gIV Malazan Empire Eclipse R9 player order: Twelve,IH,MorCF,Tapper,Khell,D'rek,Tatts,Gnaw
#3101
Posted 07 December 2013 - 01:05 AM
Gnaw my upkeep is -10 not -7. Your missing one of my move orders from your board
#3102
Posted 07 December 2013 - 02:11 AM
Imperial 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
#3104
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.
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
#3105
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
and even if he could retreat it would require 2 misses for him to retreat successfully
#3106
Posted 07 December 2013 - 02:26 AM
Imperial 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
#3107
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)
#3108
Posted 07 December 2013 - 02:30 AM
I AM SOBER!
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#3109
Posted 07 December 2013 - 02:33 AM
Round 5 Battle Preview
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)
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):
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: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
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
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
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:
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:
Rep draw:
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: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.
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)
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
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
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
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: ?
Engagement Missile:
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
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:
Rep Draw:
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
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:
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:
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
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:
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:
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):
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
#3110
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.
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
Everyone is entitled to his own wrong opinion. - Lizrad
#3111
Posted 07 December 2013 - 08:34 AM
Round 5 Action Phase
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
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
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
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 - ?
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 - ?
#3112
Posted 07 December 2013 - 08:43 AM
Tapper, 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.
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.
#3113
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.
I have an idea.
"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
#3114
Posted 07 December 2013 - 09:54 AM
So its on drek now?
Apt is the only one who reads this. Apt is nice.
#3115
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:
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.
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.
"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
#3116
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
Apt is the only one who reads this. Apt is nice.
#3117
Posted 07 December 2013 - 01:02 PM
You are wrong, it does matter 
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.

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.
#3118
Posted 07 December 2013 - 05:55 PM
Imperial Historian, on 07 December 2013 - 01:02 PM, said:
You are wrong, it does matter 
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.

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?

"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
#3119
Posted 07 December 2013 - 08:43 PM
Imperial 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.
"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
#3120
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:
is flat out wrong, since you can move that cube to science or materials.
Biggest mistake you've made though is that this:
Gnaw, 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.