I think Gnaw doesn't do backing down Gnaw, you really should play Orion or some other ultra-militaristic race every time. Actually you'd probably love the pirates, sending interceptors every which where.
"I think I've made a terrible error of judgement."
Yeah I can see how he can not bankrupt himself it just all seems a little pointless. This is why Gnaw frustrated me last game, he'd get in really promising positions then just keep making more and more moves...
No reactions unless someone threatens me directly.
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
Imperial Historian, on 03 March 2015 - 01:46 PM, said:
Am I alone in my complete bafflement as to how or why Gnaw continues to make and apparently afford moves? I was pretty sure he had run out of moves a couple of turns ago but now he's sent an interceptor on a suicidal attack against twelve...
I shocked too. short term loss = eliminated from game. Definately not a good long term strategy. guess he wants that reputation for a minion card. speaking of which can we get a refence to what exactly they are posted? everytime I try to find the detail the sites are blocked at work.
Can someone explain how the minions work? I see the tiles on the board, but I didn't really get what they meant.
I see that some of them hold cubes, one of them takes an influence disc, etc. But how do you purchase them, and when, etc?
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
I believe it is all ships in a battle, not all ships in a hex. So you wouldn't do any damage to the ancient, or if you were having two consecutive battles to the second opponent.
But didn't Gnaw kill all the ships in the center of drek and Tapper?
They were in an alliance so it was all one big battle.
And I hope I didn't royally piss Gnaw off with my refusal to "play nice" The game IS a competition after all and I'm trying to do the best for me even if the hexes I'm going after were ones he discovered initially.
Can someone explain how the minions work? I see the tiles on the board, but I didn't really get what they meant.
I see that some of them hold cubes, one of them takes an influence disc, etc. But how do you purchase them, and when, etc?
Reiterating this question....
There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
Khell - MOVE one interceptor from ancient hex to D'rek's homeworld.
Tapper - no reaction
Tatts - no reaction
Twelve - no reaction
D'rek -
CF - no reaction
Blend - no reaction
Gnaw - Pass
IH -
Turn 7
Khell - MOVE both Interceptors into the ancient hex north of my homeworld. Return diplo cube to materials.
Tapper - no reaction
Tatts - no reaction
Twelve - no reaction
D'rek - no reaction
CF - no reaction
Blend - no reaction
Gnaw - Influence
Flip two ships
Colonize grey planets in 314, 397 and orbital in 311 with money.
IH - no reaction
Turn 6
Khell - Flip a colony ship for 1 materials. Build one interceptor in my homeworld. +1 mats -3 mats == 0 left
Tapper - Accepts Diplo with D'rek; cube from mats
Tatts - No Reaction (assumed)
Twelve - Pass (keep passing regardless)
D'rek - No reaction
CF - No reaction (unless somebody moves against me)
Blend - I pass unless someone does something to threaten me directly (i.e. moves something into one of my hexes)
Gnaw - Move interceptor from 311 to 211.
IH -
Turn 5
Spoiler
Khell - UPGRADE Interceptor with Fusion Source over Nuclear Source and Conifold Field over blank spot. Tapper - No reaction (unless IH builds in or moves to a hex bordering one of mine.) Tatts - No reaction
Twelve - Upgrade
remove extra drives on int.
add positron computer on blank slot on int and star base.
Add positron computer on electron computer on starbase
I built and moved that fucking interceptor so that Twelve couldn't pop one over into my homeworld. Nukes not needed, remember.
"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