Twilight Imperium (II) - Game Thread
#361
Posted 18 September 2018 - 03:17 PM
imperial I think is what's left? Shocked khell didn't take it.
#362
Posted 18 September 2018 - 04:12 PM
The Saar play:
Quote
ACQUIESENCE (Winnu) | At the end of the strategy phase: Exchange 1 of your strategy cards with a strategy card that was chosen by the Winnu player. Then, return this card to the Winnu player.
"I think I've made a terrible error of judgement."
#363
Posted 18 September 2018 - 04:42 PM

Action Phase 6 - Start
Initiative Order is as follows: Morgoth -> Tapper -> Gnaw -> Nom -> D'rek -> Khell -> Tatts -> Twelve -> IH
This post has been edited by Galactic Council: 18 September 2018 - 11:20 PM
#364
Posted 18 September 2018 - 08:24 PM

Activate Dal Bootha-Xxehan
Build 1 destroyer, 2 cruisers and 2 Lethani Warriors (1 on each planet) for 6 resources, exhausting Zohbat, Xxehan and using 1 TG + sarween tools.
CURRENT STATUS
Victory Points: 8
Strategy Card: Leadership
Command Pools: 2T | 3F | 3S
Goods: 0/3 C | 1 TG
Action Cards: 6
Promissory Notes: 2 Arborec, 1 Mentak, 1 Creuss, 1 Saar
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Nestphar (3/2)
+ Mellon (0/2)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ Dal Bootha (0/2)
Technologies:
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+ Sarween tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Neural Motivators -- 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.
+ Hyper Metabolism -- Gain 3 command tokens (instead of 2) during status phase.
+ Letani Warrior 2 -- Upgrades your Letani Warrior blueprint to Letani Warrior 2
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ PDS 2 -- Upgrades your PDS blueprints to PDS II
Other:
- Mentak Support for the Throne (+1 VP )
- Saar Support for the Throne (+1 VP )
- Seeds of an empire (+1 VP)
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#365
Posted 19 September 2018 - 07:54 AM

Activate Jord.
Exhaust Ragh, Lisis II, Gral, Herrah VI and spend 2 TG.
Construct 1 Carrier, 1 Cruiser, 2 Fighters and 2 Infantry.
Use Fleet Logistics.
Play Diplomacy on Ragh/Lisis.
Ready Ragh and Lisis II.
CURRENT STATUS
Victory Points: 5 (2x SO, 2x PO, 1x Crown of Elisomethingorother)
Strategy Card:
Command Pools: 2T | 4F | 2S
Goods: 0/4 C | 0TG
Action Cards: 7
Promissory Notes: 5 Sol
Secret Objectives: 2 fulfilled | 1 unfulfilled
Planets:
+ Jord (4/2)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Vefut II (2/2)
+ Lisis II (1/0)
+ Ragh (2/1)
+ Tar'Mann (1/1) green tech
+ Gral (1/1)
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.
+ 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 -- Increase the movement of one of your ships by 1 on a move action.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
Everyone is entitled to his own wrong opinion. - Lizrad
#366
Posted 19 September 2018 - 08:14 AM

Secondaries: none
Strategic Action: play Politics
Speaker token to IH
CURRENT STATUS
Victory Points: 2
Strategy Card:
Command Pools: 2T | 3F | 2S
Goods: 0/4 C | 0 TG
Action Cards: 4
Promissory Notes: 2 Xxcha, 1 Hacan
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+ Archon Ren (2/3)
+ Archon Tau (1/1)
+ Daemon (4/0)
+ Saudor (2/2)
+ Everra (3/1)
+ Meer (0/4)
+ Ensapta (0/2)
+ Arinam (1/2)
Technologies:
+ 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.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Nullification Field -- After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
+ 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.
+ Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
TRADE CONVOYS (Hacan) | Action: Place this card faceup in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
Edit: forgot to assign speaker
This post has been edited by Gnaw: 19 September 2018 - 08:39 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
#367
Posted 19 September 2018 - 04:44 PM

SECONDARIES:
Diplomacy: none
Politics:Ønone
STRATEGIC ACTION: Construction
Build 1 PDS on Mehar Xull and Centauri
CURRENT STATUS
Victory Points: 7
Strategy Card:
Command Pools: 3T | 4F | 2S
Goods: 0/2 C | 0 TG
Action Cards: 7
Promissory Notes: 3 Mentak 1 Saar 1 Arborec
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Mehar Xull (1/3, tech)
+ Corneeq (1/2)
+ Resculon (2/0)
+ Centauri (1/3)
+ Wellon (1/2, tech)
+ Silvano (2/2, tech)
Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes -- You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources of influence instead of 1.
+ 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.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Arborec Support for the Throne -- + 1 VP
All things fall from kings to rose petals
#368
Posted 19 September 2018 - 04:57 PM

Secondaries
CONSTRUCTION - Place 1 CT in Starpoint/New Albion; place a PDS on Starpoint.
Strategic Action: TRADE
> Gain 3 trade goods
> Refresh 2 commodities
> Free refresh granted to Khell (and Tatts automatically)
CURRENT STATUS
Victory Points: 5
Strategy Card:
Command Pools: 3T | 4F | 2S
Goods: 2/2 C | 3 TG
Action Cards: 5
Promissory Notes: 3 L1Z1X, 1 Hacan, 1 Creuss
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ Tura Nora (2/0)
+ Nevant (1/2, blue spc.)
+ Gwynan(3/1)
+ Starpoint (3/1)
+ New Albion (1/1, green spc.)
+ Arnor (2/1)
+ Lor (1/2)
+ Lazar (0/1, yellow spc.)
+ Mallice (0/3)
+ [0.0.0] (5/0)
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.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat on a planet that contains one or more of your units that have Planetary Shield; your opponent cannot make combat rolls during this combat round.
+ Super-Dreadnought II
+ Deep Space Cannon (PDS II)
Other:
+ Support for the Throne from Creuss
#369
Posted 19 September 2018 - 05:05 PM

ACTION PHASE:
Secondary Strategic Actions:
Diplomacy: No action.
Politics: Spend 1 SCT and draw 2 action cards.
Construction: No action.
Trade: Refresh commodities.
Tatts plays the following promissory note:
Quote
TRADE AGREEMENT (Saar) | Play when the Saar player replenishes commodities | The Saar player gives you all of his commodities. Then, return this card to the Saar player.
Strategic Action:
WARFARE: Play on a dreadnaught in the nebula.
CURRENT STATUS
Victory Points: 3
Strategy Card:
Command Pools: 3T | 4F | 0S
Goods: 3/3 C | 0 TG
Action Cards: 5
Promissory Notes: 1 Saar, 1 Mentak, 1 Winnu
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Mecatol Rex (1/6)
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.
+ Chaos Mapping -- Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has PRODUCTION.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Floating Factory II -- Upgrades Floating Factory I to Floating Factory II
+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.
Other:
+ Mentak 'Promise of Protection' promissory note (Mentak cannot pillage)
+ Custodians Token (+1 VP)
+ Prophecy of Ixth (Fighters have +1 combat rolls)
This post has been edited by Galactic Council: 19 September 2018 - 10:32 PM
"I think I've made a terrible error of judgement."
#370
Posted 19 September 2018 - 08:02 PM

Exchange action card with Twelve
Secondary Strategic Actions:
Diplomacy: No action.
Politics: No action
Construction: No action.
Trade: Refresh commodities.
Use Khell's trade PN give him 1 TG back
Offer Trade to D'rek 2:2 commodities
Offer open to all players, 4 commodities available. First come first serve.
Tactical Action
Activate New Albion system move dreadnought and 1 infantry from Abyz and invade.
CURRENT STATUS
Victory Points: 5
Strategy Card: Technology
Command Pools: 2T | 5F | 2S
Goods: 6/6 C | 4 TG
Action Cards: 4
Promissory Notes: 1 Hacan 2 Xxcha, 1 L1Z1X, 2 Winnu
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Fria (2/0)
+ Lazar (1/0)
+ Sakalug (2/1)
+ Thibah (1/1)
+ABYZ (3/0)
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.
+ 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
+ Dacxive Animators -- After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Production Biomes -- ACTION: 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.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Enviro Compensator -- Upgrades your Space Dock blueprints to Space Dock II.
+ Xxcha - Support for the Throne
+ Winnu - Support for the Throne
This post has been edited by Tattersail_: 20 September 2018 - 07:57 AM
Apt is the only one who reads this. Apt is nice.
#371
Posted 19 September 2018 - 08:08 PM
Use whatever action card tatts gave me on where he wants me to play it.
Use unstable planet on mansa III. Exhaust it, kill up to 3 troops.
Use unstable planet on mansa III. Exhaust it, kill up to 3 troops.
This post has been edited by twelve: 19 September 2018 - 10:52 PM
I don't know what I'm doing but it sounds good.
#372
Posted 20 September 2018 - 07:59 PM
Activate mallice
Move 3 dreadnoughts, 1 carrier, 2 fighter, 1 infantry from lirta, plus 1 dreadnought from quann to mallice, plus 1 destroyer from wormhole to mallice.
Space Cannon Offense:
Drek > PDII on Starpoint + Plasma Scoring > [2d10=9, 2] > Antimass Deflectors > [8,1] > (1 hit)
IH sustains damage on a Dread.
Kill a fighter with dimensional slicer.
Drek destroys a fighter.
Fight
Anti-Fighter Barrage:
IH > 1 Destroyer > [2d10=6, 9] > (1 hit)
Drek > 1 Destroyer > [2d10=4, 6] > (no hits)
Drek destroys 1 fighter.
Space Combat:
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer, 2 x Fighters > [8d10=3, 5, 6, 3, 3, 3, 6, 10] > (3 hits)
Drek > 2 x Dread, 1 x Destroyer, 1 x Fighters > [4d10=6, 8, 8, 6] > (2 hits)
Drek uses the following action card:
IH sustains damage on 2 dreads.
Drek sustains damage on 1 dread.
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer, 2 x Fighters > [8d10=1, 6, 9, 2, 3, 5, 1, 10] > (3 hits)
Drek > 2 x Dread, 1 x Destroyer, 1 x Fighters > [4d10=1, 7, 3, 9] > (2 hits)
Drek uses the following action card:
IH sustains damage on 1 dread, destroys 1 fighter.
Drek sustains damage on 1 dread.
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer, 1 x Fighters > [7d10=10, 3, 9, 8, 5, 6, 5] > (3 hits)
Drek > 2 x Dread, 1 x Destroyer, 1 x Fighters > [4d10=1, 10, 6, 5] > (1 hit)
IH destroys 1 fighter.
Drek destroys 1 fighter, 1 destroyer and 1 dreadnought.
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer > [6d10=4, 1, 10, 6, 10, 1] > (3 hits)
Drek > 1 x Dread > [1d10=9] > (1 hit)
IH destroys 1 destroyer.
Drek destroys 1 dreadnought.
IH wins Space Combat.
Invade mallice.
Drek uses the following action card:
Bombardment:
IH > 4 Dreads > [4d10=9, 7, 5, 9] > Bunker - [4d10=5, 3, 1, 5] > (2 hits)
Drek destroys 2 infantry.
Ground Combat:
IH > 1 Infantry > [1d10=6] > (no hits)
Drek > 1 Infantry > [1d10=3] > (no hits)
No hits.
IH > 1 Infantry > [1d10=5] > (no hits)
Drek > 1 Infantry > [1d10=1] > (no hits)
No hits.
IH > 1 Infantry > [1d10=3] > (no hits)
Drek > 1 Infantry > [1d10=3] > (no hits)
No hits.
IH > 1 Infantry > [1d10=8] > (1 hit)
Drek > 1 Infantry > [1d10=7] > (no hits)
Drek destroys 1 infantry.
IH successfully invades Mallice.
Give khell trade PN
Strategy:
Victory Points: 7
Strategy Card:
Command Pools: 1T | 6F | 1S
Goods: 0/4 C | 1 TG
Action Cards: 0
Promissory Notes: 2 Creuss 1 Arborec
1 hacan
1 xxcha
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Creuss (4/2)
+ Lodd Eru (3/0)
+ Zej Rajja (2/1)
+ Quan (2/1)
+ Mansa 3 (0/1)
Lirta (2/3)
Technologies:
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ 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.
+ 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.
+ 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.
+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
Other
Hacan support for the throne
Seeds of an empire (+1VP)
Move 3 dreadnoughts, 1 carrier, 2 fighter, 1 infantry from lirta, plus 1 dreadnought from quann to mallice, plus 1 destroyer from wormhole to mallice.
Space Cannon Offense:
Drek > PDII on Starpoint + Plasma Scoring > [2d10=9, 2] > Antimass Deflectors > [8,1] > (1 hit)
IH sustains damage on a Dread.
Kill a fighter with dimensional slicer.
Drek destroys a fighter.
Fight
Anti-Fighter Barrage:
IH > 1 Destroyer > [2d10=6, 9] > (1 hit)
Drek > 1 Destroyer > [2d10=4, 6] > (no hits)
Drek destroys 1 fighter.
Space Combat:
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer, 2 x Fighters > [8d10=3, 5, 6, 3, 3, 3, 6, 10] > (3 hits)
Drek > 2 x Dread, 1 x Destroyer, 1 x Fighters > [4d10=6, 8, 8, 6] > (2 hits)
Drek uses the following action card:
Quote
BR | Shields Holding | Play during space combat | Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
IH sustains damage on 2 dreads.
Drek sustains damage on 1 dread.
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer, 2 x Fighters > [8d10=1, 6, 9, 2, 3, 5, 1, 10] > (3 hits)
Drek > 2 x Dread, 1 x Destroyer, 1 x Fighters > [4d10=1, 7, 3, 9] > (2 hits)
Drek uses the following action card:
Quote
BT | Shields Holding | Play during space combat | Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
IH sustains damage on 1 dread, destroys 1 fighter.
Drek sustains damage on 1 dread.
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer, 1 x Fighters > [7d10=10, 3, 9, 8, 5, 6, 5] > (3 hits)
Drek > 2 x Dread, 1 x Destroyer, 1 x Fighters > [4d10=1, 10, 6, 5] > (1 hit)
IH destroys 1 fighter.
Drek destroys 1 fighter, 1 destroyer and 1 dreadnought.
IH > 4 x Dread, 1 x Carrier, 1 x Destroyer > [6d10=4, 1, 10, 6, 10, 1] > (3 hits)
Drek > 1 x Dread > [1d10=9] > (1 hit)
IH destroys 1 destroyer.
Drek destroys 1 dreadnought.
IH wins Space Combat.
Invade mallice.
Drek uses the following action card:
Quote
AU | Bunker | Play at the start of Invasion combat where you are defending | During this invasion apply -4 to the result of each Bombardment roll against planets you control.
Bombardment:
IH > 4 Dreads > [4d10=9, 7, 5, 9] > Bunker - [4d10=5, 3, 1, 5] > (2 hits)
Drek destroys 2 infantry.
Ground Combat:
IH > 1 Infantry > [1d10=6] > (no hits)
Drek > 1 Infantry > [1d10=3] > (no hits)
No hits.
IH > 1 Infantry > [1d10=5] > (no hits)
Drek > 1 Infantry > [1d10=1] > (no hits)
No hits.
IH > 1 Infantry > [1d10=3] > (no hits)
Drek > 1 Infantry > [1d10=3] > (no hits)
No hits.
IH > 1 Infantry > [1d10=8] > (1 hit)
Drek > 1 Infantry > [1d10=7] > (no hits)
Drek destroys 1 infantry.
IH successfully invades Mallice.
Give khell trade PN
Strategy:
Victory Points: 7
Strategy Card:
Command Pools: 1T | 6F | 1S
Goods: 0/4 C | 1 TG
Action Cards: 0
Promissory Notes: 2 Creuss 1 Arborec
1 hacan
1 xxcha
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Creuss (4/2)
+ Lodd Eru (3/0)
+ Zej Rajja (2/1)
+ Quan (2/1)
+ Mansa 3 (0/1)
Lirta (2/3)
Technologies:
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ 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.
+ 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.
+ 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.
+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
Other
Hacan support for the throne
Seeds of an empire (+1VP)
This post has been edited by Galactic Council: 21 September 2018 - 12:36 AM
#373
Posted 21 September 2018 - 06:25 AM

Diplomacy: Refresh Zohbat and Xxehan
Politics: No action
Construction: No action.
Trade: no action
Warfare: no action
Play Leadership - Gain 3 CTS. Exhaust Mellon, Barron, Dal Bootha and Qucen'n for nine influence, for an additional 3 ct. Placing 3 in tactical and 3 in strategic supply.
CURRENT STATUS
Victory Points: 8
Strategy Card:
Command Pools: 5T | 3F | 5S
Goods: 0/3 C | 1 TG
Action Cards: 6
Promissory Notes: 2 Arborec, 1 Mentak, 1 Creuss, 1 Saar
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Nestphar (3/2)
+ Zohbat (3/1)
+ Xxehan (1/1)
Technologies:
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+ Sarween tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Neural Motivators -- 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.
+ Hyper Metabolism -- Gain 3 command tokens (instead of 2) during status phase.
+ Letani Warrior 2 -- Upgrades your Letani Warrior blueprint to Letani Warrior 2
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ PDS 2 -- Upgrades your PDS blueprints to PDS II
Other:
- Mentak Support for the Throne (+1 VP )
- Saar Support for the Throne (+1 VP )
- Seeds of an empire (+1 VP)
This post has been edited by Morgoth: 21 September 2018 - 06:26 AM
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#374
Posted 21 September 2018 - 02:29 PM

Politics: No action
Construction: No action.
Trade: no action
Warfare: no action
Leadership: exhaust Torkan (3), Vefut (2), Tar'Mann (1) for 2 CT (1 Tactical, 1 Strategic --> 3/4/3).
Activate Mallice.
Light/Wave deflector time, woohoo!
Play
Quote
CM | Flank Speed | Play immediately after you activate a system | After you activate a system: Apply +1 to the move value of each of your ships during this tactical action.
Move The Genesis with 5 fighters and its onboard infantry through Lodor (and its wormhole) to Mallice (1 regular + 1 Flank Speed = 2 movement).
Move both Carriers from Tar'Mann (carrying 2 Infantry from Tar'Mann) through Lodor (and its wormhole) to Mallice (2 regular + 1 Flank Speed = 3 movement)
Move 1 Dreadnought with Gravity Drive from Torkan-Tequ'ran through Lodor (and its wormhole) to Mallice (1 regular + 1 Flank Speed + Gravity Drive = 3 movement), carrying 1 Infantry.
Space Cannon Offense:
Drek > 1 PDS + Plasma Scoring > [2d10=8, 4] > Antimass Deflectors - [2d10=7, 3] > (1 hit)
Tapper sustains damage on a carrier.
Engage in battle.
Anti-Fighter Barrage: N/A
Announce Retreats: IH will retreat to Quann.
Space Combat:
Dimensional Splicer > Tapper destroys 1 fighter
Tapper > Flagship, 1 x Dread, 2 x Carrier, 4 x Fighter > [9d10=7, 6, 8, 6, 2, 4, 2, 7, 8] > (3 hits)
IH > 4 x Dread, 1 x Carrier > [5d10=6, 9, 1, 5, 6] > (3 hits)
IH destroys 1 carrier, 2 dreads.
Tapper sustains damage on his other carrier and his dread and destroys 1 fighter.
IH retreats 2 dreads to Quann.
If victorious, invade.
Ground Combat:
Tapper > 4 x Infantry > [4d10=5, 9, 2, 5] > (1 hit)
IH > 1 x Infantry > [1d10=6] > (no hits)
IH destroys 1 infantry.
Tapper successfully invades Mallice.
Instructions for the battle found in my PM to Blend
CURRENT STATUS
Victory Points: 5 (2x SO, 2x PO, 1x Crown of Elisomethingorother)
Strategy Card:
Command Pools: 2T | 4F | 3S
Goods: 0/4 C | 0TG
Action Cards: 7
Promissory Notes: 5 Sol
Secret Objectives: 2 fulfilled | 1 unfulfilled
Planets:
+ Jord (4/2)
+ Tequ'ran (2/0)
+ Vefut II (2/2)
+ Lisis II (1/0)
+ Ragh (2/1)
+ Herrah IV (1/1)
+ Gral (1/1)
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.
+ 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 -- Increase the movement of one of your ships by 1 on a move action.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
This post has been edited by Galactic Council: 21 September 2018 - 10:19 PM
Everyone is entitled to his own wrong opinion. - Lizrad
#375
Posted 21 September 2018 - 10:18 PM

Secondaries:
Construction: No action
Trade: -1CT refresh commodities trade 4:4 with Tatts
Warfare: -1CT
move carrier, 2 infantry, and 2 fighters from Arinam/Meer to empty hex with destroyer
Move dread and 1 fighter from Daemon to Arinam/Meer
Leadership: exhaust Archon Tau, Meer, Ensepta, Arinam, and Archon Ren for 12 influence == 4CT 3 strategic and 1 tactical
Quote
AM | Rise of a Messiah | Play as an Action | Place one infantry on each planet you control.
CURRENT STATUS
Victory Points: 2
Strategy Card:
Command Pools: 3T | 3F | 3S
Goods: 0/4 C | 4 TG
Action Cards: 3
Promissory Notes: 2 Xxcha, 1 Hacan
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+
+
+ Daemon (4/0)
+ Saudor (2/2)
+ Everra (3/1)
+
+ Ensapta (0/2)
+
Technologies:
+ 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.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Nullification Field -- After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
+ 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.
+ Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
TRADE CONVOYS (Hacan) | Action: Place this card faceup in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
This post has been edited by Gnaw: 21 September 2018 - 10:25 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
#376
Posted 22 September 2018 - 09:19 AM

SECONDARIES:
Trade: none
Warfare: none
Leadership: exhaust Mehar Xull, Centauri, Corneeq, Wellon, Silvano for 12 resources and gain 4 CTs (6/5/2)
TACTICAL Action:
Activate Garl Centauri, move in 1 cruiser + 1 gf and 1 destroyer from Moll Primus, destroy 1 fighter in Moll P, invade Gral with 1 gf
CURRENT STATUS
Victory Points: 7
Strategy Card:
Command Pools: 5T | 5F | 2S
Goods: 0/2 C | 0 TG
Action Cards: 7
Promissory Notes: 3 Mentak 1 Saar 1 Arborec
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Corneeq (1/2)
+ Resculon (2/0)
+ Wellon (1/2, tech)
+ Silvano (2/2, tech)
+ Gral (1/1, tech)
Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes -- You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources of influence instead of 1.
+ 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.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Arborec Support for the Throne -- + 1 VP
This post has been edited by Itwęs Nom: 23 September 2018 - 07:29 AM
All things fall from kings to rose petals
#377
Posted 22 September 2018 - 04:47 PM

Trade 2 commodities to Tatts in exchange for 2 trade goods.
Secondaries
WARFARE: -1CT. Move 1 dreadnought {1 infantry} from Tura Nora to the Gravity Rift. Move 1 dreadnought {1 infantry} from Lazar/Sakulag to the beta wormhole.
LEADERSHIP: Exhaust Lor, Lazar, and Arnor, and spend 2 trade goods for 6 influence. Gain 2 CTs: 1T + 1S
Tactical Action
> Activate Arnor/Lor
> Move: Carrier {1 fighter, 3 infantry} from L1z1x homeworld
> Land 2 infantry on Arnor and 1 on Lor
CURRENT STATUS
Victory Points: 5
Strategy Card:
Command Pools: 2T | 4F | 3S
Goods: 0/2 C | 3 TG
Action Cards: 2
Promissory Notes: 3 L1Z1X, 1 Hacan, 1 Creuss
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ Tura Nora (2/0)
+ Nevant (1/2, blue spc.)
+ Gwynan(3/1)
+ Starpoint (3/1)
+
+
+
+ [0.0.0] (5/0)
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.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat on a planet that contains one or more of your units that have Planetary Shield; your opponent cannot make combat rolls during this combat round.
+ Super-Dreadnought II
+ Deep Space Cannon (PDS II)
Other:
+ Support for the Throne from Creuss
#378
Posted 23 September 2018 - 05:57 AM

Chaos Mapping: Build 1 Ground Force for 1 Trade Good in the nebula.
Secondary Strategic Actions:
Leadership: Exhaust Mecatol Rex for 6 influence, gain two command tokens, place in tactical and strategic pools.
Tactical Action:
ACTIVATE: Empty hex south of Mecatol Rex.
MOVE: 1 Destroyer from asteroid field to empty hex.
SPACE COMBAT: N/A.
INVADE: N/A.
PRODUCTION: N/A.
CURRENT STATUS
Victory Points: 3
Strategy Card:
Command Pools: 3T | 4F | 1S
Goods: 0/3 C | 0 TG
Action Cards: 5
Promissory Notes: 2 Saar, 1 Mentak, 1 Creuss
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
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.
+ Chaos Mapping -- Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has PRODUCTION.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Floating Factory II -- Upgrades Floating Factory I to Floating Factory II
+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.
Other:
+ Mentak 'Promise of Protection' promissory note (Mentak cannot pillage)
+ Custodians Token (+1 VP)
+ Prophecy of Ixth (Fighters have +1 combat rolls)
This post has been edited by Khellendros: 23 September 2018 - 06:55 AM
"I think I've made a terrible error of judgement."
#379
Posted 23 September 2018 - 07:38 AM

Trade 5 TG with Twelve for Hacan Trade PN
Secondary Strategic Actions:
Leadership - Exhaust Thibah, Hercant, Kamdorn and Sakalug and spend 5 TG's and gain 3 CT. Place 2 in tactical and 1 in strategic.
Tactical Action
Activate Sakalug, move carrier with 4 infantry and 3 cruisers.
Invade Lazar with 4 infantry.
Exhaust Abys - Build 1 cruiser (2) and 4 fighters (2) -1 Sarween Tools.
CURRENT STATUS
Victory Points: 5
Strategy Card: Technology
Command Pools: 3T | 5F | 3S
Goods: 0/6 C | 0 TG
Action Cards: 4
Promissory Notes: 1 Hacan 2 Xxcha, 1 L1Z1X, 1 Winnu
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+ Arretze (2/0)
+ Kamdorn (0/1)
+ Fria (2/0)
+ Lazar (1/0)
+ Thibah (1/1)
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.
+ 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
+ Dacxive Animators -- After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Production Biomes -- ACTION: 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.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Enviro Compensator -- Upgrades your Space Dock blueprints to Space Dock II.
+ Xxcha - Support for the Throne
+ Winnu - Support for the Throne
This post has been edited by Tattersail_: 24 September 2018 - 01:18 PM
Apt is the only one who reads this. Apt is nice.
#380
Posted 23 September 2018 - 03:14 PM

Tactical Action
1) Activation - Thibah
2) Movement
..i) Move Ships - 1 Dread and 1 Infantry from Winnu
..ii) Space Cannon Offense (Active Player) - NA
..iii) Space Cannon Offense (Others) - NA
3) Space Combat
..i) Anti-Fighter Barrage - NA
..ii) Announce Retreats - Fight to the death
..iii) Make Combat Rolls -
Twelve > 1 Dread > [1d10=10] > (1 hit)
Tatts > 1 Destroyer > [1d10=5] > (no hits)
Tatts destroys his destroyer.
..iv) Assign Hits -
..v) Retreat -
4) Invasion
..i) Bombardment - NA
..ii) Commit Ground Forces - 1 infantry to invade Thibah
..iii) Space Cannon Defense - NA
..iv) Ground Combat - NA
..v) Establish Control - gain a second plant as long as things don't go epicly wrong
Twelve successfully invades Thibah.
5) Production - NA
CURRENT STATUS
Victory Points: 0
Strategy Card: Logistics
Command Pools: 1T | 7F | 0S
Goods: 0/3 C | 5 TG
Action Cards: 3
Promissory Notes: 3 Winnu, 1 Mentak, 1 Arborec
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ Winnu (3/4)
+
Technologies:
+ 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.
+ Hegemonic Trade Policy ® -- Exhaust this card when 1 or more of your units uses PRODUCTION; swap the resource and influence values of 1 planet you control until the end of your turn.
This post has been edited by twelve: 24 September 2018 - 05:13 PM
I don't know what I'm doing but it sounds good.