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Twilight Imperium (I) - Game Thread

#361 User is offline   Nicodimas 

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Posted 12 June 2018 - 03:38 PM

Posted Image

Give Tattersail 5 TG <+1 if I feel compelled to steal one>

Play Diplomacy on Moll Primus.





Victory Points: 4

Strategy Card: DIPLOMACY
Command Pools: 1T | 2F | 0S
Goods: 0/2 C | 6 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)
-If it's ka it'll come like a wind, and your plans will stand before it no more than a barn before a cyclone
0

#362 User is offline   Gnaw 

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Posted 12 June 2018 - 04:40 PM

Posted Image


Secondary: none




Quote

AJ | Plague | Play as an Action | Choose a planet that is controlled by another player. Roll 1 die for each infantry on that planet. For each result of 6 or greater destroy 1 of those units.



The weekly supply ship to Mecatol Rex brings Nekro syphillis this time...

1d10 = 7
1d10 = 1
1d10 = 6
1d10 = 10
1d10 = 4
1d10 = 4
1d10 = 10
1d10 = 10
1d10 = 6
1d10 = 7

7 of them die of plague. 3 remain on Mecatol Rex.

1d10 = 9
1d10 = 1
1d10 = 8
1d10 = 4
1d10 = 3
1d10 = 1
1d10 = 8

Of those 7, 3 are resynthesized on Jord.




Victory Points: 2
Strategy Card: Politics
Command Pools: 2T | 3F | 0S
Goods: 0/3 C | 8 TG
Action Cards: 5
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

This post has been edited by D'rek: 13 June 2018 - 03:06 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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#363 User is offline   Khellendros 

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Posted 12 June 2018 - 04:45 PM

Posted Image





Secondary Strategic Actions:

NO Diplomacy secondary.





Gen Synthesis: Resynthesise on Jord 3 Spec Ops II downed in the epidemic on Mecatol Rex who remembered to update their DNA signatures.





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: 12 June 2018 - 06:59 PM

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

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Posted 12 June 2018 - 08:53 PM

Activate Wellon

Move flagship, dreadnought, 2 carriers with 6 fighters to Wellon. One infantry from retillion and pick up 4 from gwynan.

Invade Wellon.

------

PDS fire (w/ Plasma Scoring) -> [1, 7] >>>AMDef>>> [0, 6] -> IH's dread flagship sustains damage

--- Space Combat Round 1 ---

Nico's Carrier -> [9] -> 1 hit

Flagship -> [5, 10] -> 2 hits
1x Dreadnought -> [1]
2x Carrier II -> [2, 6]
6x Fighter -> [4, 7, 8, 5, 4, 2]
5x Infantry

IH loses 1 fighter. Nico loses his carrier and the two onboard infantry.

IH wins the battle.
Salvage Operations -> Nico gains 1 trade good.


Bombardment -> [1]

--- Ground Combat Round 1 ---

Nico: 3x Infantry -> [8, 6, 3] -> 1 hit
IH: 5x Infantry -> [5, 4, 2, 2, 3]

--- Round 2 ---
Nico: 3x Infantry -> [3, 8, 7] -> 1 hit
IH: 4x Infantry -> [2, 2, 3, 2]

--- Round 3 ---
Nico: 3x Infantry -> [1, 7, 7]
IH: 3x Infantry -> [2, 9 , 6] -> 1 hit

--- Round 4 ---
Nico: 2x Infantry -> [6, 5]
IH: 3x Infantry -> [4, 7, 9] -> 1 hit

--- Round 5 ---
Nico: 1x Infantry -> [5]
IH: 3x Infantry -> [6, 8, 10] -> 1 hit


IH wins the invasion and takes control of Wellon.





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)

This post has been edited by D'rek: 13 June 2018 - 03:02 AM

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#365 User is offline   Morgoth 

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Posted 12 June 2018 - 09:59 PM

Posted Image

Diplomacy secondary - refresh Daemon and Mordai II


Activate Asteroid Field #44 - Move 4 cruisers and 4 fighters from Mordai II, initiate space combat.

Quote

BJ | Skilled Retreat | Play at the start of a space combat round | At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.


-----------

Twelve's PDS II (two w/ Plasma Scoring) -> [10, 6, 9] >>>AMDef>>> [9, 5, 8] -> 3 hits

3 of Morgoth's fighters are destroyed.

Twelve plays Skilled Retreat. All his Dreadnoughts move to Tar'mann.




Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 3T | 6F | 2S
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: 13 June 2018 - 10:05 AM

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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#366 User is offline   twelve 

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Posted 12 June 2018 - 10:19 PM

Component action play mining initiative and gain trade goods equal to a planet I control. Gain 2 trade goods for controlling Nar




Posted Image



Diplomacy Secondary - No action






Component Action - Play Mining Initiative


Quote


AI | Mining Initiative | Play as an Action | Gain trade goods equal to the resource value of a planet you control.



Gain 2 Trade Goods for Controlling Nar





Victory Points: 5
Strategy Card:
Command Pools: 2T | 7F | 0S
Goods: 0/4 C | 2 TG
Action Cards: 3
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 D'rek: 13 June 2018 - 03:25 AM

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

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Posted 13 June 2018 - 05:02 AM

Will prettify later, but: PASS
Everyone is entitled to his own wrong opinion. - Lizrad
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#368 User is offline   Nicodimas 

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Posted 13 June 2018 - 03:29 PM

View PostTapper, on 13 June 2018 - 05:02 AM, said:

Will prettify later, but: PASS


Same also passing
-If it's ka it'll come like a wind, and your plans will stand before it no more than a barn before a cyclone
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#369 User is offline   Gnaw 

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Posted 13 June 2018 - 04:38 PM

Posted Image








Tactical Action:
- activate Mecatol Rex
- move Matriarch, 4 Hybrid Crystal Fighter II ®, and 3 Infantry II to Rex (leave 1 Infantry on Bootha)
- blow up that destroyer
- invade
- burn Sol carcasses without touching them; no Nekro syphillis for us!



2) MOVEMENT

Khell's PDS Fire -> [4] >>>AMDef>>> [3]

ItGnaw's PDS fire (w/ Plasma Scoring) -> [3, 1, 6] >>>AMDef>>> [2, 0, 5] -> 1 hit. Khell's Destroyer is destroyed.


3) SPACE BATTLE - n/a


4) INVASION

ItGnaw commits 4 HCFighter IIs and 3 Infantry IIs.

Khell's Space Cannon Defense -> [3]

Ground Combat:

--- Round 1 ---

ItGnaw 4x HCFighter II (c7) -> [8, 2, 10, 4] -> 2 hits
ItGnaw 3x Infantry II (c7) -> [1, 5, 1]

Khell 3x Spec Ops II (c6) -> [4, 7, 8] -> 2 hits

Khell loses 2 Spec Ops II. Gen Synthesis -> [5, 9] both resynthesize on Jord.
ItGnaw loses 2 Infantry II. Gen Synthesis -> [9, 2] one resynthesizes on Maaluk/Druaa.


--- Round 2 ---

ItGnaw 4x HCFighter II (c7) -> [10, 8, 3, 4] -> 2 hits
ItGnaw 1x Infantry II (c7) -> [9] -> 1 hit

Khell 1x Spec Ops II (c6) -> [9] -> 1 hit

Khell loses 1 Spec Ops II. Gen Synthesis -> [7] it resynthesizes on Jord
ItGnaw loses 1 HCFighter II.


ItGnaw wins the ground combat.
Daxcive Animators -> ItGnaw places 1 infantry on Mecatol Rex.

Establish Control: Khell's PDS is removed.





Victory Points: 2
Strategy Card: Politics
Command Pools: 1T | 3F | 0S
Goods: 0/3 C | 8 TG
Action Cards: 5
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)
+ Mecatol Rex (1/6)

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
"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
0

#370 User is offline   Imperial Historian 

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Posted 13 June 2018 - 05:41 PM

Pass
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#371 User is offline   D'rek 

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Posted 13 June 2018 - 05:52 PM

Posted Image

Tactical Action:

--Activate mordai II
--move carrier into the system
--build 1 dreadnaught, 1 cruiser and 4 fighters for 8, exhausting Mordai II and Daemon.







Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 2T | 6F | 2S
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)

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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#372 User is offline   D'rek 

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Posted 13 June 2018 - 06:07 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

#373 User is offline   twelve 

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Posted 13 June 2018 - 07:10 PM

Activate Everra

Move command ship, and carrier 1 infantry from Nar and 8 fighters don't invade






Posted Image






Tactical Action

1) Activation - Everra

2) Movement
..i) Move Ships - From Jol/Nar system move J.N.S. Hylarim, 1 carrier, 1 infantry from Nar and 8 fighters
..ii) Space Cannon Offense (Active Player) - 2 PDS with +1 for Plasma Scoring

Twelve's PDS -> [7, 9, 4] >>>AMDef>>> [6, 8, 3] -> 2 hits. IH's Carrier is destroyed.

..iii) Space Cannon Offense (Others) - NA

3) Space Combat - n/a
4) Invasion - n/a
5) Production - NA




Victory Points: 5
Strategy Card:
Command Pools: 1T | 7F | 0S
Goods: 0/4 C | 2 TG
Action Cards: 3
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 D'rek: 14 June 2018 - 01:44 AM

I don't know what I'm doing but it sounds good.
0

#374 User is offline   Gnaw 

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Posted 13 June 2018 - 09:26 PM

Posted Image


one infantry resynthesizes on Maaluk






Tactical Action:
-
activate Dal Bootha/Xxehan
- build a cruiser and 2 fighters. -2TG






Victory Points: 2
Strategy Card: Politics
Command Pools: 0T | 3F | 0S
Goods: 0/3 C | 6 TG
Action Cards: 5
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)
+ Mecatol Rex (1/6)

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
[/quote]
"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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#375 User is offline   D'rek 

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Posted 14 June 2018 - 01:46 AM

Posted Image

PASS





Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 2T | 6F | 2S
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)

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

#376 User is offline   D'rek 

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Posted 14 June 2018 - 01:48 AM

Posted Image


Component Action:

Quote

AE | Ghost Ship | Play as an Action | Place a destroyer in an non-home system that contains a wormhole and does not contain other player's ships


Place a Destroyer in the alpha wormhole system.





Victory Points: 5
Strategy Card:
Command Pools: 1T | 7F | 0S
Goods: 0/4 C | 2 TG
Action Cards: 2
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

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

#377 User is offline   D'rek 

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Posted 14 June 2018 - 01:49 AM

Posted Image

PASS





Victory Points: 2
Strategy Card: Politics
Command Pools: 0T | 3F | 0S
Goods: 0/3 C | 6 TG
Action Cards: 5
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)
+ Mecatol Rex (1/6)

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

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

#378 User is offline   twelve 

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Posted 14 June 2018 - 02:03 AM

Posted Image


Pass (Unless Gnaw gets to shoot at my destroyer which he shouldn't be able to as it wasn't a tactical action)





Victory Points: 5
Strategy Card:
Command Pools: 1T | 7F | 0S
Goods: 0/4 C | 2 TG
Action Cards: 2
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: 14 June 2018 - 02:43 AM

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

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Posted 14 June 2018 - 03:10 AM

Posted Image

Status Phase 5 - Start


Updated Map:

Spoiler




Current Points:

Khell: 7 VP ( PO: 3 | SO: 0 | SftT: Twelve | Custodians Token | Imperial x2)

Twelve: 5 VP ( PO: 3 | SO: 2 )
Tapper: 5 VP ( PO: 4 | SO: 0 | SftT: Morgoth )

Tatts: 4 VP ( PO: 2 | SO: 1 | SftT: Nico )
Morgoth: 4 VP ( PO: 2 | SO: 1 | SftT: Tapper )
IH: 4 VP ( PO: 2 | SO: 0 | SftT: Blend, Khell )
Nico: 4 VP ( PO: 2 | SO: 0 | SftT: Tatts, IH )

Blend: 3 VP ( PO: 2 | SO: 1 )

ItGnaws: 2 VP ( PO: 1 | SO: 1 )




Public Objectives:


Erect a Monument -- 1VP -- Status Phase -- Spend 8 resources.
Fulfilled by: Tatts, Blend, Morgoth, Nico, Khell

Lead From the Front -- 1VP -- Status Phase -- Spend a total of 3 tokens from your tactic and/or strategy pools.
Fulfilled by: IH, Tapper

Diversify Research -- 1VP -- Status Phase -- Own 2 technologies in each of 2 colors.
Fulfilled by: Twelve, Khell, Tatts, IH

Negotiate Trade Routes -- 1VP -- Status Phase -- Spend 5 trade goods.
Fulfilled by: Khell, Twelve, Blend, Nico

Expand Borders -- 1VP -- Status Phase -- Control 6 Planets in non-home systems.
Fulfilled by: Morgoth, Tapper, Twelve, ItGnaws

Revolutionize Warfare -- 2VP -- Status Phase -- Own 3 unit upgrade technologies.
Fulfilled by: Tapper

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

#380 User is offline   Gnaw 

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Posted 14 June 2018 - 03:37 AM

Posted Image


Score Objectives:

Score Public Objective: Revolutionize Warfare
Score Secret Objective: Establish a Perimeter -- 1VP -- Status Phase -- Have 4 PDS units on the game board.

Draw Action Cards: Draw 2 action cards (Neural Motivator).

Gain/Redistribute Command Tokens: Gain 2 command tokens 1 tactical, 1 strategic, move 1 fleet -> strategic

Ready Cards: Ready All Planets

Repair Units: N/A

Return Strategy Card: Return card.




Victory Points: 5
Strategy Card:
Command Pools: 1T | 2F | 2S
Goods: 0/3 C | 6 TG
Action Cards: 7
Promissory Notes: 5 Naalu
Secret Objectives: 2 fulfilled | 1 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)
+ Mecatol Rex (1/6)

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.
+ [b]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
"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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