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

#921 User is offline   Gnaw 

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Posted 04 November 2013 - 05:49 PM

Screw it. Either way I do this it's going to take two me three influence actions over two turns.

Turn 2:

  • Influence Arcturus. Colonize money and science. Flip ships back up.
  • Influence Castor. Colonize money and mats.



Provisional Turn ?
  • Influence action: remove influence disc from hex ?

"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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#922 User is offline   Imperial Historian 

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Posted 04 November 2013 - 05:51 PM

How many moves do you have left Gnaw? If I explore the hive hex can you influence the hive hex and 204 this turn? You'd have to influence 101 this turn, I'd move in a dread, explore and then you influence move the disc from 101 to hive hex and influence 204, so you'd need at least one extra action of researching or something. I think you can afford this, but can you check?

I'm going to need to grab at least two of the single ancient hexes, preferably 101 this turn and 105 the next turn in order to get my production up to scratch (it's a net point game as I can get 2 pts for the discovery tile over 1 for you and the ancient).

I think tatts should also take 203 and 213 this turn also.

So if you influence 101 and 104 this turn I think this could work out as a solid plan to get all the alliance members in a position with decent production and military
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#923 User is offline   Gnaw 

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Posted 04 November 2013 - 05:53 PM

View PostGnaw, on 04 November 2013 - 05:49 PM, said:

Screw it. Either way I do this it's going to take two me three influence actions over two turns.

Turn 2:

  • Influence Arcturus. Colonize money and science. Flip ships back up.
  • Influence Castor. Colonize money and mats.



Provisional Turn ?
  • Influence action: remove influence disc from hex ?




grr. cross post.
"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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#924 User is offline   Imperial Historian 

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Posted 04 November 2013 - 05:57 PM

So if you don't colonise castor on that move we're good and alliance 'oh god i hope we know what we're doing' can go ahead?
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#925 User is offline   Tattersail_ 

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Posted 04 November 2013 - 05:58 PM

Im influencing in my next action
Apt is the only one who reads this. Apt is nice.
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#926 User is offline   Gnaw 

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Posted 04 November 2013 - 06:02 PM

View PostImperial Historian, on 04 November 2013 - 05:57 PM, said:

So if you don't colonise castor on that move we're good and alliance 'oh god i hope we know what we're doing' can go ahead?


Ok.

Technically my turn is over. So we'd need Twelve's permission for me to "not colonize" Castor. But it doesn't really matter because I have to have the disc there so I can do the hive influence.
"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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#927 User is offline   Imperial Historian 

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Posted 04 November 2013 - 06:03 PM

This reminds me of the last time I played with alliances with a huge multi-person arguement over who should ally with who, and who would make the best alliance partner. It ended with me taking prospective alliance partners homeworld and just going it alone, probably cost me the game in the end, but man was it satisfying to see his face when my final response to his alliance proposal was to move two dreadnoughts into his homeworld.

Except this time the argument is slightly delayed but everyone is still talking at cross-purposes!
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#928 User is offline   Imperial Historian 

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Posted 04 November 2013 - 06:05 PM

It would be nice to save those planet colonisations though. Has twelve gone yet? I imagine he might want to move considering the alliance proposal.

EDIT: This is why my rule one is never turn a colony ship over unless you absolutely have too, i've never regretted not colonising a system!
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#929 User is offline   twelve 

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Posted 04 November 2013 - 06:05 PM

View PostImperial Historian, on 04 November 2013 - 05:51 PM, said:

How many moves do you have left Gnaw? If I explore the hive hex can you influence the hive hex and 204 this turn? You'd have to influence 101 this turn, I'd move in a dread, explore and then you influence move the disc from 101 to hive hex and influence 204, so you'd need at least one extra action of researching or something. I think you can afford this, but can you check?

I'm going to need to grab at least two of the single ancient hexes, preferably 101 this turn and 105 the next turn in order to get my production up to scratch (it's a net point game as I can get 2 pts for the discovery tile over 1 for you and the ancient).

I think tatts should also take 203 and 213 this turn also.

So if you influence 101 and 104 this turn I think this could work out as a solid plan to get all the alliance members in a position with decent production and military



Okay this is now no longer a laughing matter. Don't even think of getting that hive hex in play this round man-machines. Else I will be forced to change the course of the formation of the universe in a non peaceful way. I wasn't planning on going that route but it I must I must.
I don't know what I'm doing but it sounds good.
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#930 User is offline   Gnaw 

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Posted 04 November 2013 - 06:07 PM

View PostGanoes Paran, on 04 November 2013 - 05:22 PM, said:

I don't think Alliances work like that.


Quote

The players in the same Alliance are not allowed to attack each other. They are allowed to move in and through their Allies' hexes. Allied Ships do not pin each other. They are added together when check- ing whether they are pinned by opponents.


"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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#931 User is offline   twelve 

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Posted 04 November 2013 - 06:08 PM

I put in a provisional Pass order which I haven't confirmed so if Gnaw wants to make changes he still can. I will withold my orders until you all have decided on a course of action.
I don't know what I'm doing but it sounds good.
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#932 User is offline   Imperial Historian 

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Posted 04 November 2013 - 06:10 PM

Just to make sure everyone is aware, if anyone is in an alliance with draco, they must still fight ancient ships if they occupy the same hex. Also if I'm not mistaken draco ships don't help when it comes to ancients pinning alliance members (but I'm not 100% on that)
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#933 User is offline   D'rek 

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Posted 04 November 2013 - 06:10 PM

IH, maybe you shouldn't have de-influenced Delta Corvi...

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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#934 User is offline   D'rek 

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Posted 04 November 2013 - 06:11 PM

View PostImperial Historian, on 04 November 2013 - 06:10 PM, said:

Just to make sure everyone is aware, if anyone is in an alliance with draco, they must still fight ancient ships if they occupy the same hex. Also if I'm not mistaken draco ships don't help when it comes to ancients pinning alliance members (but I'm not 100% on that)


I think you're right. Interactions between non-Draco players and the Ancients basically occur as if the Draco don't exist.

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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#935 User is offline   Gnaw 

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Posted 04 November 2013 - 06:12 PM

View PostGnaw, on 04 November 2013 - 05:49 PM, said:

Screw it. Either way I do this it's going to take two me three influence actions over two turns.

Turn 2:

  • Influence Arcturus. Colonize money and science. Flip ships back up.
  • Influence Castor. Colonize money and mats.



Provisional Turn ?
  • Influence action: remove influence disc from hex ?




View Posttwelve, on 04 November 2013 - 06:08 PM, said:

I put in a provisional Pass order which I haven't confirmed so if Gnaw wants to make changes he still can. I will withold my orders until you all have decided on a course of action.


Turn 2:

  • Influence Arcturus. Colonize money and science. Flip ships back up.
  • Influence: Move influence disc from 201 to Castor. do not colonize castor



Edit: -13 upkeep. $1, Sc 7, M 6

This post has been edited by Gnaw: 04 November 2013 - 06:16 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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#936 User is offline   Imperial Historian 

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Posted 04 November 2013 - 06:17 PM

View Posttwelve, on 04 November 2013 - 06:05 PM, said:

View PostImperial Historian, on 04 November 2013 - 05:51 PM, said:

How many moves do you have left Gnaw? If I explore the hive hex can you influence the hive hex and 204 this turn? You'd have to influence 101 this turn, I'd move in a dread, explore and then you influence move the disc from 101 to hive hex and influence 204, so you'd need at least one extra action of researching or something. I think you can afford this, but can you check?

I'm going to need to grab at least two of the single ancient hexes, preferably 101 this turn and 105 the next turn in order to get my production up to scratch (it's a net point game as I can get 2 pts for the discovery tile over 1 for you and the ancient).

I think tatts should also take 203 and 213 this turn also.

So if you influence 101 and 104 this turn I think this could work out as a solid plan to get all the alliance members in a position with decent production and military



Okay this is now no longer a laughing matter. Don't even think of getting that hive hex in play this round man-machines. Else I will be forced to change the course of the formation of the universe in a non peaceful way. I wasn't planning on going that route but it I must I must.


The fact that twelve doesn't want me to do this, makes me want to even more :) I was planning to go solo this game, but the alliance formation next door makes that unlikely so lets see how we go!

Gnaw/tatts I accept the alliance offer.

Twelve build your dread :)
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#937 User is offline   twelve 

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Posted 04 November 2013 - 06:17 PM

So IH you still planning on exploring that Hive hex for Gnaw this first round?

It doesn't matter. I'm still going to Pass but just know that I will be grabbing plasma missiles next round if either you or Tatts explore that hex before the end of round 3.
I don't know what I'm doing but it sounds good.
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#938 User is offline   Galactic Council 

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Posted 04 November 2013 - 06:19 PM

overview Players may decide to join their efforts andfound an Alliance. Allies may move in each others' hexesand they battle together against their enemies. At the endof the game, the Allied players will share their points andwin or lose together.

preparations Alliances are not used in two or three playergames. In the four and five player games, only two playersmay belong to the same Alliance.

founding an alliance Two players, who have Diplomaticrelations with each other, may agree on founding an Alli-ance at any time during either player's action in the ActionPhase. They both take an Alliance Tile of one yet unfound-ed Alliance and place them face up next to their PlayerBoards. In a game of six or more players, a third player mayjoin the Alliance if he has Diplomatic Relations with eitherof the two Allies and if both founders agree. You can onlybe part of one Alliance.

effects of the alliance The players in the same Allianceare not allowed to attack each other. They are allowed tomove in and through their Allies' hexes. Allied Ships donot pin each other. They are added together when check-ing whether they are pinned by opponents.

Combined battle: In combat, the players of the same Alli-ance battle together on the same side in the same battle,instead of fighting separate battles. If one of the Allies isthe defender, all other allies are also considered defendersand win Initiative ties.

Ancient targeting priority: If the Ancients have multiplesimilar targets (for example, their die roll allows them todestroy a Dreadnought from two different Allies), they at-tack the player who entered the hex last. Following thebase rules, the Ancients will always try to destroy the larg-est Ship, or inflict as much damage as possible, regardlessof the Ship owner.

Reputation Tiles: All Allied players will draw ReputationTiles for the battle and for the Ships they personally de-stroyed, in the order they entered the hex. You may showReputation Tiles to your Allies, but do not have to.

Influence priority: At the end of the Combat Phase, if sever-al Allies are in a hex where an Influence Disc can be placed,the player who entered the hex first has the first priority toplace the disc; if he doesn't want to, the player who enterednext may place the disc, and so on.





Leaving the alliance You can leave theAlliance during any of your actions in theAction Phase by flipping your AllianceTile the Betrayer side up before takingthe action. The other players in the Al-liance keep their Alliance Tiles face up.



Leaving the Alliance does not affect your Diplomatic Re-lationships nor give you the Traitor Card. However, if youleave the Alliance while you have Ships in a hex with yourformer Allies' Ships or Disc, you are considered to have at-tacked them and receive the Traitor Card. You may not re-join an Alliance you have once left.

alliance tile points At the end of the game, a face upAlliance Tile is worth 2 Victory Points. An Alliance Tile withthe Betrayer side up is worth –3 Victory Points.

last round restriction Alliances may not be founded orleft on the last round of the game.

scoring At the end of the game, all players of the sameAlliance will add up their points and divide them betweenthe players (rounding down). They share the win if theirscore is the highest. For a possible tiebreak, their Resourcetotals are divided in the same way.

descendants of draco If you're allied with the Descen-dants of Draco, you still have to battle the basic AncientShips. Your Descendant allies are not allowed not battlethem.

This post has been edited by Galactic Council: 04 November 2013 - 06:23 PM

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#939 User is offline   twelve 

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Posted 04 November 2013 - 06:20 PM

So if Gnaw is done I will Confirm my
PASS
I don't know what I'm doing but it sounds good.
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#940 User is offline   Imperial Historian 

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Posted 04 November 2013 - 06:24 PM

View Posttwelve, on 04 November 2013 - 06:17 PM, said:

So IH you still planning on exploring that Hive hex for Gnaw this first round?

It doesn't matter. I'm still going to Pass but just know that I will be grabbing plasma missiles next round if either you or Tatts explore that hex before the end of round 3.


Yep, but I expect what you were going to do otherwise would be even worse :) Letting you sit around and turtle is never going to end well, so may as well have a little fun.
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