gIV Malazan Empire Eclipse R9 player order: Twelve,IH,MorCF,Tapper,Khell,D'rek,Tatts,Gnaw
#3201
Posted 09 December 2013 - 02:03 PM
Crazy stuff, what's going on? Gnaw has committed suicide again? Crazy busy, but will try and catch up later.
#3202
Posted 09 December 2013 - 02:31 PM
Ganoes Paran, on 09 December 2013 - 11:12 AM, said:
I liked D'rek's move into Iota Bootus from a neutral perspective. You can tell who the veterans are in the game. IH, Morg and D'rek are all really good at this game. Twelve is good when he has good luck 
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I plead the fifth here as to my incompetence this game. I have only had the good luck that one fight against you Tatts.. All other battles I was suppose to win.
I don't know what I'm doing but it sounds good.
#3203
Posted 09 December 2013 - 02:37 PM
Nice to see I was included in and then subsequently left out of a plan without the need for input or advice from me 
Suits my laziness this game perfectly.
I think it's pretty clear what my strategy is going forward. I'm all for Morgoth making GC plays if he wants, but I think our best chance is squatting and building VPs in our tidy, enlightened little corner of the galaxy. Moving on Tapper and building the ships necessary to sustain the assault is not really aligned with my plans for VP accumulation. Also, keeping his alliance strong to combat threats from the Girl Guide squad over in the west is way more useful to our alliance than the production on his homeworld.
In three games I've seen the first guy in squat on the centre for the remainder of the game. I really want to see an epic showdown for the centre this time.

Suits my laziness this game perfectly.
I think it's pretty clear what my strategy is going forward. I'm all for Morgoth making GC plays if he wants, but I think our best chance is squatting and building VPs in our tidy, enlightened little corner of the galaxy. Moving on Tapper and building the ships necessary to sustain the assault is not really aligned with my plans for VP accumulation. Also, keeping his alliance strong to combat threats from the Girl Guide squad over in the west is way more useful to our alliance than the production on his homeworld.
In three games I've seen the first guy in squat on the centre for the remainder of the game. I really want to see an epic showdown for the centre this time.
........oOOOOOo
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
......//| | |oO
.....|| | | | O....BEERS!
......\\| | | |
........'-----'
#3204
#3205
Posted 09 December 2013 - 03:04 PM
Khellendros, on 09 December 2013 - 12:21 PM, said:
Question: Is it possible to retreat to a neutral hex (i.e. one no one has influenced), or only to one influenced by yourself/your allies?
The hex you retreat to must have yours or an ally's influence disc, and must have no enemy ships in it. And of course it has to have those two conditions at the time that you retreat, which is why the order of the steps in the combat phase is so important in situations like this - Tatts won't be able to retreat out of Gnaw's homeworld regardless of what happens in Sigma Sagitarii (no disc yet, even if he wins there first), and even if I had no chance of winning in Iota Bootis (enemy ship present). But, Khell, if you win in Sigma Sagitarii you will then be able to retreat your interceptor from Gnaw's homeworld to it if you want.
#3206
Posted 09 December 2013 - 03:27 PM
D, on 09 December 2013 - 03:04 PM, said:
Khellendros, on 09 December 2013 - 12:21 PM, said:
Question: Is it possible to retreat to a neutral hex (i.e. one no one has influenced), or only to one influenced by yourself/your allies?
The hex you retreat to must have yours or an ally's influence disc, and must have no enemy ships in it. And of course it has to have those two conditions at the time that you retreat, which is why the order of the steps in the combat phase is so important in situations like this - Tatts won't be able to retreat out of Gnaw's homeworld regardless of what happens in Sigma Sagitarii (no disc yet, even if he wins there first), and even if I had no chance of winning in Iota Bootis (enemy ship present). But, Khell, if you win in Sigma Sagitarii you will then be able to retreat your interceptor from Gnaw's homeworld to it if you want.
I see, thanks very much D'rek.
Hmm, I think combat orders thus far:
For battle with IH, if things look bleak after first round, retreat cruiser.
Undecided about interceptor in Gnaw's homeworld (should I win against Tatts, unlikely), will have to see how situation elsewhere develops.
"I think I've made a terrible error of judgement."
#3207
Posted 09 December 2013 - 03:41 PM
Khellendros, on 09 December 2013 - 03:27 PM, said:
Undecided about interceptor in Gnaw's homeworld (should I win against Tatts, unlikely), will have to see how situation elsewhere develops.
It's pretty much a win-win situation. If you win, it's a great hex for you to have. If you retreat/lose, Gnaw goes bananatastically bankrupt.
#3208
Posted 09 December 2013 - 04:19 PM
D, on 09 December 2013 - 03:41 PM, said:
Khellendros, on 09 December 2013 - 03:27 PM, said:
Undecided about interceptor in Gnaw's homeworld (should I win against Tatts, unlikely), will have to see how situation elsewhere develops.
It's pretty much a win-win situation. If you win, it's a great hex for you to have. If you retreat/lose, Gnaw goes bananatastically bankrupt.
this is why I said Gnaw should not react! Alas he loves his schemes too much.
Diabolically D'rek now also prevents me forming diplomatic relations with Tatts, if Gnaw bugs out of the alliance (though feasibly he could leave the alliance after the battle in 105 which I've left). And also stops tatts unpinning my dread so i could make a suicide run on the GC.
Don't have the time to work this out, do what you think best, don't risk bankruptcy like Gnaw though!
#3209
Posted 09 December 2013 - 04:24 PM
Imperial Historian, on 09 December 2013 - 04:19 PM, said:
D, on 09 December 2013 - 03:41 PM, said:
Khellendros, on 09 December 2013 - 03:27 PM, said:
Undecided about interceptor in Gnaw's homeworld (should I win against Tatts, unlikely), will have to see how situation elsewhere develops.
It's pretty much a win-win situation. If you win, it's a great hex for you to have. If you retreat/lose, Gnaw goes bananatastically bankrupt.
this is why I said Gnaw should not react! Alas he loves his schemes too much.
Diabolically D'rek now also prevents me forming diplomatic relations with Tatts, if Gnaw bugs out of the alliance (though feasibly he could leave the alliance after the battle in 105 which I've left). And also stops tatts unpinning my dread so i could make a suicide run on the GC.
Don't have the time to work this out, do what you think best, don't risk bankruptcy like Gnaw though!
You could go plan C. Retreat back to my homeworld form diplomatic relations with me, invite me into the alliance and let my soon to be uber awesome ships loose onto the galaxay kicking butt and taking names.
I don't know what I'm doing but it sounds good.
#3210
Posted 09 December 2013 - 04:30 PM
Imperial Historian, on 09 December 2013 - 04:19 PM, said:
if Gnaw bugs out of the alliance (though feasibly he could leave the alliance after the battle in 105 which I've left).
I think you can only leave an alliance during an action?
twelve, on 09 December 2013 - 04:24 PM, said:
You could go plan C. Retreat back to my homeworld form diplomatic relations with me, invite me into the alliance and let my soon to be uber awesome ships loose onto the galaxay kicking butt and taking names.
I don't think you can join them, even if Gnaw leaves the alliance, since there's no 4th token to give you.
#3211
Posted 09 December 2013 - 04:37 PM
D, on 09 December 2013 - 04:30 PM, said:
Imperial Historian, on 09 December 2013 - 04:19 PM, said:
if Gnaw bugs out of the alliance (though feasibly he could leave the alliance after the battle in 105 which I've left).
I think you can only leave an alliance during an action?
twelve, on 09 December 2013 - 04:24 PM, said:
You could go plan C. Retreat back to my homeworld form diplomatic relations with me, invite me into the alliance and let my soon to be uber awesome ships loose onto the galaxay kicking butt and taking names.
I don't think you can join them, even if Gnaw leaves the alliance, since there's no 4th token to give you.
D'rek........

I don't know what I'm doing but it sounds good.
#3212
Posted 09 December 2013 - 04:53 PM
twelve, on 09 December 2013 - 04:37 PM, said:
D, on 09 December 2013 - 04:30 PM, said:
Imperial Historian, on 09 December 2013 - 04:19 PM, said:
if Gnaw bugs out of the alliance (though feasibly he could leave the alliance after the battle in 105 which I've left).
I think you can only leave an alliance during an action?
twelve, on 09 December 2013 - 04:24 PM, said:
You could go plan C. Retreat back to my homeworld form diplomatic relations with me, invite me into the alliance and let my soon to be uber awesome ships loose onto the galaxay kicking butt and taking names.
I don't think you can join them, even if Gnaw leaves the alliance, since there's no 4th token to give you.
D'rek........

This game. I love it.
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
#3213
Posted 09 December 2013 - 05:03 PM
Well since Plan C is out I doubt that IH will retreat out of 304. So I'll go and do my upkeep.
Upkeep $4 bank + 8 Income -7 Upkeep = 5 Banked
Science 2 banked + 6 income = 8 Banked
Materials 10 banked + 8 Income = 18 banked
(5$/8S/18M Upkeep -1)
Round 5 VP total: 12 (2 hexes, 3 tech, 5 Rep tiles, 0 Diplomacy tile, 0 Discovery tile, 2 Race bonus)
Upkeep $4 bank + 8 Income -7 Upkeep = 5 Banked
Science 2 banked + 6 income = 8 Banked
Materials 10 banked + 8 Income = 18 banked
(5$/8S/18M Upkeep -1)
Round 5 VP total: 12 (2 hexes, 3 tech, 5 Rep tiles, 0 Diplomacy tile, 0 Discovery tile, 2 Race bonus)
I don't know what I'm doing but it sounds good.
#3214
Posted 09 December 2013 - 05:10 PM
Morgoth, on 09 December 2013 - 04:53 PM, said:
This game. I love it.
Me too!
I played a 5-player table game on the weekend. Somehow both the Planta and the Mechanema managed to each completely wall themselves off from the rest of the galaxy with no more than half-wormholes, though the Planta explored two warp portals and kept them. Magellan got the warp portal discovery, I (exiles) explored the other warp portal and Descendants eventually built the warp portal development. We all got into a big tug-of-war in the Planta hexes, while Mechanema just sat in a corner fighting ancients (poorly) and surprisingly not building monoliths. It ended up being a strangely low-tech game - even by the end half the players were using ion cannons and I don't think anyone ever researched gluon computers, plasma missiles or wormhole generators. And, there was only one attack on the ancient dreadnaught in the middle, and it failed. It was a strange game!
(Descendants won)
#3215
Posted 09 December 2013 - 05:16 PM
Imperial Historian, on 09 December 2013 - 04:19 PM, said:
Diabolically D'rek now also prevents me forming diplomatic relations with Tatts, if Gnaw bugs out of the alliance (though feasibly he could leave the alliance after the battle in 105 which I've left).
I can't leave now that action phase is over. I decided to stay until next round. That's going to fuck us all now. At least if I'd have quit before the battles, I'd have gotten the traitor card.
"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
#3216
Posted 09 December 2013 - 05:26 PM
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: For battle with IH, if things look bleak after first round, retreat cruiser.
Engagement One (separate rolls):
Influence?
Rep draw:
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: For battle with IH, if things look bleak after first round, retreat cruiser.
Engagement One (separate rolls):
IH 5/5 health, Khell 2/2 health.
r5 382 Eng One: IH - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2.
http://orokos.com/roll/154002#
Description
r5 382 Eng One: IH - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2.
Results
1#2d6x2: 1 # 2 [2d6x2=4, 3]
Two hits. Khell's cruiser destroyed.
IH takes hex.r5 382 Eng One: IH - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2.
http://orokos.com/roll/154002#
Description
r5 382 Eng One: IH - 1x Dread +4 comp, 2x ION cannon. 1#2d6x2.
Results
1#2d6x2: 1 # 2 [2d6x2=4, 3]
Two hits. Khell's cruiser destroyed.
Influence?
Rep draw:
#3217
Posted 09 December 2013 - 05:29 PM
If my cruiser lives still, and I have more than one hit point left on my cruiser come the battle with the ancient, go all in and influence. Settle science and money planet, and the science planet in the system next door.
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
#3218
Posted 09 December 2013 - 05:34 PM
Battle 2: 309 said:
D'rek vs. Gnaw
Nukes: yes
Missiles: yes
Shields: see special
Computers: no
Specials: Absorption Field
Gnaw: 1x Int 3 init, 1/1 health, 1x PLASMA missile battery. 1#2d6x6
D'rek: 1x Int 3 init, 3/3 health, 1x ION cannon. 1#1d6x6
Gnaw: 1x Int 3 init, 1/1 health, 1x ION cannon . 1#1d6x6
Firing order: Gnaw missile -> D'rek -> Gnaw cannon
Retreat is possible for D'rek
Battle orders: Fight to the death
Engagement Missiles:
Rep draw:
Nukes: yes
Missiles: yes
Shields: see special
Computers: no
Specials: Absorption Field
Gnaw: 1x Int 3 init, 1/1 health, 1x PLASMA missile battery. 1#2d6x6
D'rek: 1x Int 3 init, 3/3 health, 1x ION cannon. 1#1d6x6
Gnaw: 1x Int 3 init, 1/1 health, 1x ION cannon . 1#1d6x6
Firing order: Gnaw missile -> D'rek -> Gnaw cannon
Retreat is possible for D'rek
Battle orders: Fight to the death
Engagement Missiles:
r5 309 Missiles: Gnaw 1x PLASMA missile. 1#2d6x6
http://orokos.com/roll/154003#
Description
r5 309 Missiles: Gnaw 1x PLASMA missile. 1#2d6x6
Results
1#2d6x6: 1 # 0 [2d6x6=3, 4]
Both interceptors survive
Engagement One:http://orokos.com/roll/154003#
Description
r5 309 Missiles: Gnaw 1x PLASMA missile. 1#2d6x6
Results
1#2d6x6: 1 # 0 [2d6x6=3, 4]
Both interceptors survive
r5 309 D'rek: 1x Int, 1x ION cannon. 1#1d6x6. Gnaw: 1x Int, 1x ION cannon. 1#1d6x6.
http://orokos.com/roll/154004#
Description
r5 309 D'rek: 1x Int, 1x ION cannon. 1#1d6x6. Gnaw: 1x Int, 1x ION cannon. 1#1d6x6.
Results
1#1d6x6: 1 # 2 [1d6x6=6]
D'rek hits for one point of damage. Interceptor destroyed.
1#1d6x6: 1 # 2 [1d6x6=6]
1#1d6x6: 1 # 2 [1d6x6=6]
1#1d6x6: 1 # 0 [1d6x6=5]
1#1d6x6: 1 # 0 [1d6x6=2]
1#1d6x6: 1 # 0 [1d6x6=5]
1#1d6x6: 1 # 0 [1d6x6=3]
1#1d6x6: 1 # 0 [1d6x6=4]
D'rek retains hex.http://orokos.com/roll/154004#
Description
r5 309 D'rek: 1x Int, 1x ION cannon. 1#1d6x6. Gnaw: 1x Int, 1x ION cannon. 1#1d6x6.
Results
1#1d6x6: 1 # 2 [1d6x6=6]
D'rek hits for one point of damage. Interceptor destroyed.
1#1d6x6: 1 # 2 [1d6x6=6]
1#1d6x6: 1 # 0 [1d6x6=5]
1#1d6x6: 1 # 0 [1d6x6=2]
1#1d6x6: 1 # 0 [1d6x6=5]
1#1d6x6: 1 # 0 [1d6x6=3]
1#1d6x6: 1 # 0 [1d6x6=4]
Rep draw:
#3219
Posted 09 December 2013 - 05:34 PM
D, on 09 December 2013 - 05:10 PM, said:
Morgoth, on 09 December 2013 - 04:53 PM, said:
This game. I love it.
Me too!
I played a 5-player table game on the weekend. Somehow both the Planta and the Mechanema managed to each completely wall themselves off from the rest of the galaxy with no more than half-wormholes, though the Planta explored two warp portals and kept them. Magellan got the warp portal discovery, I (exiles) explored the other warp portal and Descendants eventually built the warp portal development. We all got into a big tug-of-war in the Planta hexes, while Mechanema just sat in a corner fighting ancients (poorly) and surprisingly not building monoliths. It ended up being a strangely low-tech game - even by the end half the players were using ion cannons and I don't think anyone ever researched gluon computers, plasma missiles or wormhole generators. And, there was only one attack on the ancient dreadnaught in the middle, and it failed. It was a strange game!
(Descendants won)
Sounds like a strange game indeed. No one took the center all game long? It's way too juicy of a hex to leave alone. And not getting military tech just sounds crazy stupid. Usually that is what I aim to grab as quickly as possible at the expense of the cheap tech. Though I like the idea of keeping IH and Tatts with just Ion cannons all game long in this game.
I hope you and Tapper grab the plasma cannons so Tatts and IH can't get them this round because I doubt CF will grab them to keep them out of other's hands.
I don't know what I'm doing but it sounds good.
#3220
Posted 09 December 2013 - 05:41 PM
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 possible
Battle orders: ?
Engagement One:
Influence?
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 possible
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)
http://orokos.com/roll/154005#
Description
r5 307: 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)
Results
Engagement
1#2d6x2: 1 # 2 [2d6x2=4, 4]
1#1d6x5: 1 # 0 [1d6x5=4]
1#1d6x5: 1 # 2 [1d6x5=6]
Tatts hits for two points of damage, Khell's ion hits for one point of damage
Tatts 4/5. Khell 1/3
1#2d6x2: 1 # 1 [2d6x2=3, 1]
Tatts hits for one point of damage. Dread destroyed.
1#1d6x5: 1 # 2 [1d6x5=6]
1#1d6x5: 1 # 0 [1d6x5=2]
1#2d6x2: 1 # 3 [2d6x2=3, 6]
1#1d6x5: 1 # 0 [1d6x5=3]
1#1d6x5: 1 # 0 [1d6x5=3]
1#2d6x2: 1 # 3 [2d6x2=6, 2]
1#1d6x5: 1 # 0 [1d6x5=4]
1#1d6x5: 1 # 0 [1d6x5=3]
Tatts takes hexr5 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)
http://orokos.com/roll/154005#
Description
r5 307: 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)
Results
Engagement
1#2d6x2: 1 # 2 [2d6x2=4, 4]
1#1d6x5: 1 # 0 [1d6x5=4]
1#1d6x5: 1 # 2 [1d6x5=6]
Tatts hits for two points of damage, Khell's ion hits for one point of damage
Tatts 4/5. Khell 1/3
1#2d6x2: 1 # 1 [2d6x2=3, 1]
Tatts hits for one point of damage. Dread destroyed.
1#1d6x5: 1 # 0 [1d6x5=2]
1#2d6x2: 1 # 3 [2d6x2=3, 6]
1#1d6x5: 1 # 0 [1d6x5=3]
1#1d6x5: 1 # 0 [1d6x5=3]
1#2d6x2: 1 # 3 [2d6x2=6, 2]
1#1d6x5: 1 # 0 [1d6x5=4]
1#1d6x5: 1 # 0 [1d6x5=3]
Influence?
Rep draw: