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

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Twilight Imperium (I) - Game Thread

#401 User is offline   Tapper 

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Posted 17 June 2018 - 03:52 PM

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Strategy Phase




Select POLITICS




Victory Points: 5
Strategy Card: POLITICS
Command Pools: 2T | 5F | 1S
Goods: 0/3 C | 4 TG
Action Cards: 3
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 (3/3 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: 19 June 2018 - 12:32 PM

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#402 User is offline   Morgoth 

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Posted 17 June 2018 - 04:28 PM

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Strategy Phase

Select Leadership





Victory Points: 7

Strategy Card: Leadership
Command Pools: 3T | 6F | 3S
Goods: 0/3 C | 1 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 fulfilled | 1 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: 19 June 2018 - 12:35 PM

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#403 User is offline   Khellendros 

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Posted 17 June 2018 - 09:11 PM

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STRATEGY PHASE:






Sol selects the DIPLOMACY strategy.






CURRENT STATUS

Victory Points: 7

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

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ 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)
"I think I've made a terrible error of judgement."
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#404 User is offline   twelve 

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Posted 17 June 2018 - 09:55 PM

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Construction





Victory Points: 8
Strategy Card: Construction
Command Pools: 2T | 8F | 1S
Goods: 0/4 C | 2 TG
Action Cards: 3
Promissory Notes: 2 Jol-Nar, 2 Hacan,, 1 Sardakk
Secret Objectives: 3 fulfilled | 0 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: 18 June 2018 - 02:18 PM

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

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Posted 17 June 2018 - 10:05 PM

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LOGISTICS




Victory Points: 4

Strategy Card: LOGISTICS
Command Pools: 2T | 3F | 2S
Goods: 0/6 C | 8 TG
Action Cards: 3
Promissory Notes: 2 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)


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.)
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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#406 User is offline   Imperial Historian 

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Posted 17 June 2018 - 10:05 PM

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Warfare

Victory Points: 6
Strategy Card: Warfare
Command Pools: 1T | 5F | 2S
Goods: 0/3 C | 6TG
Action Cards: 11
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 sol
Secret Objectives: 1 fulfilled | 2 unfulfilled

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

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.)
+ 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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#407 User is offline   Nicodimas 

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Posted 18 June 2018 - 03:52 PM

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Nico Chooses Trade





Victory Points: 4

Strategy Card: DIPLOMACY
Command Pools: 2t | 2F | 1s
Goods: 0/2 C | 6 TG
Action Cards: 3
Promissory Notes: 2 Mentak, 1 Creuss, 2 Yssaril, 1 Nekro, 1 Sol
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)


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)

This post has been edited by D'rek: 19 June 2018 - 12:46 PM

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#408 User is offline   D'rek 

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Posted 18 June 2018 - 04:45 PM

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Action Phase 6 - Start

Initiative Order is: ItGnaws > Morgoth > Khell > Tapper > Twelve > Nico > IH > Tatts > Blend >




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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#409 User is offline   Gnaw 

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Posted 18 June 2018 - 05:25 PM

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Strategic Action: Play Imperial card
--Fulfill Public Objective: Establish Trade Routes. Spend 5 trade goods. Gain 1 VP.
--Gain 1 VP for controlling Mecatol Rex.




Victory Points: 7
Strategy Card:
Command Pools: 1T | 2F | 2S
Goods: 0/3 C | 1 TG
Action Cards: 3
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

Edit: had remaining trade goods number wrong

This post has been edited by Gnaw: 19 June 2018 - 02:29 AM

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#410 User is offline   Morgoth 

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Posted 18 June 2018 - 08:13 PM

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Activate Jol Nar - move flagship and both dreadnoughts pluss 7 gfs from Mellon-Zohbat, also move three cruisers and the fighter from the asteroid belt (picking up the 6th and 7th GF from Zohbat). Invade both planets.




Morgoth:
+ Alastor
+ 2x Dreadnought II
+ 3x Cruiser II
+ 1x Hybrid Crystal Fighter II


Twelve:
+ 2x Cruiser II
+ 2x Fighter


Twelve's PDS Fire (w/ Plasma Scoring + Graviton Laser System) -> [4, 2, 7, 4] >>>AMDef>>> [3, 1, 6, 3] -> 1 hit

The Alastor sustains damage.


=== SPACE BATTLE ===

ROUND 1

Morgoth:
+ Alastor * (c9 x2) -> [5, 7]]
+ 2x Dreadnought II (c5) -> [9, 9] -> 2 hits
+ 3x Cruiser II (c6) -> [5, 5, 1]
+ 1x Hybrid Crystal Fighter II (c7) -> [7] -> 1 hit
+ 7x Space-faring Spec Ops II (c6) -> [8, 10, 6, 8, 4, 8, 4] -> 5 hits


Twelve:
+ 2x Cruiser II (c7) -> [2, 2]
+ 2x Fighter (c10) -> [4, 1]


Twelve takes 8 hits. Everything blows up.
Duranium Armor -> Morgoth repairs The Alastor.

Nekro Virus copies Sarween tools

Invade Nar with 4 GFs and Jol with 3 GFs

===== NAR INVASION ======

Space Cannon Defense -> [9, 10] >>>AMDef>> [8, 9] -> 2 hits -> Morgoth loses 2 Spec Ops II

--- Round 1 ---

Twelve plays a PN:

Quote

TEKKLAR LEGION | Play at the start of an invasion combat | Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of their unit's combat rolls during this combat. Then, return this card to the N'orr player.


Morgoth: 2x Spec Ops II (c6) -> [6, 9] -> 2 hits
Twelve: 2x Infantry (c9) -> [8, 2] >>>TekklarLegion>>> [9, 3] -> 1 hit

Morgoth loses 1 Spec Ops II. Twelve loses both infantry.
Morgoth copies the technology: Plasma Scoring

Morgoth wins. Twelve's PDS and Space Dock are removed.

Dacxive Animators: Morgoth adds 1 infantry to Nar.
Integrated Economy: Morgoth exhausts Tar'mann for 1 resource and builds 2 infantry.


===== JOL INVASION ======

Space Cannon Defense -> [2, 5] >>>AMDef>>> [1, 4]

--- Round 1 ---

Morgoth: 3x Spec Ops II (c6) -> [5, 7, 3] -> 1 hit
Twelve: 2x Infantry (c9) -> [10, 2] -> 1 hit

Each lose 1.
Morgoth copies the technology: XRD Transporters

--- Round 2 ---

Morgoth: 2x Spec Ops II (c6) -> [6, 1] -> 1 hit
Twelve: 1x Infantry (c9) -> [8]

Twelve loses 1 infantry. Morgoth wins. Twelve's PDS and Space Dock are removed.

Dacxive Animators: Morgoth adds 1 infantry to Nar.
Integrated Economy: Morgoth exhausts Zohbat for 3 resources (but can only use 2) and builds 4 infantry.


Morgoth's Gen Synthesis rolls -> [5, 8, 1, 5] -> 3 Spec Ops II are resynthesized on Mordai II.







Victory Points: 7

Strategy Card: Leadership
Command Pools: 3T | 6F | 3S
Goods: 0/3 C | 1 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 fulfilled | 1 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)
+ Jol (2, 3)
+ Nar (1, 2)

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.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ 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
+ 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.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ XRD Transporters (Carrier 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)
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#411 User is offline   Khellendros 

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Posted 18 June 2018 - 08:36 PM

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ACTION PHASE:






Secondary Strategic Actions:

IMPERIAL: Spend 1 SCT to take a secret objective.






Tactical Action:

ACTIVATE: Saudor
MOVE: 1 Advanced Carrier II with 5 Spec Ops II and 1 Fighter from Mallice through the alpha wormhole in Lazar-Sakulag to Saudor via Jord (picking up 2 Fighters from Jord) (Gravity Drive).
SPACE COMBAT: N/A.
INVADE: 5 Spec Ops II to Saudor.
PRODUCE UNITS: N/A.






CURRENT STATUS

Victory Points: 7

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

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ 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)
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#412 User is offline   Tapper 

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Posted 19 June 2018 - 07:32 AM

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no Secondaries




TACTICAL: Activate Thibah.

Movement: move one Carrier from Lodor with 4 Infantry to Thibah.
Space combat: NA
Ground combat: invade with all ground forces, fight to the death.


==== THIBAH INVASION =====

No PDS fire.

--- Round 1 ---

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

Blend loses 2 infantry.

Tapper wins. Blend's Space Dock is removed.

Dacxive Animators -> Tapper gets 1 infantry on Thibah






Victory Points: 5
Strategy Card: POLITICS
Command Pools: 1T | 5F | 1S
Goods: 0/3 C | 4 TG
Action Cards: 3
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 (3/3 Red tech)
+ Zej Rajja (2/1)
+ Tura Nora (2/0)
+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)
+ Lodor (3/1)
+ Thibah (1/1 Blue tech)

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: 19 June 2018 - 02:49 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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#413 User is offline   twelve 

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Posted 20 June 2018 - 05:56 AM

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Strategic Action : Construction Place 2 PDS on Qucen'n





Victory Points: 8
Strategy Card: Construction
Command Pools: 2T | 8F | 1S
Goods: 0/4 C | 2 TG
Action Cards: 3
Promissory Notes: 2 Jol-Nar, 2 Hacan
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Rarron (0/3)
+ 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: 20 June 2018 - 03:55 PM

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

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Posted 20 June 2018 - 04:03 PM

Nico Plays TRADE

Free Refresh to Tatts
Free Refresh to 12

Swap Commodities with Tatts <if he wants too>




Victory Points: 4

Strategy Card: Trade
Command Pools: 2t | 2F | 1s
Goods: 2/2 C | 9 TG
Action Cards: 3
Promissory Notes: 2 Mentak, 1 Creuss, 2 Yssaril, 1 Nekro, 1 Sol
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)


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)

This post has been edited by Nicodimas: 20 June 2018 - 04:06 PM

-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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#415 User is offline   Imperial Historian 

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Posted 20 June 2018 - 08:48 PM

Posted Image
Play warfare on flagship

Victory Points: 6
Strategy Card: Warfare
Command Pools: 1T | 5F | 2S
Goods: 0/3 C | 6TG
Action Cards: 11
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 sol
Secret Objectives: 1 fulfilled | 2 unfulfilled

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

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.)
+ 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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#416 User is offline   Tattersail_ 

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Posted 21 June 2018 - 08:39 AM

Posted Image

Free trade refresh - I assume IH is going to use my Trade PN, if not swap commodities with Nico. IH uses Trade PN; Nico pillages 1 tg from IH.


Warfare Secondary - Build Hil Colish, Destroyer x 2, 4 infantry (destroy one) in Creuss. Cost 11 Resources. Exhaust Abyz (3), Fria (2), Starpoint (3), New Albion (1) and Herrah (1) and use 1 TG.

SPY NET (Yssaril) | Play at the start of your turn | Look at the Yssaril player's hand of action cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.

Take agreed upon action card.

Activate Vefut II

Move Flagship using slipstream and gravity Drive, Dreadnought slipstream, Destroyer slipstream x 2 with 4 infantry from Creuss and Carrier with 2 fighters and 1 infantry from Nevant to Vefut II and invade.


PDS Fire (w/PlSc) -> [2, 3, 1]


===== SPACE BATTLE =====

Tatts' Anti-Fighter Barrage (afb 9) -> [1, 3, 2, 5]

Tatts:
+ Hil Colish (c5) -> [3]
+ Dreadnought II (c5) -> [8] -> 1 hit
+ 2x Destroyer (c9) -> [3, 3]
+ Carrier (c9) -> [7]
+ 2x Fighter (c9) -> [9, 10] -> 2 hits

ItGnaw:
+ 1x HCFighter II (c7) -> [9] -> 1 hit

Tatts' Dreadnought II sustains damage.
Gnaw's fighter is destroyed.

===== INVASION =====

Space Cannon Defense -> [3, 1]

Round 1
Tatts: 5x Infantry (c8) -> [4, 2, 4, 4, 2]
ItGnaw: 2x Infantry (c7) -> [1, 2]


Round 2
Tatts: 5x Infantry (c8) -> [7, 5, 1, 8, 9] -> 2 hits
ItGnaw: 2x Infantry (c7) -> [1, 5]


ItGnaws' infantry are destroyed. Tatts wins the battle.






Victory Points: 5


Strategy Card:-
Command Pools: 1T | 5F | 0S
Goods: 0/4 C | 3 TG
Action Cards: 3
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)

+ Vefut II (2/2)

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

This post has been edited by D'rek: 26 June 2018 - 02:19 PM

Apt is the only one who reads this. Apt is nice.
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#417 User is offline   Blend 

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Posted 21 June 2018 - 01:55 PM

Posted Image

Activate Trade Secondary.
Refresh Commodities
Twelve uses the Hacan Trade Agreement. (Note: Nico does not pillage)


Activate Warfare Secondary.
Exhaust Lodd Eru and Hercant for 4 Resources.
Produce 1 Carrier, 4 Infantry on Arretze (Cost = 5-1 (Sarween) = 4).




Tactical Action:
Activate Thibah.
Move 1 Carrier, 1 Dreadnought, 6 Infantry (leaving 1 on Arretze) to Thibah.
Sustain damage on the Dread if necessary.
Bombard.
Invade Thibah with 6 infantry.

===== SPACE BATTLE =====

Tapper:
+ Carrier II (c8) -> [3]

Blend:
+ Dreadnought II (c5) -> [6] -> 1 hit
+ Carrier II (c9) -> [1]

Tapper's Carrier is destroyed.

===== INVASION =====

Bombardment -> [6] -> Tapper loses 1 infantry


Round 1
Tapper: 4x Infantry (c7) -> [3, 1, 10, 3] -> 1 hit
Blend: 6x Infantry (c8) -> [8, 6, 6, 6, 8] -> 2 hits


Round 2
Tapper: 2x Infantry (c7) -> [4, 4]
Blend: 5x Infantry (c8) -> [5, 2, 10, 1, 3] -> 1 hit


Round 3
Tapper: 1x Infantry (c7) -> [9] -> 1 hit
Blend: 5x Infantry (c8) -> [5, 6, 6, 8, 10] -> 2 hits


Blend wins the battle with 4 Infantry remaining.



Action # 2:
Activate Production Biomes (1ST)
Gain 4TGs, Provide 2TGs to IH Nico pillages 1tg from IH





Victory Points: 4

Strategy Card: LOGISTICS
Command Pools: 1T | 3F | 0S
Goods: 0/6 C | 12 TG
Action Cards: 3
Promissory Notes: 2 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)


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.)

This post has been edited by D'rek: 26 June 2018 - 02:17 PM

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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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#418 User is offline   D'rek 

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Posted 22 June 2018 - 04:38 AM

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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#419 User is offline   Gnaw 

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Posted 22 June 2018 - 04:54 AM

Posted Image

Secondary Actions:
- construction: build PDSII on Maaluuk. -1CT
- trade: replenish commodities -1CT
- warfare: none

Initiate 2:2 with Tapper and 1:1 with Morgoth - Neither of these players have any commodities and I assume they aren't willing to trade you tgs for free? Please specify.




Tactical action:
- activate Dal Bootha/Xxeehan,
- move flagship, 2 fighters, 1 infantry from Rex.
- Destroy cruiser.
- invade Dal Bootha with the 1 infantry
- production: build 1 fighter and 2 infantry (exhaust Xxeehan)





Victory Points:
7
Strategy Card:
Command Pools: 1T | 2F | 2S
Goods: 0/3 C | 1 TG
Action Cards: 3
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

This post has been edited by D'rek: 24 June 2018 - 03:41 AM

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#420 User is offline   Morgoth 

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Posted 23 June 2018 - 11:49 AM

Posted Image

Assemble GFs on Mordai II

Secondary

Construction - Spend one strategic token to build a pds on Nar
Warfare - Spend one strategic token to build 1 Dreadnaught, 1 Cruiser and 4 fighters on Mordai II. Exhaust Bereg and Daemon for 7 resources
Trade - Spend one strategic token to refresh commodities, offering 1 to Gnaw and 1 to Tapper.

Play Leadership
- exhaust Arinam, Meer and Lirta for 6 tokens.




Victory Points: 7

Strategy Card: Leadership
Command Pools: 4T | 6F | 4S
Goods: 1/3 C | 3 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 fulfilled | 1 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)
+ Jol (2, 3)
+ Nar (1, 2)

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.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ 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
+ 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.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ XRD Transporters (Carrier 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: 26 June 2018 - 07:54 AM

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It's decent in the first of gentlemen
To speak friendly, Even to the devil
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