0S, 2M Upkeep -10)


Making your production 10 10 8? (10 10 10 when you colonise the remaining materials planet?) I have to say it's been interesting how everyone has been balancing there economy with influence actions and grey planets. It's not something I tend to see in tabletop games.
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#1943 User is offline   D'rek 

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Posted 13 November 2013 - 06:19 PM

 Imperial Historian, on 13 November 2013 - 06:14 PM, said:

 twelve, on 13 November 2013 - 05:57 PM, said:

So Tatts are you 100% going to attack and influence Vega? And you are 100% sure that you want to exchange ambassadors? Well hell even if you don't it's not going to change my move so I might as well put it in.

Action 3: Influence
-move influence disk on supernova to 304
-return all three population cubes to materials
-move influence disk from player board back to supernova
-deploy 3 colony ships
-populate material slot on 304
-populate 2 grey slots on supernova to science.
-reset 2 colony ships 2 ships available.

(1$, 0S, 2M Upkeep -10)


Making your production 10 10 8? (10 10 10 when you colonise the remaining materials planet?) I have to say it's been interesting how everyone has been balancing there economy with influence actions and grey planets. It's not something I tend to see in tabletop games.


I'm not! ^_^

Also: darn, I forgot the old board had the wrong money for me. I'm not going to be able to afford my influence :(

This post has been edited by D'rek: 13 November 2013 - 06:20 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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#1944 User is offline   cerveza_fiesta 

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Posted 13 November 2013 - 06:22 PM

 Imperial Historian, on 13 November 2013 - 06:14 PM, said:

 twelve, on 13 November 2013 - 05:57 PM, said:

So Tatts are you 100% going to attack and influence Vega? And you are 100% sure that you want to exchange ambassadors? Well hell even if you don't it's not going to change my move so I might as well put it in.

Action 3: Influence
-move influence disk on supernova to 304
-return all three population cubes to materials
-move influence disk from player board back to supernova
-deploy 3 colony ships
-populate material slot on 304
-populate 2 grey slots on supernova to science.
-reset 2 colony ships 2 ships available.

(1$, 0S, 2M Upkeep -10)


Making your production 10 10 8? (10 10 10 when you colonise the remaining materials planet?) I have to say it's been interesting how everyone has been balancing there economy with influence actions and grey planets. It's not something I tend to see in tabletop games.


That's why I made sure to put an orbital on Spica. It's a nice reconfigurable resource base. Get 2 econ, 2 science or 1 material + 1 econ/science out of it as needs in game change.
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

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

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

0

#1945 User is offline   D'rek 

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Posted 13 November 2013 - 06:35 PM

 D, on 13 November 2013 - 06:19 PM, said:

 Imperial Historian, on 13 November 2013 - 06:14 PM, said:

 twelve, on 13 November 2013 - 05:57 PM, said:

So Tatts are you 100% going to attack and influence Vega? And you are 100% sure that you want to exchange ambassadors? Well hell even if you don't it's not going to change my move so I might as well put it in.

Action 3: Influence
-move influence disk on supernova to 304
-return all three population cubes to materials
-move influence disk from player board back to supernova
-deploy 3 colony ships
-populate material slot on 304
-populate 2 grey slots on supernova to science.
-reset 2 colony ships 2 ships available.

(1$, 0S, 2M Upkeep -10)


Making your production 10 10 8? (10 10 10 when you colonise the remaining materials planet?) I have to say it's been interesting how everyone has been balancing there economy with influence actions and grey planets. It's not something I tend to see in tabletop games.


I'm not! ^_^

Also: darn, I forgot the old board had the wrong money for me. I'm not going to be able to afford my influence :(


@Tapper and Khell - I figured out how I'm going to afford my influence, and it will mean vacating Delta Eridani. Either of you can grab it if you want, though it's probably not necessarily worth it for just the one science cube.

Also, I'm not sure if I am going to be getting the prosperity shrines or not - they're pretty expensive for 3VP and 1 disc. We'll see. I am still going to go for the 6-cost ones later on, if I can.

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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#1946 User is offline   twelve 

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Posted 13 November 2013 - 06:43 PM

It definately gives you flexibility. I still would have preferred to have adv Econ though. It would have negated my need to do this (Morgoth!!!!!!!)

I'm just happy finally gain some points this round. +4 this round.
I don't know what I'm doing but it sounds good.
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#1947 User is offline   Gnaw 

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Posted 13 November 2013 - 07:08 PM

 Imperial Historian, on 13 November 2013 - 04:18 PM, said:

So I can hit vega and 108 with my cruisers and still leave my dread to defend the hive hex if you try some funny business.

I can't attack the centre this turn, and Gnaw didn't want me to remove the 105 ancient yet, and that means I can't help if Tapper attack this turn (personally I think Gnaw is more than capable of fending off Tapper this turn).

Though thinking on ityou are right in that maybe it makes more sense for tatts to take the vega hex with his dread and I move both my cruisers close to the centre? What do you reckon tatts?


I don't care which one you do if you're letting me keep the hex.


I'm seriously considering passing. Ii won't but oh I want to
"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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#1948 User is offline   Galactic Council 

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Posted 13 November 2013 - 07:12 PM

 twelve, on 13 November 2013 - 05:51 PM, said:

Are we waiting on Me or Gnaw?


Gnaw
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#1949 User is offline   D'rek 

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Posted 13 November 2013 - 07:12 PM

 Gnaw, on 13 November 2013 - 07:08 PM, said:

 Imperial Historian, on 13 November 2013 - 04:18 PM, said:

So I can hit vega and 108 with my cruisers and still leave my dread to defend the hive hex if you try some funny business.

I can't attack the centre this turn, and Gnaw didn't want me to remove the 105 ancient yet, and that means I can't help if Tapper attack this turn (personally I think Gnaw is more than capable of fending off Tapper this turn).

Though thinking on ityou are right in that maybe it makes more sense for tatts to take the vega hex with his dread and I move both my cruisers close to the centre? What do you reckon tatts?


I don't care which one you do if you're letting me keep the hex.


I'm seriously considering passing. Ii won't but oh I want to


Too bad. First choice of tech next round will probably be really juicy.

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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#1950 User is offline   Imperial Historian 

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Posted 13 November 2013 - 07:14 PM

You need to get some ships down, two upgraded cruisers or 4 interceptors methinks (not a huge deal between them to be honest in terms of combat odds)
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#1951 User is offline   Gnaw 

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Posted 13 November 2013 - 07:17 PM

 Imperial Historian, on 13 November 2013 - 07:14 PM, said:

You need to get some ships down, two upgraded cruisers or 4 interceptors methinks (not a huge deal between them to be honest in terms of combat odds)


Yeah, I know.

Which hex are you htting? As long as I get to keep it, I don't care. If you do 108, I'll need to park a ship in it.
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#1952 User is offline   Gnaw 

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Posted 13 November 2013 - 07:18 PM

And I was thinking a dread and an interceptor. maybe
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#1953 User is offline   Galactic Council 

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Posted 13 November 2013 - 07:18 PM

Round 4 Action Phase


Turn 1

Spoiler




Turn 2


Tatts -
  • Research Point Defense put it on middle track - 9 science convert 4 materials into 1 science to cover this.
  • Upkeep -7
  • Bank $4,S0,M10

Gnaw
  • Research Cloaking Device -7 science put on middle track
  • $0, Sc 0, Ma 13. -7 upkeep
Twelve -
  • Gnaw stick with my original provisional
  • Build two orbitals in 310 and 318. Colonize them both with science.
  • (1$, 0S, 2M Upkeep-5)
  • Exchange Ambassadors with IH. Both send monetary gifts.



Imperial Historian

  • So upgrade cruiser with 2 improved hull over electron computer and in the blank space, and one positron computer over the hull.
  • Upkeep -3 £0 S0 M9

Morgoth provisional Upgrade - Add fusion source and fusion drive to cruiser


CF
- Upgrade starbases - Imp hull on blank spot and imp. hull over one regular hull.

Tapper - Influence.
  • Flip a colony ship for 1 science. Remove disc from Aldebaran. Turn that colony ship face-up.
  • Gnaw, I think you removed the money cube on Aldebaran to the material track instead? Fixed

Khell -
INFLUENCE
  • Epsilon Carinae and Lambda Serpentis. Colonise all planets (grey planet with science cube). Reveal the discovery.
  • So what wondrous creation do I get this time, GC? A clapped-out interceptor? A tech I already possess maybe? Oh, a piece of lint from your pocket perhaps? Flip two ships back up?
D'rek - Provisional: Research Advanced Mining (-9 science) Colonize anything?

Turn 3


Tatts -
  • Upgrade Cruiser and Dreadnought, Improved Hull over normal hull.
  • Upkeep - 10
  • Bank $4,S0,M10
  • Production $15,S6,M4


Gnaw - ruminating


Twelve -
Provisional Influence
  • -move influence disk on supernova to 304
  • -return all three population cubes to materials
  • -move influence disk from player board back to supernova
  • -deploy 3 colony ships
  • -populate material slot on 304
  • -populate 2 grey slots on supernova to science.
  • -reset 2 colony ships 2 ships available.
  • (1$, 0S, 2M Upkeep -10)


Imperial Historian -

  • BUILD 2 x cruisers in the hive hex
  • Upkeep -5 £0 S0 M1

Morgoth


CF
  • CONVERT 4 money to 2 materials. BUILD Orbital in Psi Capricorni (or whatever it's called...up next to Arcturus and Alpha Centauri, NW of my homeworld), populate with SCIENCE. BUILD Starbase in Formahaut. POPULATE two advanced science slots, one on homeworld and one on Formahaut.
  • @Rules:
  • Not that I have anything to do with an extra colony ship just now, but does the above constitute a use of 2 or 3 colony ships? In other words, does building an orbital require a colony ship to populate it or does it populate by default? Has to be populated
  • I should add that my provisional move is incumbent on no aggressive action or posturing taken against me or my ally.


Tapper


Khell

D'rek I'm not! ^_^

Also: darn, I forgot the old board had the wrong money for me. I'm not going to be able to afford my influence :( ??k There is/was a problem with your resources? I'm old. Refresh my memory.

This post has been edited by Galactic Council: 13 November 2013 - 07:40 PM

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#1954 User is offline   Gnaw 

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Posted 13 November 2013 - 07:28 PM

 Gnaw, on 13 November 2013 - 07:17 PM, said:

 Imperial Historian, on 13 November 2013 - 07:14 PM, said:

You need to get some ships down, two upgraded cruisers or 4 interceptors methinks (not a huge deal between them to be honest in terms of combat odds)


Yeah, I know.

Which hex are you htting? As long as I get to keep it, I don't care. If you do 108, I'll need to park a ship in it.



 Gnaw, on 13 November 2013 - 07:18 PM, said:

And I was thinking a dread and an interceptor. maybe


Those were questions oh Boss Man.

^_^
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#1955 User is offline   Gnaw 

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Posted 13 November 2013 - 07:29 PM

IH?

Edit: What I build is largely determined by which hex you're going after.

Edit part Deux: Seriously. I need to know.

This post has been edited by Galactic Council: 13 November 2013 - 07:38 PM

"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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#1956 User is offline   Imperial Historian 

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Posted 13 November 2013 - 07:43 PM

Sorry I'm out for the evening. 108 I think, but I'd concentrate on defence. Up to you, can't see the board. Only reason I recommended lots of ints was because its good for not getting pinned, and would be useful against the GC.
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#1957 User is offline   Gnaw 

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Posted 13 November 2013 - 07:53 PM

 Imperial Historian, on 13 November 2013 - 07:43 PM, said:

Sorry I'm out for the evening. 108 I think, but I'd concentrate on defence. Up to you, can't see the board. Only reason I recommended lots of ints was because its good for not getting pinned, and would be useful against the GC.


108 is the one to the left of the GC

105 is the one to the left of Arcturus.

105 is better for you. 108 is better for Tatts.


"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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#1958 User is offline   Gnaw 

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Posted 13 November 2013 - 07:57 PM

 Imperial Historian, on 13 November 2013 - 07:43 PM, said:

Sorry I'm out for the evening. 108 I think, but I'd concentrate on defence. Up to you, can't see the board. Only reason I recommended lots of ints was because its good for not getting pinned, and would be useful against the GC.




Leaving 108 alone at the moment is better I think. D'rek can get to it so if we take the ancient out it's defenceless. I'd have to park a ship there.

BUT it would give Tatts better access to the GC.
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#1959 User is offline   Khellendros 

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Posted 13 November 2013 - 08:08 PM

 Gnaw, on 13 November 2013 - 07:57 PM, said:

 Imperial Historian, on 13 November 2013 - 07:43 PM, said:

Sorry I'm out for the evening. 108 I think, but I'd concentrate on defence. Up to you, can't see the board. Only reason I recommended lots of ints was because its good for not getting pinned, and would be useful against the GC.




Leaving 108 alone at the moment is better I think. D'rek can get to it so if we take the ancient out it's defenceless. I'd have to park a ship there.

BUT it would give Tatts better access to the GC.



Whilst you chew over your move, perhaps I could find out what leavings off the floor I'm due please?
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#1960 User is offline   Galactic Council 

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Posted 13 November 2013 - 08:11 PM



Quote


Khell -
INFLUENCE
  • Epsilon Carinae and Lambda Serpentis. Colonise all planets (grey planet with science cube). Reveal the discovery.
  • So what wondrous creation do I get this time, GC? A clapped-out interceptor? A tech I already possess maybe? Oh, a piece of lint from your pocket perhaps? Flip two ships back up?





Description r4 304 Khell discovery 20 available
http://orokos.com/roll/149286#
Results 1#1d20:
1 # 10 [1d20=10]

You discover the Ancient Cruiser Destiny. The good news is it's a working space ship. The bad news is it's in another galaxy. (or might as well be.) And your discovery crew discovers something strange: the control chair is completely free of dust. But there is a bright blue ball of twine and an empty bottle of Mt. Dew on the table beside it.


Free Ancient Cruiser 02
VP or ship?

This post has been edited by Galactic Council: 13 November 2013 - 08:14 PM

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