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

#3101 User is offline   Imperial Historian 

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Posted 07 December 2013 - 01:05 AM

Gnaw my upkeep is -10 not -7. Your missing one of my move orders from your board
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#3102 User is offline   Gnaw 

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Posted 07 December 2013 - 02:11 AM

View PostImperial Historian, on 07 December 2013 - 01:05 AM, said:

Gnaw my upkeep is -10 not -7. Your missing one of my move orders from your board


meh.

Which is more important:
  • Destroying Khell's dread and clearing that hex
  • Destroying Khell's cruiser and clearing the warp portal


The way it stands now we can't do both.
"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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#3103 User is offline   Imperial Historian 

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Posted 07 December 2013 - 02:15 AM

errr why not exactly?
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#3104 User is offline   Gnaw 

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Posted 07 December 2013 - 02:22 AM

The assumption Twelve was making about not being able to beat your dread. We're assuming that Khell is going to stand and fight. That's not a safe assumption.

382:

His cruiser has 2 health. Your dread gets to shoot 2 salvoes with 2 ion cannons and only missing on ones. Odds are negligible that he could successfully retreat.

307 is a slightly different story:

Khell's dread has 3 health. Tatts' dread will get 2 salvoes with 2 ion cannons and only missing on ones. But a single miss let's Khell successfully retreat.
"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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#3105 User is offline   Imperial Historian 

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Posted 07 December 2013 - 02:23 AM

Yes but there is nowhere for him to retreat too...

and even if he could retreat it would require 2 misses for him to retreat successfully
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#3106 User is offline   Gnaw 

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Posted 07 December 2013 - 02:26 AM

View PostImperial Historian, on 07 December 2013 - 02:23 AM, said:

Yes but there is nowhere for him to retreat too...


doh. his dread is stuck. I thought it could get to the empty hex.

nvm.
"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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#3107 User is offline   Imperial Historian 

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Posted 07 December 2013 - 02:29 AM

even if the hex was connected you can only retreat into a hex where you have a disc down with no enemy ships (i've not seen a ruling on this but i presume you can also retreat into a hex where your ally has a disc down)
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#3108 User is offline   Morgoth 

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Posted 07 December 2013 - 02:30 AM

I AM SOBER!
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#3109 User is offline   Galactic Council 

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Posted 07 December 2013 - 02:33 AM

Round 5 Battle Preview

Battle 1: 382 said:

IH vs Khell

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: Nukes not needed to clear cubes.


IH: 1x Dread 3 init, 5/5 health, +4 comp, 2x ION cannon. 1#2d6x2
Khell: 1x Cruiser. 2 init, 2/2 health, +1 comp, 1x ION cannon. 1x1d6x5

Firing order: IH dread -> Khell cruiser

Retreat is possible for Khell.

Battle orders: ?


Engagement One (combined roll):
IH 5/5 health, Khell 2/2 health.

r5 382 Eng One: IH - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2. Khell - 1x Cruiser +1 comp, 1x ION cannon. 1#1d6x5

Dread and Cruiser survive
Engagement Two:
IH ?/5 health, Khell ?/2 health.

r5 382 Eng Two: IH - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2. Khell - 1x Cruiser +1 comp, 1x ION cannon. 1#1d6x5




Battle 2: 309 said:

Gnaw vs cubes

Nukes: yes
Missiles: yes
Shields: no
Computers: yes
Specials: none




Battle 3: 307 said:

Tatts vs Khell

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials:
  • Nukes not needed to clear cubes.
  • Point Defense

Tatts: 1x Dread. 5 init, 5/5 health, +4 comp, 2x ION cannon. 1#2d6x2
Khell: 1x Dread. 2 init, 3/3 health, +1 comp, 1x PLASMA cannon, 1x ION cannon. 1#1d6x5 (Plasma) and 1#1d6x5 (Ion)

Firing order: Tatts dread -> Khell dread

Retreat is not possibe

Battle orders: ?

Engagement One:
Tatts 5/5 health, Khell 3/3 health

r5 307 Eng One: Tatts - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2. Khell - 1x Dread +1 comp, 1x PLASMA cannon, 1x ION cannon. 1#1d6x5 (Plasma) and 1#1d6x5 (Ion)

Both survive.
Engagement Two:
Tatts ?/5 health, Khell ?/3 health

r5 307 Eng Two: Tatts - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2. Khell - 1x Dread +1 comp, 1x PLASMA cannon, 1x ION cannon. 1x1d6x5 (Plasma) and 1#1d6x5 (Ion)

Rep draw:




Battle 4: 304 said:

IH vs cubes

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: none



Battle 5: 232 said:

D'rek vs cubes

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: Absorption Field



Battle 6: 230 said:

Gnaw vs cubes

Nukes: yes
Missiles: yes
Shields: no
Computers: yes
Specials: none



Battle 7: 228 said:

Khell vs. Tatts & Gnaw

Nukes: yes
Missiles: yes
Shields: no
Computers: yes
Specials: Point Defense

Tatts: 1x Cruiser 5 init, 3/3 health, +2 comp, 2x ION cannon. 1#2d6x4
Khell: 1x Int 1 init, 1/1 health, +1 comp, 1x PLASMA cannon. 1#1d6x5
Gnaw: 1x Int 4 init, 1/1 health, 1x PLASMA missile. No cannon. 1#2d6x6

Firing order: Gnaw missiles -> Tatts cruiser -> Gnaw int -> Khell int

Retreat is possible for Tatts and Gnaw

Battle orders: ?
  • Gnaw: Fire missiles then retreat

Engagement Missile:
r5 228 Missiles: Gnaw 1x PLASMA battery. 1#2d6x6


Engagement One (combined roll):
Tatts 3/3 health, Gnaw 1/1 health, Khell 1/1 health

r5 228 Eng One: Tatts 1x Cruiser +2 comp, 2x ION cannon. 1#2d6x4 Khell: 1x Int +1 comp, 1x PLASMA cannon. 1#1d6x5





Battle 8: 226 said:

D'rek vs. Gnaw

Nukes: yes
Missiles: yes
Shields: no
Computers: no
Specials: Absorption Field

D'rek: 1x Int 3 init, 3/3 health, 1x ION cannon. 1#1d6x6
Gnaw: 1x Int 4 init, 1/1 health, 1x PLASMA missile battery. 1#2d6x6

Firing order: Gnaw missile -> Gnaw cannon (NONE) -> D'rek

Retreat is possible for D'rek

Battle orders: ?


Engagement Missiles:
r5 226 Missiles: Gnaw 1x PLASMA missile. 1#2d6x6

Engagement One:


Rep Draw:


Battle 9: 209 said:

D'rek vs cubes

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: Absorption Field




Battle 10: 204 said:

IH vs Ancient Ship

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: none

IH: 1x cruiser. 3 init, 5/5 health, +2 comp, 1x ION cannon. 1x1d6x4
Ancient: 1x standard ship. 2 init, 2/2 health, +1 compt, 2x ION cannon. 1x2d6x5

Firing order: IH -> ancient

Engagement One:




Battle 11: 108 said:

IH vs Ancient ship

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: none

IH: 1x cruiser
Ancient: 1x standard ship

Firing order:

Engagement One:



Battle 12: 107 said:

D'rek vs cubes

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: Absorption Field



Battle 13: 105 said:

105a said:

Morgoth vs IH

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: Absorption Field

IH: 1x cruiser
Morgoth: 1x Cruiser

Firing order:

Engagement One:



105b said:

Morgoth vs Ancient ship

Nukes: yes
Missiles: no
Shields: no
Computers: yes
Specials: Absorption Field

Morgoth: 1x cruiser
Ancient: 1x standard ship

Firing order:

Engagement One:



Battle 14: 001 said:

Tapper vs GCDS

Nukes: yes
Missiles: no
Shields: Yes (Tapper -1 and GCDS -2)
Computers: yes (GCDS only)
Specials: Anti Matter Splitter

Tapper: 4x Int 3 init, 1/1 health, -1 shield, 1x AntiM cannon with splitter. 4#1d6x6
GCDS: SP1 option 2 4 init, 5/5 health, +1 comp, -2 shield, 2x AntiM cannon. 1#2d6x6

Firing order: GCDS -> Tapper

Tapper can retreat.

Battle orders:

Engagement One (combined roll):
GCDS 5/5 health, Tapper 4x 1/1 health
r5 Eng One: GCDS +1 comp, -2 shield, 2x AntiM cannon. 1#2d6x6 Tapper -1 shield, 1x AntiM cannon with splitter. 4#1d6x6


Rep draw: Tapper ==




Still working on this. Just wanted to get it posted so I don't lose it if my power cord falls out. (no battery in this laptop)

This post has been edited by Galactic Council: 07 December 2013 - 10:04 PM

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#3110 User is offline   Tapper 

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Posted 07 December 2013 - 07:50 AM

Upgrade Computer on fighter to gauss shield.
Upgrade one Ion Cannon on a dread to Antimatter Cannon.


Then pass.

If I take the centre: claim, colonize 1x grey planet with money (income becomes 10), 1x with materials (mats gain becomes 8)
I'll be 11 money short.
Remove discs from Pulsar, 206, 102 in that order, should bring me to 10 upkeep.

This post has been edited by Tapper: 07 December 2013 - 08:15 AM

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Posted 07 December 2013 - 08:34 AM

Round 5 Action Phase

Turn 1
Spoiler


Turn 2
Spoiler


Turn 3

Spoiler

Turn 4

Spoiler


Turn 5
Spoiler


Turn 6

Spoiler


Turn 7



Tatts = Pass
-21 upkeep

Gnaw -
MOVe - Interceptor from Aldebaran to Phi Piscium -21 upkeep

Twelve - Pass -10 upkeep

IH -
Sorry im not reacting. Assume I'm not going to for immediate future. -7 upkeep

Morgoth - no reaction
-17 upkeep

CF - I confirm pass unless i am attacked -7 upkeep

Tapper
- Move 2 fighters to GCDS. Confirmed -13 upkeep

Khell

  • INFLUENCE. Remove disc from Zeta Andromedae. Place it on Lambda Serpentis (warp portal hex). Flip two colony ships back up. -30 upkeep
  • Colonise material and science planets.

D'rek -
MOVe - Interceptor from Beta Lyrae to Delta Eridani and Interceptor from Lambda Tauri to Rigel. -7 upkeep


Turn 8


Tatts -
Move cruiser in 307? Sigma Sagliatari to gnaws home world.

Gnaw - Pass

Twelve - no reaction

IH - no reaction

Morgoth - no reaction

CF - I confirm pass unless i am attacked

Tapper -
Upgrade
  • Computer on fighter to gauss shield.
  • One Ion Cannon on a dread to Antimatter Cannon.

Khell - no more moves. heh. If we were playing the turn order via pass variant does that mean he'd be last? since he can't even pass?

D'rek
- ?


Turn 9


Tatts - reaction?

Gnaw - reaction?

Twelve - no reaction (assumed)

IH - reaction?

Morgoth - reaction?

CF - I confirm pass unless i am attacked

Tapper - Pass

Khell - no more moves.

D'rek
- ?
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#3112 User is offline   Galactic Council 

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Posted 07 December 2013 - 08:43 AM

View PostTapper, on 07 December 2013 - 07:50 AM, said:

Upgrade Computer on fighter to gauss shield.
Upgrade one Ion Cannon on a dread to Antimatter Cannon.


Then pass.

If I take the centre: claim, colonize 1x grey planet with money (income becomes 10), 1x with materials (mats gain becomes 8)
I'll be 11 money short.
Remove discs from Pulsar, 206, 102 in that order, should bring me to 10 upkeep.


noted.
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#3113 User is offline   Gnaw 

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Posted 07 December 2013 - 09:01 AM

Tatts. Don't declare a reaction (or non reactio) until after D'rek goes.

I have an idea.
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#3114 User is offline   Tattersail_ 

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Posted 07 December 2013 - 09:54 AM

So its on drek now?
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#3115 User is offline   Gnaw 

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Posted 07 December 2013 - 11:38 AM

yeah D'rek is up.


and actually I don't mind talking this out before she moves. if I'm right it won't matter. i think we can eliminate the antimatter splitter from the game.


Tatts: reaction move your cruiser from my homeworld to 108. You're going to kill that ancient because IH is moving his dread into the GCDS.

Morgoth moves his cruiser from 104 to Tapper's homeworld. There's two reasons it's safe for him to do so. I'll have already did a no reaction. And I can't get anywhere near CF.

CF moves his interceptor into Fomalhaut. <--- That's Morgoth's 104 protection. CF can bankrupt me if I get near him - all he has to do is break diplo. I lose the cube on the ambassador and I'm out of the game.

So it's Tapper's turn. If he passes he's looking at:
  • Morgoth's cruiser in the homeworld.
  • IH's Dread in the GC ready to kill at least one interceptor and blowing Tapper's chances there.

So Tapper can make another action and move his dread and interceptor. Putting him at -21 with 8 income. or will he?

if he doesn't pass CF gets another reaction move: interceptor into tapper's homeworld. Breaks Diplo and they both lose ambassador cubes.
I don't see any way that Tapper can survive if he allows CF to get another reaction in. But if he passes he's guaranteed to lose his homeworld and have much worse odds of taking the GCDS out.


Khell can't do anything. D'rek can but she's only got this one turn to do something that would save Tapper.
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#3116 User is offline   Tattersail_ 

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Posted 07 December 2013 - 12:09 PM

Would this put tapper out of the game? It may be worth losing IHs dread to eliminate Tapper And hurt khell that alliance would be screwed
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#3117 User is offline   Imperial Historian 

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Posted 07 December 2013 - 01:02 PM

You are wrong, it does matter :p

You are making a couple of assumptions that aren't right, but the basic plan is sound.

But the real question is...

Do we want to eliminate Tapper from the game? Whilst he is there he is going to keep some pressure on Morgoth/CF, without him, they are free from pressure and able to attack us at will.
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#3118 User is offline   Gnaw 

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Posted 07 December 2013 - 05:55 PM

View PostImperial Historian, on 07 December 2013 - 01:02 PM, said:

You are wrong, it does matter :p

You are making a couple of assumptions that aren't right, but the basic plan is sound.

But the real question is...

Do we want to eliminate Tapper from the game? Whilst he is there he is going to keep some pressure on Morgoth/CF, without him, they are free from pressure and able to attack us at will.


I never spoke to whether it is desirable or not. Just that it would be possible.

As to brining the subject up before D'rek makes her action: she's in a pickle now. What if all I'm doing is trying to move her away from her homeworld? :p
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#3119 User is offline   Gnaw 

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Posted 07 December 2013 - 08:43 PM

View PostImperial Historian, on 07 December 2013 - 01:02 PM, said:



But the real question is...

Do we want to eliminate Tapper from the game? Whilst he is there he is going to keep some pressure on Morgoth/CF, without him, they are free from pressure and able to attack us at will.


Tapper in control of the GC with AntiM splitter is a bit scary. I can see Tapper playing nice with the nerd faction until the hippies have a sold base north and west of the GC. Especially with all those starbases blocking the entrance to their domain. Theoretically D'rek could use Khell's easter warp portal to get to the south one and attack Morgy through the half wormhole.

I think that's what Morgoth is doing. If he can control that warp porta, 105, and 104, then they win with shell world, artifact link, and a couple of monoliths.
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#3120 User is offline   D'rek 

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Posted 07 December 2013 - 09:21 PM

I don't think your plan is going to work Gnaw, but by all means do the first few parts and see if the rest works out.

Biggest mistake you've made though is that this:

View PostGnaw, on 07 December 2013 - 11:38 AM, said:

CF moves his interceptor into Fomalhaut. <--- That's Morgoth's 104 protection. CF can bankrupt me if I get near him - all he has to do is break diplo. I lose the cube on the ambassador and I'm out of the game.


is flat out wrong, since you can move that cube to science or materials.

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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