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

#3601 User is offline   Morgoth 

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Posted 16 December 2013 - 07:39 AM

Provisional (?)

Upgrade - add missiles on top of ion cannon on Starbase, and instead of one improved hull on cruiser.
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#3602 User is offline   Khellendros 

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Posted 16 December 2013 - 09:07 AM

Tapper, D'rek:

Do you think there is time for me to build this turn BEFORE researching Artifact Key? If Tatts is planning to come through my warp portal, he'll likely do it this turn, and I can at least pin one or two ships there, whereas if I wait another turn to build he'll already be through.
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#3603 User is offline   Tapper 

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Posted 16 December 2013 - 11:20 AM

View PostKhellendros, on 16 December 2013 - 09:07 AM, said:

Tapper, D'rek:

Do you think there is time for me to build this turn BEFORE researching Artifact Key? If Tatts is planning to come through my warp portal, he'll likely do it this turn, and I can at least pin one or two ships there, whereas if I wait another turn to build he'll already be through.

If you have the discs and it fits D'rek's plan for the turn: sure.
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#3604 User is offline   Khellendros 

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Posted 16 December 2013 - 11:42 AM

I have 15 + 4 money = 19

Currently I'm on -13 upkeep. Build -17, research -21, de-influence two hexes -17, de-influence another two hexes, -13. Then I still have another action available to build with using my new hoard of materials. Or alternatively to upgrade whatever I've already built in the warp portal.

Hmm.

Tatts has two ships which can enter my space on his next turn. He can either send one to the empty hex just after the warp portal, and the other to the warp portal, or send one of those ships to the empty hex or the next hex along.

The main issue is that he can - and likely plans to - stop in at least the empty hex and so take it away from D'rek being able to influence it. And he can do that whether I build or not, because I can only pin one ship, so he'd just have to send both through to enable that.

However, he then risks losing his pinned dread, when I come to build more ships in that hex to take it out.
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#3605 User is offline   Khellendros 

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Posted 16 December 2013 - 11:55 AM

Although D'rek can have four artifacts without influencing the empty hex next to the warp portal.

But then here's the other danger. I don't build, and Tatts can send his cruiser all the way to my homeworld, where he will pin D'rek's interceptor, which will stop her moving into a position from where she can influence two of the hexes she needs.

But then again again, if I research now, Tatts moves to pin D'rek's interceptor, D'rek...does something other than move that interceptor, then I can build in my homeworld on my next go to unpin her interceptor.

Maybe that then?
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#3606 User is offline   Tapper 

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Posted 16 December 2013 - 12:19 PM

View PostKhellendros, on 16 December 2013 - 11:42 AM, said:

I have 15 + 4 money = 19

Currently I'm on -13 upkeep. Build -17, research -21, de-influence two hexes -17, de-influence another two hexes, -13. Then I still have another action available to build with using my new hoard of materials. Or alternatively to upgrade whatever I've already built in the warp portal.

Hmm.

Tatts has two ships which can enter my space on his next turn. He can either send one to the empty hex just after the warp portal, and the other to the warp portal, or send one of those ships to the empty hex or the next hex along.

The main issue is that he can - and likely plans to - stop in at least the empty hex and so take it away from D'rek being able to influence it. And he can do that whether I build or not, because I can only pin one ship, so he'd just have to send both through to enable that.

However, he then risks losing his pinned dread, when I come to build more ships in that hex to take it out.

Isn't it cheaper to go bankrupt and empty the hexes that way, instead of de-influencing them?
I think this is something for both you and D'rek, although I can check if my 102 inty can come to your aid somehow. Depends on how threats again the GC develop, though.
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#3607 User is offline   Khellendros 

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Posted 16 December 2013 - 12:29 PM

View PostTapper, on 16 December 2013 - 12:19 PM, said:


Isn't it cheaper to go bankrupt and empty the hexes that way, instead of de-influencing them?
I think this is something for both you and D'rek, although I can check if my 102 inty can come to your aid somehow. Depends on how threats again the GC develop, though.



I don't think it makes all that much difference either way (well, except in the number of moves available to do other things maybe), but I thought that if D'rek also wanted the Artifact Key this round then I would have to de-influence...or is that not the plan?

This post has been edited by Khellendros: 16 December 2013 - 12:30 PM

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#3608 User is offline   Tapper 

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Posted 16 December 2013 - 12:46 PM

View PostKhellendros, on 16 December 2013 - 12:29 PM, said:

View PostTapper, on 16 December 2013 - 12:19 PM, said:


Isn't it cheaper to go bankrupt and empty the hexes that way, instead of de-influencing them?
I think this is something for both you and D'rek, although I can check if my 102 inty can come to your aid somehow. Depends on how threats again the GC develop, though.



I don't think it makes all that much difference either way (well, except in the number of moves available to do other things maybe), but I thought that if D'rek also wanted the Artifact Key this round then I would have to de-influence...or is that not the plan?

For D'rek to get it, yes. However, unless she has a way to grab a ton of science points, she can't - checking her orders, she grabbed Advanced Eco and then Fusion Drives. So it seems you're the only one going for the key this turn.
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#3609 User is offline   Khellendros 

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Posted 16 December 2013 - 01:04 PM

View PostTapper, on 16 December 2013 - 12:46 PM, said:


For D'rek to get it, yes. However, unless she has a way to grab a ton of science points, she can't - checking her orders, she grabbed Advanced Eco and then Fusion Drives. So it seems you're the only one going for the key this turn.



Ah, I'd forgotten that she'd researched plentifully already.

In that case I have twice as many moves left as I thought I did. I think I may build now then, block at least one of Tatts' ships from going further, at least for the moment. And then research next go.

I'll wait for D'rek's response to that idea before submitting. Think it's important that we play the final few rounds as a team if we're to have a shot of winning.
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#3610 User is offline   cerveza_fiesta 

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Posted 16 December 2013 - 01:22 PM

No reaction this round

though please don't skip me by default next time around.

Holy chriiiiiist. Atlantic canada got buried yesterday. 30cm of snow average and the drifts were easily 1/2 metre. I got my tractor stuck in one of said drifts and then I gave up and opted for the push snowblower. Even that, on the lowest speed setting had to take cuts at 1/2 the width of the blower's mouth.

Oh well, now I get to go skiing!!!
........oOOOOOo
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BEERS!

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#3611 User is offline   Imperial Historian 

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Posted 16 December 2013 - 01:27 PM

@Gnaw, Tatts

What's our plan?

Where is tatts going? Should we attack the centre this turn?

We definitely should try and dislodge drek from rigel this turn (and kill her ships more importantly)

re twelve, option are build ships, attack and attempt to pin him in the supernova, build ships in 304 and try and stop him getting ships through, or ignore both these options and just build lots of bad ass ships in whichever hex twelve attacks. He can counter most of these ploys in one way or another though.

What about morgoth/Cf, they look very strong in terms of potential, but are relatively weak otherwise.

Gnaw, I think you should stop building ints, upgrade your cruisers and build ships which can pack a punch in future fights.

I've updated Grief/Veng on what I think, I imagine they will be taking over soon. Might be nice to have a map update for when they do.
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#3612 User is offline   Tattersail_ 

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Posted 16 December 2013 - 01:33 PM

View PostImperial Historian, on 16 December 2013 - 01:27 PM, said:

@Gnaw, Tatts

What's our plan?

Where is tatts going? Should we attack the centre this turn?

We definitely should try and dislodge drek from rigel this turn (and kill her ships more importantly)

re twelve, option are build ships, attack and attempt to pin him in the supernova, build ships in 304 and try and stop him getting ships through, or ignore both these options and just build lots of bad ass ships in whichever hex twelve attacks. He can counter most of these ploys in one way or another though.

What about morgoth/Cf, they look very strong in terms of potential, but are relatively weak otherwise.

Gnaw, I think you should stop building ints, upgrade your cruisers and build ships which can pack a punch in future fights.

I've updated Grief/Veng on what I think, I imagine they will be taking over soon. Might be nice to have a map update for when they do.


Until Tapper sprung his artifact plan I was heading towards Khell's home world and towards D'rek shrines. I have little income at the moment and was going to calim at least two of Khell's hexes. Now though I don't know what to do. I wanted to stop that Artifact action from happening, I was also hoping that Gnaw would go with my cruiser to Rigel.Combined effort to get rid of D'rek. What do you suggest IH?
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#3613 User is offline   Imperial Historian 

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Posted 16 December 2013 - 01:42 PM

Taking 305 and shutting off Khells back door would seem to be a solid plan, but I'm not sure we will be able to progress through to Khells homeworld and d'reks shrines, to many chances for you to be pinned, and then khell to use his material wealth to drop lots of ships down. Stopping drek having rigel and 324 would also be a good idea, as then she can do the same for even more resources.

I'd like to be attacking 105 or the GC, but I think Morgoth can probably build enough to hold off any attack on 105.

GC is possible if I let twelve attack me
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#3614 User is offline   Tattersail_ 

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Posted 16 December 2013 - 01:52 PM

I may as well just go an attack Khell, one hex at a time. Once I take that wormhole hex I can build ships from there.

It is important I don't seperate my ships because I don't have the materials to replace them easily enough.

This post has been edited by Ganoes Paran: 16 December 2013 - 01:53 PM

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#3615 User is offline   cerveza_fiesta 

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Posted 16 December 2013 - 02:22 PM

View PostImperial Historian, on 16 December 2013 - 01:27 PM, said:

@Gnaw, Tatts

What's our plan?

Where is tatts going? Should we attack the centre this turn?

We definitely should try and dislodge drek from rigel this turn (and kill her ships more importantly)

re twelve, option are build ships, attack and attempt to pin him in the supernova, build ships in 304 and try and stop him getting ships through, or ignore both these options and just build lots of bad ass ships in whichever hex twelve attacks. He can counter most of these ploys in one way or another though.

What about morgoth/Cf, they look very strong in terms of potential, but are relatively weak otherwise.

Gnaw, I think you should stop building ints, upgrade your cruisers and build ships which can pack a punch in future fights.

I've updated Grief/Veng on what I think, I imagine they will be taking over soon. Might be nice to have a map update for when they do.


Weak??

I dare you to try the front door. :)
........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

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#3616 User is offline   Tattersail_ 

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Posted 16 December 2013 - 02:25 PM

View Postcerveza_fiesta, on 16 December 2013 - 02:22 PM, said:

View PostImperial Historian, on 16 December 2013 - 01:27 PM, said:

@Gnaw, Tatts

What's our plan?

Where is tatts going? Should we attack the centre this turn?

We definitely should try and dislodge drek from rigel this turn (and kill her ships more importantly)

re twelve, option are build ships, attack and attempt to pin him in the supernova, build ships in 304 and try and stop him getting ships through, or ignore both these options and just build lots of bad ass ships in whichever hex twelve attacks. He can counter most of these ploys in one way or another though.

What about morgoth/Cf, they look very strong in terms of potential, but are relatively weak otherwise.

Gnaw, I think you should stop building ints, upgrade your cruisers and build ships which can pack a punch in future fights.

I've updated Grief/Veng on what I think, I imagine they will be taking over soon. Might be nice to have a map update for when they do.


Weak??

I dare you to try the front door. :)


With all that name calling earlier on CF we may just go for the back door :p *snicker*
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#3617 User is offline   D'rek 

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Posted 16 December 2013 - 03:08 PM

@Khell - I'd like to influence as my fourth action this round, if possible, but I can stretch it to 5th action if necessary. OTOH, I'm not too worried about Tatts risking moving a single ship deep into our territory, because as he himself notes he can't easily replace his own ships. He'll move two or more ships together so we can't pin them in separate hexes and concentrate on fighting just one.

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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#3618 User is offline   Khellendros 

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Posted 16 December 2013 - 03:17 PM

I feel an epic battle for the warp portal hex drawing closer.
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#3619 User is offline   twelve 

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Posted 16 December 2013 - 04:10 PM

So what was IH's last action? Did he upgrade his starbases? Or was that not official? Will Venief be making the next move? I'd rather go against noobies than the superior intelect of Dr Evil.
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#3620 User is offline   cerveza_fiesta 

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Posted 16 December 2013 - 04:18 PM

@Morgoth

Long term strategy-wise

Might it be a good idea for us to look at taking the southern Warp portal? I think it's Delta corvi.

Adding a layer of defense there would protect our half-wormhole border and might help delay invasion via wormhole by either opposing faction.

If I picked up WH generators and built some mobile firepower we might be able to take it next round. Might not even need WH generators since I'd be able to move thru your hexes. I'm thinking a dread and a cruiser at least. Should have the materials for that next round + actions enough for upgrades & troop movement.
........oOOOOOo
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BEERS!

......
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........'-----'

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