Malazan Empire: Twilight Imperium (I) - Game Thread - Malazan Empire

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Twilight Imperium (I) - Game Thread

#341 User is offline   D'rek 

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Posted 08 June 2018 - 03:31 PM

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CONSTRUCTION 2ry - no
TRADE 2ry - no
LOGISTICS 2ry - no
IMPERIAL 2ry - Spend 1 CT. Draw 1 Secret Objective.
WARFARE 2ry - Spend 1 CT. Exhaust Moll Primus and spend 7 trade goods for 11 resources. Build Fourth Moon, 1 Cruiser II, and 4 Fighters in the Mentak home system (8+2+1+1 resources, -1 for Sarween tools = 11r).




Tactical Action:

Activate the beta wormhole system.

Move:
+ 1 Dreadnought from Arnor/Lor
+ 1 Cruiser II, carrying 1 Infantry, from the Mentak home system

PDS Fire:
+ Twelve's PDS on Abyz fires 2 shots (with Plasma Scoring) -> [7,8] -> the Dreadnought is destroyed.







Victory Points: 4

Strategy Card: DIPLOMACY
Command Pools: 1T | 2F | 1S
Goods: 0/2 C | 11 TG
Action Cards: 4
Promissory Notes: 2 Mentak, 1 Creuss, 2 Yssaril, 1 Nekro, 1 Sol
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Wellon (1/2, yellow tech)


Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Salvage Operations ® -- After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Stasis Capsules -- Upgrades Cruiser blueprints to Cruiser II


Other:
+ Support for the Throne from Creuss (+1 VP)
+ Support for the Throne from Yssaril (+1 VP)

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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#342 User is offline   Gnaw 

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Posted 08 June 2018 - 08:04 PM

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Secondaries:
Construction - build a PDSII on Vefut II. -1 CT
Trade -
free refresh. +3C
Give Blend his PN back unused
Receive 1C and 1TG from Morgoth. +2TG
(done on earlier turns)
Initiate trade 2C to Tapper 2:2. Nico pillages 1 trade good from Tapper.

Logistics - move dread, carrier, 2 infantry (both from Druaa) and 2 Hybrid Crystal Fighter II ® from home system to Corneeq/Resculon system -1CT
Imperial - none
Warfare -
- exhaust Druua, Resculon, Xxehan. +6 resources
- build dreadnaught, cruiser, 2 Hybrid Crystal Fighter II ® in home system. -6 resources -1CT




Play signal jamming. Place a Jol-Nar CT on New Albion/Starpoint system.

Quote

AN | Signal Jamming | Play as an Action | Choose a non-home system that contains or is adjacent to one of your ships. Place a command token from another player's reinforcements in that system.


Give Morgoth 1C and 1TG.



Victory Points: 2
Strategy Card: Politics
Command Pools: 2T | 3F | 1S
Goods: 0/3 C | 8 TG
Action Cards: 4
Promissory Notes: 5 Naalu
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Maaluuk (0/2)
+ Druaa (3/1)
+ Corneeq(1/2)
+ Resculon (2/0)
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Vefut II (2/2)
+ Mansa III (0/1, yellow tech)

Technologies:
+ Neural Motivator During the status phase, draw 2 action cards instead of 1.
+ Sarween Tools When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Antimass Deflectors Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Dacxive Animators
+ Plasm Scoring When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Graviton Laster System -- You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Hybrid Crystal Fighter II ®
+ Deep Space Cannon (PDS II)

This post has been edited by Gnaw: 09 June 2018 - 05:04 PM

"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
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#343 User is offline   Khellendros 

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Posted 09 June 2018 - 08:31 AM

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Secondary Strategic Actions:

NO Logistics action.
NO Trade action.
IMPERIAL secondary: Spend 1 SCT to take a secret objective.
WARFARE secondary: Spend 1 SCT to exhaust Jord and Quann for 6 resources. Build 1 Carrier, 1 Cruiser, and 4 Fighters (7 - 1 (Sarween Tools) = 6) at Jord.






Tactical Action:

ACTIVATE: Mallice.
MOVE: 1 Carrier with 1 Fighter and 3 Spec Ops II from Jord to Lazar-Sakulag, pick up 2 Spec Ops II from Lazar (or if not possible, then take 5 Spec Ops II from Jord), move through alpha wormhole (Gravity Drive) to Mallice.
SPACE COMBAT:
INVADE: If successful, play

Quote

AW | Disable | Play at the start of Invasion combat where you are attacking | Your opponent's PDS units lose Planetary Shield and Space Cannon during this invasion.


Invade with 5 Spec Ops II.


Tapper plays an Action Card:

Quote

BC | Parley | Play at the start of an Invasion | After another player commits units to land on a planet you control, return the committed units to the space area.


PRODUCE UNITS: N/A.






CURRENT STATUS

Victory Points: 7

Strategy Card: CONSTRUCTION
Command Pools: 1T | 2F | 3S
Goods: 0/4 C | 3 TG
Action Cards: 2
Promissory Notes: 3 Sol, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ Mecatol Rex (1/6)
+ Saudor (2/2)
+ Lazar (1/0, yellow tech)
+ Sakulag (2/1)

Technologies:
+ Neural Motivator
+ Dacxive Animators
+ Antimass Deflectors
+ Gravity Drive
+ Sarween Tools
+ Spec Ops II

Other:
+ Support for the Throne from Jol-Nar (+1 VP)
+ Custodians Token (+1 VP)

This post has been edited by Khellendros: 09 June 2018 - 05:01 PM

"I think I've made a terrible error of judgement."
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#344 User is offline   Imperial Historian 

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Posted 09 June 2018 - 09:05 AM

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No logistics

Imperial secondary pay 1 CT, draw one secret objective

Warfare secondary, spend 1ct exhaust gwynan and shalloq for 4 resources, spend 1 tg. build 1 carrier 4 fighters.

Action: play forward deployment on gwynan, build 3 infantry on gwynan

Quote

AD | Frontline Deployment | Play as an Action | Place 3 infantry on a planet you control.



Victory Points: 4
Strategy Card: TRADE
Command Pools: 2T | 4F | 1S
Goods: 3/3 C | 5TG
Action Cards: 8
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 jol nar, 1 sol
Secret Objectives: 0 fulfilled | 3 unfulfilled

Planets:
+ Retillion (2/3)
+ Shalloq (1/2)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Silvano (2/2, green tech)
+ Gwynan (3/1)

Technologies:
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2.)
+ Mageon Implants ® (ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.) Exhausted
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Gravity Drives (+1 to ship movement)

Other:
+ support for the Throne from Hacan (+1 VP)
+ support for the Throne from sol (+1 VP)

This post has been edited by D'rek: 10 June 2018 - 04:36 PM

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#345 User is offline   Morgoth 

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Posted 09 June 2018 - 09:40 AM

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Logistics 2ry - move a carrier with 4 gfs from home system to Arinam/Meer, placing two gfs on each planet
Warfare 2ry - build 1 cruiser and 4 fighters in Mordai ii exhausting Mordai ii




Play TECHNOLOGY Strategy
--Research -> Gain 3 command tokens
--Spend 6 trade goods to research a second time -> Gain 3 more command tokens
--Place three CTs in tactical, 1 in fleet and two in strategy






Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 4T | 6F | 4S
Goods: 0/3 C | 1 TG
Action Cards: 6
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Mordai II (4/0)
+ Daemon (4/0)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Arinam (1/2)
+ Meer (0/4)
+ Tar'Mann (1/1)
+ Zohbat (3/1)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators -- After you win a ground combat, you may place 1 Infantry from your reinforcements on that planet.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ Valefor Assimilator X -> Spec Ops II
+ Valefor Assimilator Y -> Hybrid Crystal Fighter II

Other:
+ Support for the Throne from Sardak N'orr (+1 VP)

This post has been edited by D'rek: 09 June 2018 - 04:26 PM

Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#346 User is offline   twelve 

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Posted 09 June 2018 - 03:41 PM

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Gain 4 -1 pillaged trade goods from Blend


Secondary Warfare - Spend 1 SCT and 2 trade goods build 6 fighters in Jol/Nar 3 production -1 sarween tools
Secondary Technology - S1SCT, 3 trade goods and exhaust Abyz for 6 production - Research XRD Transporters -- Upgrades your Carrier blueprints to Carrier II. and Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.

Trade Blend Trade Agreement PN for Action Card




Tactical Action





Quote

CG | In The Silence Of Space | Play during one of your Tactical Actions | Choose a system. During this action your ships in that system can move through systems that contain other players' ships.


Select Abyz/Fria system

1) Activation - Active Arnor/Lorr

2) Movement
..i) Move Ships - 2 dreads, 3 cruisers, 1 destroyer, 1 carrier carrying 8 fighters and 3 infantry 1 from Fria 2 from Abyz
..ii) Space Cannon Offense (Active Player) - NA
..iii) Space Cannon Offense (Others) - NA

3) Space Combat
..i) Anti-Fighter Barrage - NA
..ii) Announce Retreats -
..iii) Make Combat Rolls -

Nico Dread -> [7] -> 1 hit. One of Twelve's Dreads sustains damage.

Twelve's 8 Fighters -> [4, 4, 3, 4, 2, 7, 2, 10] -> 1 hit.
Twelve's 2 dreads -> [2, 10] -> 1 hit. Nico's dread is destroyed.

The rest probably get more hits but it don't matter.


..iv) Assign Hits -
..v) Retreat - NA

4) Invasion
..i) Bombardment - NA
..ii) Commit Ground Forces - 3 to Arnor
..iii) Space Cannon Defense - NA
..iv) Ground Combat - NA
..v) Establish Control - NA


5) Production - NA





Victory Points: 5
Strategy Card:
Command Pools: 3T | 7F | 1S
Goods: 0/4 C | 0 TG
Action Cards: 4
Promissory Notes: 1 Jol-Nar, 1 Hacan,1 Creuss, 1 Sardakk
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Nar (2/3)
+ Rarron (0/3)
+ Jol (1/2)
+ Qucen'n (1/2)
+ Everra (3/1)
+ Mellon (0/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Abyz (3/0)
+ Fria (2/0)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Duranium Armor --During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Research Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II
+
Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II

+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II

Other:
+ Trade Convoys - Can trade with non-neighbors

This post has been edited by D'rek: 09 June 2018 - 05:10 PM

I don't know what I'm doing but it sounds good.
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#347 User is offline   D'rek 

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Posted 09 June 2018 - 05:42 PM

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Secondary of Warfare: activate, spend a strategic CT, exhaust Quinarra and Trenlak. Build a Carrier, 2 ground troops and 2 fighters in the home System.
Secondary of Technology: Spend 1 CT. Exhaust Zej Rajja and Tula Nora to research Daxcive Animators.




Tactical Action:

1) Activation - Activate

2) Movement
..i) Move Ships

From Gral-Centauri:
+ 1 Dreadnought on Gral-Centauri
+ 1 Cruiser on Gral-Centauri
+ 1 Carrier on Gral-Centauri w/ 5 Infantry

From Mehar Xull:
+ 1 Carrier on Mehar Xull w/ 4 fighters and w/ 1 Infantry

From the Sardakk Home System:
+ 1 Dreadnought (using Gravity Drive) w/ 1 Infantry (from Trenlak)


..ii) Space Cannon Offense (Active Player) n/a

..iii) Space Cannon Offense (Others)

Blend's PDS on Lodor (sc6) -> [2]


3) Space Combat - n/a


4) Invasion
..i) Bombardment - Blocked by Planetary Shield
..ii) Commit Ground Forces - Tapper commits 7 infantry to Lodor
..iii) Space Cannon Defense -> [1]
..iv) Ground Combat:

--- Round 1 ---

Blend plays an Action Card:

Quote

BW | Morale Boost | Play at the start of a space or ground combat round | At the start of a combat round: Apply +1 to the result of each of your unit's combat rolls during this combat round.


Tapper sabotages it:

Quote

CA | Sabotage | Play immediately after another player plays an Action Card | When another player plays an action card other then "Sabotage": Cancel that action card.


Blend: 6x Infantry (c8) ->[2, 9, 2, 2, 1, 10] -> 2 hits
Tapper: 7x Infantry (c7) -> [2, 4, 6, 5, 9, 1, 6] -> 1 hit

--- Round 2 ---

Blend: 5x Infantry (c8) ->[5, 3, 2, 8, 8] -> 2 hits
Tapper: 5x Infantry (c7) -> [3, 6, 1, 8, 7] -> 2 hits

--- Round 3 ---

Blend: 3x Infantry (c8) -> [1, 1, 5]
Tapper: 3x Infantry (c7) -> [4, 5, 3]

--- Round 4 ---

Blend: 3x Infantry (c8) -> [5, 6, 5]
Tapper: 3x Infantry (c7) -> [9, 4, 1] -> 1 hit

--- Round 5 ---

Blend: 2x Infantry (c8) -> [7, 3]
Tapper: 3x Infantry (c7) -> [7, 8 ,5] -> 2 hits


Tapper wins the ground combat.


..v) Establish Control

Tapper takes control of Lodor. Blend's PDS is removed.
Daxcive Animators -> Tapper places 1 infantry on Lodor.


5) Production - NA








Victory Points: 5
Strategy Card: IMPERIAL
Command Pools: 2T | 5F | 0S
Goods: 0/3 C | 4 TG
Action Cards: 4
Promissory Notes: 3 Sardakk, 1 Nekro, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 2 unfulfilled



Planets:
+ Quinarra (3/1)
+ Tren'lak (1/0)
+ Mehar Xull (1/3 Red tech)
+ Zej Rajja (2/1)
+ Tura Nora (2/0)
+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)
+ Lodor (3/1)

Technologies:
+ Neural Motivators (draw 2 action cards instead of 1)
+ Fighter II (pewpewpewpew --> fighter becomes cost 0.5, 8 hit, 2 move)
+ Exotrireme II (blow 3 ships up, one of which is this)
+ Carrier II (carry 2 extra thingies one hex further)
+ Sarween Tools (reduce total production cost by 1)
+ Gravity Drive (use to increase the movement of 1 ship by 1).
+ Daxcive Animators (place 1 infantry on a planet after winning a ground combat)

Other:
+ support for the Throne from Nekro Virus

This post has been edited by D'rek: 09 June 2018 - 05:58 PM

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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#348 User is offline   D'rek 

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Posted 09 June 2018 - 06:13 PM

Updated Map:

Spoiler

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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#349 User is offline   D'rek 

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Posted 09 June 2018 - 11:40 PM

Posted Image


Trade my Trade Agreement to Twelve for the action card he showed me




Alright, gonna activate Lodor, bring the carrier from Lodd Eru there with 2 infantry and 1 fighter from Lodd Eru, 3 infantry from home system. Bring 1 Dread from home system with the fighter. Bring flagship with 3 fighters. Spend as many TGs as I have in 1 TG increments to use my flagship's ability to destroy Tapper's fleet. Invade Lodor.


Tactical Action:

1) Activation - Activate Lodor system

2) Movement
..i) Move Ships

From Lodd Eru:
+ 1 Carrier w/ 2 Infantry and w/ 1 Fighter (+High Alert Token)

From Thibah:
+ Wrath of Kenara w/ 3 fighters

From Hacan home system:
+ 1 Dreadnought w/ 1 fighter


..ii) Space Cannon Offense (Active Player) n/a
..iii) Space Cannon Offense (Others) n/a


3) Space Combat

--- ROUND 1 ---

..i) Anti-Fighter Barrage n/a
..ii) Announce Retreats none
..iii) Make Combat Rolls

Blend:
+ Wrath of Kenara (2x c7-1) -> [5, 10] >>>Spend 1 tg>>> [6, 10] -> 2 hits
+ 1x Dreadnought II (c5-1) -> [10] -> 1 hit
+ 1x Carrier II (c9-1) -> [2]
+ 5x Fighter (c9-1) -> [8, 7, 8, 7, 9] >>>Spend 2 tg>>> [8, 8, 8, 8, 9] -> 5 hits

Tapper:
+ 2x Exotrireme II (c4) -> [1, 2]
+ 1x Cruiser (c6) -> [2]
+ 2x Carrier II (c8) -> [4, 2]
+ 4x Fighter II (c7) -> [4, 3, 4, 8] -> 1 hit

..iv) Assign Hits

Blend assigns 1 hit -> sustain damage on Dreadnought

Tapper plays an AC:

Quote

BS | Shields Holding | Play during space combat | Before you assign hits to your ships during a space combat: Cancel up to 2 hits.


Tapper assigns 5 hits -> Both Exotrireme IIs sustain damage, and 3 fighters are destroyed.

..v) Retreat n/a

Exotrireme II -> Tapper self-destructs both Exotrireme IIs to destroy the Wrath of Kenara, the Dreadnought, the Carrier, and the High-Alert fighter.



--- ROUND 2 ---

..ii) Announce Retreats none
..iii) Make Combat Rolls

Blend:
+ 4x Fighter (c9) -> [8, 1, 1, 8]

Tapper:
+ 1x Cruiser (c6) -> [3]
+ 2x Carrier II (c8) -> [1, 8] -> 1 hit
+ 1x Fighter II (c7) -> [4]

..iv) Assign Hits

Blend loses 1 fighter

..v) Retreat n/a


--- ROUND 3 ---

..ii) Announce Retreats none
..iii) Make Combat Rolls

Blend:
+ 3x Fighter (c9) -> [5, 3, 10] -> 1 hit

Tapper:
+ 1x Cruiser (c6) -> [7] -> 1 hit
+ 2x Carrier II (c8) -> [6, 5]
+ 1x Fighter II (c7) -> [6]

..iv) Assign Hits

Blend loses 1 fighter.
Tapper loses 1 fighter.

Blend plays:

Quote

AV | Courageous to the End | Play during space combat | After one of your ships is destroyed in space combat roll 2 dice. For each result equal to or great then that ships combat value, your opponent must choose and destroy one of their ships.


[3, 4] -> nothing happens.


..v) Retreat n/a


--- ROUND 4 ---

..ii) Announce Retreats none
..iii) Make Combat Rolls

Blend:
+ 2x Fighter (c9) -> [6, 3]

Tapper:
+ 1x Cruiser (c6) -> [2]
+ 2x Carrier (c8) ->

..iv) Assign Hits
..v) Retreat n/a

--- ROUND 5 ---

..ii) Announce Retreats none
..iii) Make Combat Rolls

Blend:
+ 2x Fighter (c9) -> [5, 6]

Tapper:
+ 1x Cruiser (c6) -> [10]
+ 2x Carrier (c8) -> [3, 10]

..iv) Assign Hits

Blend loses 2 fighters.

..v) Retreat n/a


Tapper wins the space battle. Blend's remaining troop transports are hunted down and exterminated.



4) Invasion n/a

5) Production n/a








Victory Points: 3

Strategy Card: WARFARE
Command Pools: 0T | 3F | 1S
Goods: 2/6 C | 5 TG
Action Cards: 3
Promissory Notes: 3 Hacan, 2 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Lodd Eru (3/0, red tech)
+ Ensapta (0/2)
+ Thibah (1/1, blue tech)
+ Lodor (3/1)


Technologies:
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Fleet Logistics (During each of your turns of the action phase, you may perform 2 actions instead of 1.)
+ Sarween Tools (When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.)
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2)
+ Production Biomes ® (Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.)
+ XRD Transporters (Upgrades your Carrier blueprints to Carrier II.)
+ Type IV Drive (Upgrades your Dreadnought blueprints to Dreadnought II.)

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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#350 User is offline   D'rek 

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Posted 10 June 2018 - 02:22 AM

Posted Image

Technology secondary spend 1 strategy command token, 3 trade goods and flip nevant for 1 resource. Research Dreadnought Upgrade, Type IV Drive

Give Gnaw 2TGs.




Tactical Action

Activate Abyz/Fria

Move War Sun, 2 dreads, 1 Destroyer, 3 fighters and 5 infantry from Cruess to Abyz/Fria

Twelve's PDS on Abyz fires (w/ Plasma Scoring) -> [2, 2]

Invade Fria with 1 and Abyz with 4 infantry.

Bombardment:
+ War Sun (b3 x3) -> [3, 6, 8] -> 2 hits
+ 2x Dreadnought (b5) -> [10, 3] -> 1 hit ---> all of Twelve's infantry on Abyz are destroyed.

Space Cannon Defense -> [8, 2] -> 1 of Tatts' infantry is destroyed.

Tatts lands 3 infantry and takes over the planet. Twelve's PDS and Space Dock are exploded.





Victory Points: 4


Strategy Card: Leadership
Command Pools: 0T | 6F | 0S
Goods: 0/4 C | 0 TG
Action Cards: 1
Promissory Notes: 1 Creuss, 2 Mentak
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Creuss (4/2)
+ New Albion (1/1, green tech)
+ Starpoint (3/1)
+ Herrah VI (1/1)

+ Nevant (1/2, blue tech)
+ Abyz (3/0)
+ Fria (2/0)

Technologies:
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Wormhole Generator ® -- At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home planet that does not contain another player's ships.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Dimensional Splicer ® -- At the start of a space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to one of your opponents ships.
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Mobile Base -- Allows you to build War Suns
+ Type IV Drive -- Upgrades Dreadnoughts into Dreadnought II

Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak

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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#351 User is offline   D'rek 

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Posted 10 June 2018 - 02:50 AM

Posted Image

TECHNOLOGY 2ry - Spend 1 CT and 4 trade goods. Research Deep Space Cannon.




Component Action:

Quote

AM | Rise of a Messiah | Play as an Action | Place one infantry on each planet you control.







Victory Points: 4

Strategy Card: DIPLOMACY
Command Pools: 1T | 2F | 0S
Goods: 0/2 C | 11 TG
Action Cards: 4
Promissory Notes: 2 Mentak, 1 Creuss, 2 Yssaril, 1 Nekro, 1 Sol
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Wellon (1/2, yellow tech)


Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Salvage Operations ® -- After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die
+ Stasis Capsules -- Upgrades Cruiser blueprints to Cruiser II
+ Deep Space Cannon -- Upgrades PDS blueprints into PDS II

Other:
+ Support for the Throne from Creuss (+1 VP)
+ Support for the Throne from Yssaril (+1 VP)

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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#352 User is offline   Gnaw 

  • Recovering eating disordered addict of HHM
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Posted 10 June 2018 - 03:42 AM

Posted Image

receive 2TG from Tatts (just so I don't forget that I have them)

Tech Secondary:
- exhaust Vefut II +2 resources
- research Gen Synthesis -- Upgrades your Infantry blueprints to Infantry II. -1CT -2 resources -2TG




Strategic Action: play Politics.
- give speaker token to Tatts
- draw 2 action cards
- look at the top 2 cards of the agenda deck -> put both on the bottom




Victory Points: 2
Strategy Card: Politics
Command Pools: 2T | 3F | 0S
Goods: 0/3 C | 8 TG
Action Cards: 6
Promissory Notes: 5 Naalu
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Maaluuk (0/2)
+ Druaa (3/1)
+ Corneeq(1/2)
+ Resculon (2/0)
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Vefut II (2/2)
+ Mansa III (0/1, yellow tech)

Technologies:
+ Neural Motivator During the status phase, draw 2 action cards instead of 1.
+ Sarween Tools When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Antimass Deflectors Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Dacxive Animators
+ Plasm Scoring When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Graviton Laster System -- You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Hybrid Crystal Fighter II ®
+ Deep Space Cannon (PDS II)
+ Infantry II

Edit: strike through politics and adjust # of action cards
Edit 2: adjust number of strategy CTs

This post has been edited by D'rek: 10 June 2018 - 04:18 AM

"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
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#353 User is offline   Khellendros 

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Posted 10 June 2018 - 09:26 AM

Posted Image





Secondary Strategic Actions:

TECHNOLOGY secondary: Exhaust Saudor (2) and use 2 Trade Goods for 4 resources, spend 1 SCT to research Advanced Carrier II.
NO Politics secondary.





PASS





CURRENT STATUS

Victory Points: 7

Strategy Card: CONSTRUCTION
Command Pools: 1T | 2F | 2S
Goods: 0/4 C | 1 TG
Action Cards: 2
Promissory Notes: 3 Sol, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ Mecatol Rex (1/6)
+ Saudor (2/2)
+ Lazar (1/0, yellow tech)
+ Sakulag (2/1)

Technologies:
+ Neural Motivator
+ Dacxive Animators
+ Antimass Deflectors
+ Gravity Drive
+ Sarween Tools
+ Spec Ops II
+ Advanced Carrier II

Other:
+ Support for the Throne from Jol-Nar (+1 VP)
+ Custodians Token (+1 VP)

This post has been edited by Khellendros: 10 June 2018 - 09:26 AM

"I think I've made a terrible error of judgement."
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#354 User is offline   Imperial Historian 

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  • Joined: 08-February 04

Posted 10 June 2018 - 03:34 PM

Posted Image

Technology: 1ct, exhaust Silvano and Tequ'ran, research XRD Transporters

Trade 3 commodities to Blend for 2 commodities and the agreed upon action card. Presuming Nico will loot one of mine (YES).




Action: activate evera. Move carrier from silvano, Bring 4 gf and 2 fighters along from silvano

Twelve's PDS fire -> [1, 7, 6] >>>AMDef>>> [0, 6, 5] -> 2 hits, IH loses both fighters

Invade evera with 4 gf. Take control, etc.




Victory Points: 4
Strategy Card: TRADE
Command Pools: 1T | 4F | 1S
Goods: 0/3 C | 6TG
Action Cards: 9
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 jol nar, 1 sol
Secret Objectives: 0 fulfilled | 3 unfulfilled

Planets:
+ Retillion (2/3)
+ Shalloq (1/2)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Silvano (2/2, green tech)
+ Gwynan (3/1)

Technologies:
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2.)
+ Mageon Implants ® (ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.) Exhausted
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Gravity Drives (+1 to ship movement)
+ XRD Transporters (Carrier II)

Other:
+ support for the Throne from Hacan (+1 VP)
+ support for the Throne from sol (+1 VP)
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#355 User is offline   D'rek 

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Posted 10 June 2018 - 05:02 PM

Updated Map:

Spoiler

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.
0

#356 User is offline   Morgoth 

  • executor emeritus
  • Group: High House Mafia
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  • Joined: 24-January 03
  • Location:the void

Posted 10 June 2018 - 08:46 PM

Posted Image

Politics secondary - draw to action cards

Play action card - Reactor Meltdown, targeting Khell's spacedock in Quann.

AK | Reactor Meltdown | Play as an Action | Destroy a spacedock in a non-home system.






Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 4T | 6F | 3S
Goods: 0/3 C | 1 TG
Action Cards: 6
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Mordai II (4/0)
+ Daemon (4/0)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Arinam (1/2)
+ Meer (0/4)
+ Tar'Mann (1/1)
+ Zohbat (3/1)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators -- After you win a ground combat, you may place 1 Infantry from your reinforcements on that planet.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ Valefor Assimilator X -> Spec Ops II
+ Valefor Assimilator Y -> Hybrid Crystal Fighter II

Other:
+ Support for the Throne from Sardak N'orr (+1 VP)

This post has been edited by Morgoth: 10 June 2018 - 08:47 PM

Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#357 User is offline   twelve 

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  • Joined: 27-March 09
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Posted 10 June 2018 - 08:54 PM

Posted Image



Politics Secondary - Spend 1SCT and Draw 2 action Cards






Tactical Action

1) Activation - Active Qucen'n/ Rarron

2) Movement
..i) Move Ships - 1 cruiser from Jol/Nar to Qucen'n/Rarron
..ii) Space Cannon Offense (Active Player) - NA
..iii) Space Cannon Offense (Others) - NA

3) Space Combat
..i) Anti-Fighter Barrage - NA
..ii) Announce Retreats - NA
..iii) Make Combat Rolls - NA
..iv) Assign Hits - NA
..v) Retreat - NA

4) Invasion
..i) Bombardment - NA
..ii) Commit Ground Forces - NA
..iii) Space Cannon Defense - NA
..iv) Ground Combat - NA
..v) Establish Control - NA


5) Production - NA





Victory Points: 5
Strategy Card:
Command Pools: 2T | 7F | 0S
Goods: 0/4 C | 0 TG
Action Cards: 5
Promissory Notes: 1 Jol-Nar, 2 Hacan,1 Creuss, 1 Sardakk
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Nar (2/3)
+ Rarron (0/3)
+ Jol (1/2)
+ Qucen'n (1/2)
+ Mellon (0/2)
+ Arnor (2/1)
+ Lor (1/2)


Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Duranium Armor --During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Research Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II
+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II

Other:
+ Trade Convoys - Can trade with non-neighbors

This post has been edited by twelve: 11 June 2018 - 03:36 AM

I don't know what I'm doing but it sounds good.
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#358 User is offline   Tapper 

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  • Location:Delft, Holland.

Posted 12 June 2018 - 12:04 PM

Posted Image




Secondary of Politics: no activation.



Tactical Action:

1) Activation - Activate Mehar Xull

2) Movement
..i) Move Ships

From Home System:
+ 1 Fighter
+ 1 Carrier w/ 1 Infantry
3) Space Combat - n/a
4) Invasion - land 1 infantry on Mehar Xull
4) Production - produce 2 Fighters (discount for Sarween Tools.




Victory Points: 5
Strategy Card: IMPERIAL
Command Pools: 1T | 5F | 0S
Goods: 0/3 C | 4 TG
Action Cards: 4
Promissory Notes: 3 Sardakk, 1 Nekro, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 2 unfulfilled



Planets:
+ Quinarra (3/1)
+ Tren'lak (1/0)
+ Mehar Xull (1/3 Red tech)
+ Zej Rajja (2/1)
+ Tura Nora (2/0)
+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)
+ Lodor (3/1)

Technologies:
+ Neural Motivators (draw 2 action cards instead of 1)
+ Fighter II (pewpewpewpew --> fighter becomes cost 0.5, 8 hit, 2 move)
+ Exotrireme II (blow 3 ships up, one of which is this)
+ Carrier II (carry 2 extra thingies one hex further)
+ Sarween Tools (reduce total production cost by 1)
+ Gravity Drive (use to increase the movement of 1 ship by 1).
+ Daxcive Animators (place 1 infantry on a planet after winning a ground combat)

Other:
+ support for the Throne from Nekro Virus

This post has been edited by Tapper: 12 June 2018 - 12:05 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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#359 User is offline   Blend 

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Posted 12 June 2018 - 02:29 PM

Posted Image

PASS




Victory Points: 3

Strategy Card: WARFARE
Command Pools: 0T | 3F | 1S
Goods: 0/6 C | 8 TG
Action Cards: 2
Promissory Notes: 1 Hacan, 1 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Lodd Eru (3/0, red tech)
+ Ensapta (0/2)
+ Thibah (1/1, blue tech)
+ Lodor (3/1)


Technologies:
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Fleet Logistics (During each of your turns of the action phase, you may perform 2 actions instead of 1.)
+ Sarween Tools (When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.)
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2)
+ Production Biomes ® (Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.)
+ XRD Transporters (Upgrades your Carrier blueprints to Carrier II.)
+ Type IV Drive (Upgrades your Dreadnought blueprints to Dreadnought II.)
[/quote]
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
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#360 User is offline   Tattersail_ 

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  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 12 June 2018 - 02:34 PM

Posted Image

Pass




Victory Points: 4


Strategy Card: Leadership
Command Pools: 0T | 6F | 0S
Goods: 0/4 C | 0 TG
Action Cards: 1
Promissory Notes: 1 Creuss, 2 Mentak
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Creuss (4/2)
+ New Albion (1/1, green tech)
+ Starpoint (3/1)
+ Herrah VI (1/1)

+ Nevant (1/2, blue tech)
+ Abyz (3/0)
+ Fria (2/0)

Technologies:
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Wormhole Generator ® -- At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home planet that does not contain another player's ships.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Dimensional Splicer ® -- At the start of a space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to one of your opponents ships.
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Mobile Base -- Allows you to build War Suns
+ Type IV Drive -- Upgrades Dreadnoughts into Dreadnought II

Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak
Apt is the only one who reads this. Apt is nice.
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