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

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Twilight Imperium (II) - Game Thread

#361 User is offline   Imperial Historian 

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Posted 18 September 2018 - 03:17 PM

imperial I think is what's left? Shocked khell didn't take it.
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#362 User is offline   Khellendros 

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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."
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#363 User is offline   Hugin & Munin 

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Posted 18 September 2018 - 04:42 PM

Posted Image

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

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#364 User is offline   Morgoth 

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Posted 18 September 2018 - 08:24 PM

Posted Image


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)
+ Zohbat (3/1)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ Dal Bootha (0/2)
+ 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)
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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#365 User is offline   Tapper 

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Posted 19 September 2018 - 07:54 AM

Posted Image

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: DIPLOMACY
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
+ 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.
Everyone is entitled to his own wrong opinion. - Lizrad
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#366 User is offline   Gnaw 

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Posted 19 September 2018 - 08:14 AM

Posted Image


Secondaries: none





Strategic Action: play Politics

Speaker token to IH




CURRENT STATUS

Victory Points: 2

Strategy Card: Politics
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
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#367 User is offline   Itwęs Nom 

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Posted 19 September 2018 - 04:44 PM

Posted Image




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
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#368 User is offline   D'rek 

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Posted 19 September 2018 - 04:57 PM

Posted Image

Secondaries

DIPLOMACY
POLITICS
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: TRADE
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

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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#369 User is offline   Khellendros 

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Posted 19 September 2018 - 05:05 PM

Posted Image




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: WARFARE
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."
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#370 User is offline   Tattersail_ 

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Posted 19 September 2018 - 08:02 PM

Posted Image

Exchange action card with Twelve


Secondary Strategic Actions:

Diplomacy: No action.
Politics: No action
Construction: No action.
Trade: Refresh commodities. Assume Twelve uses PN. Gain 1 TG back if so. (Will not update TG's) He does not
Use Khell's trade PN give him 1 TG back
WARFARE: Spend 1SCT move 1 cruiser from Thibah into empty hex West of Mecatol Rex and move another cruiser into other empty hex South of Mecatol Rex.

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.
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#371 User is offline   twelve 

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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.

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.
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#372 User is offline   Imperial Historian 

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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:

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

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#373 User is offline   Morgoth 

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Posted 21 September 2018 - 06:25 AM

Posted Image

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: Leadership
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)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ Dal Bootha (0/2)
+ 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
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#374 User is offline   Tapper 

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Posted 21 September 2018 - 02:29 PM

Posted Image

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: DIPLOMACY
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)
+ Torkan (0/3)
+ Vefut II (2/2)

+ Lisis II (1/0)
+ Ragh (2/1)
+ Tar'Mann (1/1) green tech
+ 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
1

#375 User is offline   Gnaw 

  • Recovering eating disordered addict of HHM
  • View gallery
  • Group: High House Mafia
  • Posts: 5,966
  • Joined: 16-June 12

Posted 21 September 2018 - 10:18 PM

Posted Image


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: Politics
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:
+ 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.



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
0

#376 User is offline   Itwęs Nom 

  • Inquisitor of High House Mafia
  • Group: High House Mafia
  • Posts: 1,538
  • Joined: 02-August 15

Posted 22 September 2018 - 09:19 AM

Posted Image




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)
+ Mehar Xull (1/3, tech)
+ Corneeq (1/2)

+ Resculon (2/0)
+ Centauri (1/3)
+ 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
0

#377 User is offline   D'rek 

  • Consort of High House Mafia
  • Group: Super Moderators
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  • Joined: 08-August 07
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Posted 22 September 2018 - 04:47 PM

Posted Image

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: TRADE
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)
+ Arnor (2/1)
+ Lor (1/2)
+ Lazar (0/1, yellow spc.)
+ [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

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   Khellendros 

  • Saboteur of High House Mafia
  • Group: High House Mafia
  • Posts: 7,298
  • Joined: 14-August 07

Posted 23 September 2018 - 05:57 AM

Posted Image




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: WARFARE
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:
+ 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 Khellendros: 23 September 2018 - 06:55 AM

"I think I've made a terrible error of judgement."
0

#379 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 13,267
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 23 September 2018 - 07:38 AM

Posted Image

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)
+ 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_: 24 September 2018 - 01:18 PM

Apt is the only one who reads this. Apt is nice.
0

#380 User is offline   twelve 

  • Master of the Deck
  • Group: High House Mafia
  • Posts: 9,166
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 23 September 2018 - 03:14 PM

Posted Image


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)
+ Thibah (1/1) blue tech

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.
0

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