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

#1221 User is offline   Galactic Council 

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Posted 06 November 2013 - 11:08 PM

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

You've not returned Tapper and Morgoths discs.

Also I think twelves resource totals are wrong.


fixed, fixed, and they reflect his turn 1 research.
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#1222 User is offline   D'rek 

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Posted 06 November 2013 - 11:10 PM

View PostTapper, on 06 November 2013 - 10:37 PM, said:

Even better. I based the numbers on what you told Tatts to tell me :-)

@ D'rek; I am game. Let's wait for Khell. Also, who claims it and how do we plan to defend it?


You or Khell can claim it. advantages I see are:

If Khell claims it:
{a} he has 4 colony ships so can use it most effectively right away (and your colony ships can be used on resources instead)
{b} he's farther away from it than you or I, so him claiming it lets him help defend better
{c} it doesnt end up with you defending two fronts if CF/Morgoth push from Fomalhaut to Kappa Valantis

Tapper calims it:
{a} if the discovery tile is one that should be used, still get 1 VP
{b} Tapper has better starbase blueprints to defend it with, once he gets that tech

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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#1223 User is offline   Galactic Council 

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Posted 06 November 2013 - 11:10 PM

Round 3
Turn 1

Twelve
  • Research Science Development -4$, -8 Materials,
  • +12 science.
  • (0$, 19S, 8M Upkeep -5)

Gnaw
  • Research Plasma Missile -14 science
  • -7 upkeep $2, Sc 1, Ma 7

tatts
  • Influence. Same as above.
  • Remove from supernova to iota bootus.
  • Colonize both planets.
  • Influence supernova
  • colonize with money and science
  • Upkeep -5 production $10 s 6 m 4 bank $2 s4 m9
  • I'm assuming there are some "flip ships back up in here?

Drek

  • RESearch Advanced Labs
  • Colonize the advanced science slots in Lambda Tauri and Beta Lyrae

This post has been edited by Galactic Council: 06 November 2013 - 11:13 PM

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#1224 User is offline   Galactic Council 

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Posted 06 November 2013 - 11:15 PM

View PostD, on 06 November 2013 - 11:10 PM, said:

View PostTapper, on 06 November 2013 - 10:37 PM, said:

Even better. I based the numbers on what you told Tatts to tell me :-)

@ D'rek; I am game. Let's wait for Khell. Also, who claims it and how do we plan to defend it?


You or Khell can claim it. advantages I see are:

If Khell claims it:
{a} he has 4 colony ships so can use it most effectively right away (and your colony ships can be used on resources instead)
{b} he's farther away from it than you or I, so him claiming it lets him help defend better
{c} it doesnt end up with you defending two fronts if CF/Morgoth push from Fomalhaut to Kappa Valantis

Tapper calims it:
{a} if the discovery tile is one that should be used, still get 1 VP
{b} Tapper has better starbase blueprints to defend it with, once he gets that tech



You know you can do both. Tapper claim for the VP. Next turn hand it over to Khell. *shrug*
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#1225 User is offline   twelve 

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Posted 06 November 2013 - 11:15 PM

View PostGalactic Council, on 06 November 2013 - 10:57 PM, said:

full boards are up.

Edit: LoRes are up



Player board issues.

I should have zero money, 19 science.

You should have 14 less science.

Morgoth shouldn't have any disks on his action track.

All that I see right now.
I don't know what I'm doing but it sounds good.
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#1226 User is offline   Imperial Historian 

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Posted 06 November 2013 - 11:16 PM

View PostGalactic Council, on 06 November 2013 - 11:08 PM, said:

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

You've not returned Tapper and Morgoths discs.

Also I think twelves resource totals are wrong.


fixed, fixed, and they reflect his turn 1 research.


His science and money hasn't been updated then, he should have 19 science and 0 money
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#1227 User is offline   twelve 

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Posted 06 November 2013 - 11:18 PM

Also what population track is Tatts returning the grey cubes to? is it materials and Science so it's a wash or does he put them back somewhere else/
I don't know what I'm doing but it sounds good.
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#1228 User is offline   Galactic Council 

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Posted 06 November 2013 - 11:22 PM

working on fixing those.

and Tatts' grey planets I don't know I think i can figure it out from his post. Yeah, I can: Upkeep -5 production $10 s 6 m 4 bank $2 s4 m9

and the turn marker on the tech board is wrong.

This post has been edited by Galactic Council: 06 November 2013 - 11:25 PM

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#1229 User is offline   Galactic Council 

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Posted 06 November 2013 - 11:27 PM

View PostGalactic Council, on 06 November 2013 - 11:10 PM, said:


Turn 1
tatts
  • Influence. Same as above.
  • Remove from supernova to iota bootus.
  • Colonize both planets.
  • Influence supernova
  • colonize with money and science
  • Upkeep -5 production $10 s 6 m 4 bank $2 s4 m9
  • I'm assuming there are some "flip ships back up in here?




Tatts, the math on this doesn't work out.

You start with $12, S 4, M 4 production and -2 upkeep

  • Influence action -3 upkeep
  • move disc from nova to iota bootis. -2 upkeep and 2 planets back to track. $12, S 4, M4. 2 cubes floating in space
  • colonize iota bootis with science and material. -2 upkeep $12, S 6, M 6 2 cubes floating in space
  • Flip ships back up?
  • Influence nova and colonize greys with money and science. -5 upkeep, $15, S 8, M 6 2 cubes floating in space

The only way to get your result of production $10 s 6 m 4 would be if you returned 4 cubes to the track.

  • You have $15, S 8, M 6 with those two cubes floating. Which tracks do you want them returned to?

This post has been edited by Galactic Council: 06 November 2013 - 11:47 PM

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#1230 User is offline   Khellendros 

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Posted 06 November 2013 - 11:38 PM

Sorry, been out most of the day, hope I haven't held anything up too much. Let's see what's what.
"I think I've made a terrible error of judgement."
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#1231 User is offline   Khellendros 

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Posted 06 November 2013 - 11:51 PM

View Posttwelve, on 06 November 2013 - 08:26 PM, said:

It doesn't matter as I had hoped that noone else could afford this but since two other players could potentially grab this I will

Action 1 Research Science Development -4$, -8 Materials, +12 science.
(0$, 19S, 8M Upkeep -5)




Damn you. Luckily, as I stated before this game began, and to take a saying from my Planta - "I have turned over a new leaf" when it comes to Eclipse, and planned for just such an eventuality. By not influencing my conquered hex, I now have the flexibility to go for any of the developments.

Now, Science is gone, which was my preferred choice. Tapper has expressed an interest in taking the Money development, so I won't do that. I'm thinking I'll take the Mining Fleet and get me some +12 materials.



View PostD, on 06 November 2013 - 11:10 PM, said:

View PostTapper, on 06 November 2013 - 10:37 PM, said:

Even better. I based the numbers on what you told Tatts to tell me :-)

@ D'rek; I am game. Let's wait for Khell. Also, who claims it and how do we plan to defend it?


You or Khell can claim it. advantages I see are:

If Khell claims it:
{a} he has 4 colony ships so can use it most effectively right away (and your colony ships can be used on resources instead)
{b} he's farther away from it than you or I, so him claiming it lets him help defend better
{c} it doesnt end up with you defending two fronts if CF/Morgoth push from Fomalhaut to Kappa Valantis

Tapper calims it:
{a} if the discovery tile is one that should be used, still get 1 VP
{b} Tapper has better starbase blueprints to defend it with, once he gets that tech



The other pro for me claiming it is that we get an extra 1VP for Planta ownership.



Ok, I like the plan. I can afford either five or six moves this round. If I go for the development like I plan, then only five. So it would be:

RES Mining Fleet - Build - Move - Move - Move. No upgrading possible (but my altered Planta blueprints don't really allow for the double Ion Cannons anyway - though I do have the Plasma Cannon).

If I didn't research the development, then I could upgrade as well.

Thoughts?
"I think I've made a terrible error of judgement."
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#1232 User is offline   Galactic Council 

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Posted 06 November 2013 - 11:52 PM

Round 3 Turn 1

Twelve
  • Research Science Development -4$, -8 Materials,
  • +12 science.
  • (0$, 19S, 8M Upkeep -5)

Gnaw
  • Research Plasma Missile -14 science
  • -7 upkeep $2, Sc 1, Ma 7

Tatts
  • Influence. Same as above.
  • Remove from supernova to iota bootus.
  • Colonize both planets.
  • Influence supernova
  • colonize with money and science
  • Upkeep -5 production $10 s 6 m 4 bank $2 s4 m9
  • I'm assuming there are some "flip ships back up in here?

View PostGalactic Council, on 06 November 2013 - 11:27 PM, said:



Tatts, the math on this doesn't work out.

You start with $12, S 4, M 4 production and -2 upkeep


  • Influence action -3 upkeep
  • move disc from nova to iota bootis. -2 upkeep and 2 planets back to track. $12, S 4, M4. 2 cubes floating in space
  • colonize iota bootis with science and material. -2 upkeep $12, S 6, M 6 2 cubes floating in space
  • Flip ships back up?
  • Influence nova and colonize greys with money and science. -5 upkeep, $15, S 8, M 6 2 cubes floating in space

The only way to get your result of production $10 s 6 m 4 would be if you returned 4 cubes to the track.

  • You have $15, S 8, M 6 with those two cubes floating. Which tracks do you want them returned to?




D'rek

  • RESearch Advanced Labs
  • Colonize the advanced science slots in Lambda Tauri and Beta Lyrae


Khell



Tapper



CF



Morgoth



IH



Turn 2

Spoiler


This post has been edited by Galactic Council: 06 November 2013 - 11:56 PM

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#1233 User is offline   Galactic Council 

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Posted 07 November 2013 - 12:17 AM

View PostKhellendros, on 06 November 2013 - 11:51 PM, said:

View Posttwelve, on 06 November 2013 - 08:26 PM, said:

It doesn't matter as I had hoped that noone else could afford this but since two other players could potentially grab this I will

Action 1 Research Science Development -4$, -8 Materials, +12 science.
(0$, 19S, 8M Upkeep -5)




Damn you. Luckily, as I stated before this game began, and to take a saying from my Planta - "I have turned over a new leaf" when it comes to Eclipse, and planned for just such an eventuality. By not influencing my conquered hex, I now have the flexibility to go for any of the developments.

Now, Science is gone, which was my preferred choice. Tapper has expressed an interest in taking the Money development, so I won't do that. I'm thinking I'll take the Mining Fleet and get me some +12 materials.



View PostD, on 06 November 2013 - 11:10 PM, said:

View PostTapper, on 06 November 2013 - 10:37 PM, said:

Even better. I based the numbers on what you told Tatts to tell me :-)

@ D'rek; I am game. Let's wait for Khell. Also, who claims it and how do we plan to defend it?


You or Khell can claim it. advantages I see are:

If Khell claims it:
{a} he has 4 colony ships so can use it most effectively right away (and your colony ships can be used on resources instead)
{b} he's farther away from it than you or I, so him claiming it lets him help defend better
{c} it doesnt end up with you defending two fronts if CF/Morgoth push from Fomalhaut to Kappa Valantis

Tapper calims it:
{a} if the discovery tile is one that should be used, still get 1 VP
{b} Tapper has better starbase blueprints to defend it with, once he gets that tech



The other pro for me claiming it is that we get an extra 1VP for Planta ownership.



Ok, I like the plan. I can afford either five or six moves this round. If I go for the development like I plan, then only five. So it would be:

RES Mining Fleet - Build - Move - Move - Move. No upgrading possible (but my altered Planta blueprints don't really allow for the double Ion Cannons anyway - though I do have the Plasma Cannon).

If I didn't research the development, then I could upgrade as well.

Thoughts?



This provides an argument for off-thread comms. To wit, waiting on people across 8 time zones to coordinate on thread is going to be time consuming.
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#1234 User is offline   Gnaw 

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Posted 07 November 2013 - 12:20 AM

It's also a grand example of why the Humans should have grabbed trade fleet last turn. :)

This post has been edited by Gnaw: 07 November 2013 - 12:21 AM

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#1235 User is offline   Khellendros 

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Posted 07 November 2013 - 12:50 AM

To add to my previous, if I did go for the Mining Fleet, then I would actually have the materials to hand next round to build the starbases straight away, should I be the one to influence the GC.
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#1236 User is offline   Galactic Council 

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Posted 07 November 2013 - 01:03 AM

Corrected boards are up. Turn 1p4

Tatts' magic floating cubes are placed so that they will be easy to see.
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#1237 User is offline   D'rek 

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Posted 07 November 2013 - 04:12 AM

View PostKhellendros, on 06 November 2013 - 11:51 PM, said:

View Posttwelve, on 06 November 2013 - 08:26 PM, said:

It doesn't matter as I had hoped that noone else could afford this but since two other players could potentially grab this I will

Action 1 Research Science Development -4$, -8 Materials, +12 science.
(0$, 19S, 8M Upkeep -5)




Damn you. Luckily, as I stated before this game began, and to take a saying from my Planta - "I have turned over a new leaf" when it comes to Eclipse, and planned for just such an eventuality. By not influencing my conquered hex, I now have the flexibility to go for any of the developments.

Now, Science is gone, which was my preferred choice. Tapper has expressed an interest in taking the Money development, so I won't do that. I'm thinking I'll take the Mining Fleet and get me some +12 materials.



View PostD, on 06 November 2013 - 11:10 PM, said:

View PostTapper, on 06 November 2013 - 10:37 PM, said:

Even better. I based the numbers on what you told Tatts to tell me :-)

@ D'rek; I am game. Let's wait for Khell. Also, who claims it and how do we plan to defend it?


You or Khell can claim it. advantages I see are:

If Khell claims it:
{a} he has 4 colony ships so can use it most effectively right away (and your colony ships can be used on resources instead)
{b} he's farther away from it than you or I, so him claiming it lets him help defend better
{c} it doesnt end up with you defending two fronts if CF/Morgoth push from Fomalhaut to Kappa Valantis

Tapper calims it:
{a} if the discovery tile is one that should be used, still get 1 VP
{b} Tapper has better starbase blueprints to defend it with, once he gets that tech



The other pro for me claiming it is that we get an extra 1VP for Planta ownership.



Ok, I like the plan. I can afford either five or six moves this round. If I go for the development like I plan, then only five. So it would be:

RES Mining Fleet - Build - Move - Move - Move. No upgrading possible (but my altered Planta blueprints don't really allow for the double Ion Cannons anyway - though I do have the Plasma Cannon).

If I didn't research the development, then I could upgrade as well.

Thoughts?


Good point on the extra VP. That basically balances out the Tapper bonus from the disco tile, though the disco tile is not guaranteed to be one that Tapper can get the extra 1 VP from, either, so Planta bonus is even better.

I can get 2 interceptors in, Tapper can easily get 3, or if he converts colony ships can get 4 into the GCDS (and if you're taking it Khell, he won't need the colony ships). That puts us at 5-6, which is already enough with the double ion upgrade. Khell, I say get the mining colony and then don't worry about building more interceptors, just move your one interceptor to the GCDS as fast as possible (two consecutive MOVs, use the fourth arrow to start getting your dreadnaught back, I guess). Once it is in there, upgrade the plasma cannon onto it.

If you do that you'll get your interceptor in before me or Tapper, meaning the GCDS shoots your interceptor *last*, which is good because {a} Plasma cannon! and {b} the GCDS won't blow up all your ships and leave you unable to influence the hex at the end (unless we lose completely).

Sound good? Tapper and me are both on-board and this has a very high chance of success, so if you're okay with this go right ahead with your action(s).

This post has been edited by D'rek: 07 November 2013 - 04:13 AM

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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#1238 User is offline   Tattersail_ 

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Posted 07 November 2013 - 08:40 AM

View PostGanoes Paran, on 06 November 2013 - 09:53 PM, said:

Influence remove disc from supernova and place on iota bootus. Colonize both planets flip ships back up.

Influence supernova colonize with money and science

Upkeep -5 $2 s 5 m 10

Production $10 s 8 m 6

I think my upkeep is wrong. Caught it now. I only have plus 3 materials and science. Not plus 4.
Just minus one fron each.



View PostGanoes Paran, on 06 November 2013 - 10:02 PM, said:

Influence. Same as above.
Remove from supernova to iota bootus.
Colonize both planets.
Influence supernova
colonize with money and science

Upkeep -5 production $10 s 6 m 4 bank $2 s4 m9



I had it right first time round but then was looking at an old map on my phone.

looking at upkeep I will put one back on science and one back on materials.

So upkeep - 5

bank $2, S5, M10

Income $15, S6, M4
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#1239 User is offline   Tattersail_ 

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Posted 07 November 2013 - 08:42 AM

IH are you around? If you pin an ancient does that mean I can fly a ship through now that we are allies? So, for example, if you attack Vega and can I fly through into Eta Gem?
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#1240 User is offline   Tapper 

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Posted 07 November 2013 - 09:48 AM

View PostD, on 07 November 2013 - 04:12 AM, said:

View PostKhellendros, on 06 November 2013 - 11:51 PM, said:

View Posttwelve, on 06 November 2013 - 08:26 PM, said:

It doesn't matter as I had hoped that noone else could afford this but since two other players could potentially grab this I will

Action 1 Research Science Development -4$, -8 Materials, +12 science.
(0$, 19S, 8M Upkeep -5)




Damn you. Luckily, as I stated before this game began, and to take a saying from my Planta - "I have turned over a new leaf" when it comes to Eclipse, and planned for just such an eventuality. By not influencing my conquered hex, I now have the flexibility to go for any of the developments.

Now, Science is gone, which was my preferred choice. Tapper has expressed an interest in taking the Money development, so I won't do that. I'm thinking I'll take the Mining Fleet and get me some +12 materials.



View PostD, on 06 November 2013 - 11:10 PM, said:

View PostTapper, on 06 November 2013 - 10:37 PM, said:

Even better. I based the numbers on what you told Tatts to tell me :-)

@ D'rek; I am game. Let's wait for Khell. Also, who claims it and how do we plan to defend it?


You or Khell can claim it. advantages I see are:

If Khell claims it:
{a} he has 4 colony ships so can use it most effectively right away (and your colony ships can be used on resources instead)
{b} he's farther away from it than you or I, so him claiming it lets him help defend better
{c} it doesnt end up with you defending two fronts if CF/Morgoth push from Fomalhaut to Kappa Valantis

Tapper calims it:
{a} if the discovery tile is one that should be used, still get 1 VP
{b} Tapper has better starbase blueprints to defend it with, once he gets that tech



The other pro for me claiming it is that we get an extra 1VP for Planta ownership.



Ok, I like the plan. I can afford either five or six moves this round. If I go for the development like I plan, then only five. So it would be:

RES Mining Fleet - Build - Move - Move - Move. No upgrading possible (but my altered Planta blueprints don't really allow for the double Ion Cannons anyway - though I do have the Plasma Cannon).

If I didn't research the development, then I could upgrade as well.

Thoughts?


Good point on the extra VP. That basically balances out the Tapper bonus from the disco tile, though the disco tile is not guaranteed to be one that Tapper can get the extra 1 VP from, either, so Planta bonus is even better.

I can get 2 interceptors in, Tapper can easily get 3, or if he converts colony ships can get 4 into the GCDS (and if you're taking it Khell, he won't need the colony ships). That puts us at 5-6, which is already enough with the double ion upgrade. Khell, I say get the mining colony and then don't worry about building more interceptors, just move your one interceptor to the GCDS as fast as possible (two consecutive MOVs, use the fourth arrow to start getting your dreadnaught back, I guess). Once it is in there, upgrade the plasma cannon onto it.

If you do that you'll get your interceptor in before me or Tapper, meaning the GCDS shoots your interceptor *last*, which is good because {a} Plasma cannon! and {b} the GCDS won't blow up all your ships and leave you unable to influence the hex at the end (unless we lose completely).

Sound good? Tapper and me are both on-board and this has a very high chance of success, so if you're okay with this go right ahead with your action(s).

I was going to suggest that either one of you takes the centre. This way, that player gets a building place closer to the front lines (which is welcome), I won't overstretch and we get the Planta bonus. The one worry for me is that Khell has the worst (least flexible is perhaps a better wording) starbases.

Getting it for Khell also puts him with 4 artifact-systems, which will make Artifact-related tech and developments a no-brainer the moment he has the resources.

This post has been edited by Tapper: 07 November 2013 - 09:48 AM

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