Malazan Empire: Twilight Imperium (Game 3) - Game Thread - Malazan Empire

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Twilight Imperium (Game 3) - Game Thread

#301 User is offline   Gnaw 

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Posted 17 March 2019 - 09:45 AM

Posted Image




Tactical Action:
Activate Muaat
Move dread from Lodd with infantry, carrier with 1 fighter and 1 infantry from Mansa

Nekro returns Muaat Support for the Throne.

Muaat plays:

Quote

CF | Experimental Battlestation | Play at the Space Cannon part of a Tactical Action (yours or another player's) | Choose one of your space docks either in or adjacent to the activated system. That space dock uses Space Cannon 5 (x3) against ships in the active system.


Space Cannon Defense:

1 Space Dock (+ Plasma Scoring) [8, 6, 1, 6] (3 hits)

Nekro Dreadnought II and Advanced Carrier II sustain damage. Nekro Fighter destroyed.


Bombard
Invade

Bombardment:

1 Dreadnought II [1] (no hits)

Ground Combat:

Muaat plays:

Quote

ANTIVIRUS (Nekro) | At the start of a combat, play this card. While this card is in play, the Nekro player cannot use the TECHNOLOGICAL SINGULARITY faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.


Turn 1:

Nekro:

2 Infantry [7, 2] (no hits)

Muaat:

1 Infantry [6] (no hits)

Turn 2:

Nekro:

2 Infantry [8, 5] (1 hit)

Muaat:

1 Infantry [1] (no hits)

1 Muaat Infantry is destroyed. Nekro wins ground combat and successfully invades Muaat with 2 Infantry. Muaat Space Dock on Muaat is destroyed.





CURRENT STATUS

Victory Points: 4 {3x PO, 1x SO}

Strategy Card: LEADERSHIP
Command Pool: 0T | 4F | 2S
Goods: 0/3 C | 0 TG
Action Cards: 6
Promissory Notes: 2 Nekro, 1 Embers, 1 Letnev,
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Gwynan (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ 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.

+ 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.
+ Cruiser 2
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..


Other:
Letnev Ceasefire, Embers racial

This post has been edited by Galactic Council: 19 March 2019 - 09:15 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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#302 User is offline   Itwęs Nom 

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Posted 18 March 2019 - 01:07 AM

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No secondaries available




Activate Mellon/Z

Move in Duha Menaimoon, 2gf + 3 fighters, 2 dreads + 2 fighters

Fight, invade each planet with 1 gf

Space Cannon Offense:

2 PDS II on Nestphar fire [6, 4] (1 hit)

1 Muaat Dreadnought sustains damage.

Space Combat:

Muaat announces retreat to Silvano with all units.

Turn 1:

Arborec:

Duha Menaimon [8, 8] (2 hits)
2 Dreadnoughts [5, 10] (2 hits)
5 Fighters [9, 10, 5, 4, 8] (2 hits)

Muaat:

2 Dreadnoughts [2, 9] (1 hit)
3 Fighters [1, 10, 5] (1 hit)

3 Muaat Fighters destroyed. 2 Muaat Dreadnoughts destroyed.

2 Arborec Fighters destroyed.

Arborec wins space combat.

Arborec invades Mellon with 1 Infantry, invades Zohbat with 1 Infantry. Muaat Space Dock on Zohbat is destroyed.


Exhaust Vefut, produce 1 dreadnought + 1 infantry on Zohbat




CURRENT STATUS

Victory Points: 0

Strategy Card: DIPLOMACY
Command Pools: 1T | 8F | 1S
Goods: 0/3 C | 3 TG
Action Cards: 3
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Nestphar (3/2)
+ Vefut II (4/2)

Technologies:
+ Magen Defence Grid - You may exhaust this card at the start of a round of ground combat on a planet that contains one of more of your units 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.
+ PDS II

Other:

This post has been edited by Itwęs Nom: 18 March 2019 - 04:49 PM

All things fall from kings to rose petals
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#303 User is offline   Imperial Historian 

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Posted 18 March 2019 - 08:33 AM






Move in dreadnought, flagship and 3 infantry from Saudor.

1 cruiser and 1 infantry from homeworld

1 cruiser and a fighter from mallice

PDS offence, mentak ambush

Space Cannon Offense:

PDS II on Saudor fires (+ Plasma Scoring) [9, 7] (2 hits)

2 Jol-Nar Fighter II destroyed.

Space Cannon Defense:

Jol-Nar activates Graviton Laser System.

PDS II on Bereg fires (+ Plasma Scoring) [1, 3] (no hits)

Space Combat:

Mentak Ambush:

2 Cruiser II [7, 3] (1 hit)

1 Jol-Nar Dreadnought destroyed.

Jol-Nar announces retreat to Zej Rajja with all remaining ship units.

Turn 1:

Mentak:

Fourth Moon [10, 10] (2 hits)
1 Dreadnought [9] (1 hit)
2 Cruiser II [3, 3] (no hits)
1 Fighter [1] (no hits)

Jol-Nar:

1 Dreadnought [1] (no hits)

Jol-Nar Dreadnought is destroyed.

Mentak win space combat.


Ground Combat:

Dreadnought bombards Lirta [7] (1 hit)

1 Jol-Nar Infantry destroyed.

Mentak successfully invades Lirta with 1 Infantry.

Mentak invades Bereg with 3 Infantry.

Jol-Nar:

PDS II (+ Plasma Scoring) [9, 6] (2 hits)

2 Mentak Infantry destroyed.

Mentak successfully invades Bereg with 1 Infantry. Jol-Nar PDS II and Space Dock on Bereg are destroyed.

Jol-Nar plays:

Quote

CI | Reparations | Play during the other player's Tactical Action | After another player gains control of a planet you control exhaust a planet they control and ready a planet you control.


Moll Primus is exhausted.





CURRENT STATUS

Victory Points: 6

Strategy Card:
Command Pools: 1T | 4F | 1S
Goods: 0/2 C | 3 TG
Action Cards: 2
Secret Objectives: 1 fulfilled | 1 unfulfilled
PN 2 Letnev, 3 Mentak, 4 Sol
Planets:
+ Moll Primus (4/1)
+ Starpoint (3/1)
+ New Albion (1/1, green)
+ Saudor (2/2)
+ Mehar Xull (1/3) (red tech)
+ Mallice (0/3)
+ Bereg (3/1)
+ Lirta (2/3)


Technologies:
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Gravitron Lasers - 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.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Hypermetabolism - gain one extra CT
+ Cruiser II
+ PDS II

Other: Barony of Letnev support for the throne
Sol support for the throne

This post has been edited by Imperial Historian: 18 March 2019 - 05:04 PM

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#304 User is offline   Tattersail_ 

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Posted 19 March 2019 - 08:24 AM

Posted Image

Receive 6 TG's from Jol Nar


Construction Strategy - Build Space dock and PDS on Resculon


CURRENT STATUS
Victory Points: 3
Strategy Card: ConstructionCommand Pools: 1T | 4F | 2SGoods: 0/4 C | 3TGAction Cards: 3Promissory Notes: 1 SolSecret Objectives: 1 fulfilled | 1 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Arnor (2/1)
+ Lor (1/2)
Technologies:
+ 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.+ 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 results 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.+ Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.+ Advanced Fighters -- Upgrades your Fighter blueprints to Fighter II.

This post has been edited by Tattersail_: 19 March 2019 - 01:40 PM

Apt is the only one who reads this. Apt is nice.
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#305 User is offline   Tapper 

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Posted 20 March 2019 - 05:00 PM

To not hold up the game even further, won't play Trade yet.

Secondary of Construction: pay 1 CT, place PDS on Daemon.

Tactical: activate Home System. Exhaust Arretze, Lodor: build Dreadnought, Destroyer, 2 Infantry on Arretze.

1/4/1
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#306 User is offline   Blend 

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Posted 20 March 2019 - 05:05 PM

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Trade my Ceasefire to Nom.
Trade my Political Secrets to IH.

Activate Gwynan

Muaat returns Nekro Support for the Throne and Nekro Antivirus.

Move infantry from cruiser to War Sun.
Use Flank Speed.

Quote

CK | 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.


Nekro plays:

Quote

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


Muaat plays:

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 War Sun, 3 Fighters, 2 Infantry from Supernova to Gwynan. Move Carrier and 1 Fighter from Quann to Gwynan.
Space Combat.

Turn 1:

Muaat:

1 Prototype War Sun [7, 9, 8] (3 hits)
1 Carrier [1] (no hits)
4 Fighters [5, 4, 10, 10] (2 hits)

Nekro:

The Alastor [2, 10] (1 hit)
1 Cruiser II [1] (no hits)
1 Advanced Carrier II [2] (no hits)
5 Infantry [4, 8, 9, 4, 8] (3 hits)

Nekro plays:

Quote

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


3 Nekro Infantry destroyed.
4 Muaat Fighters destroyed.

Nekro assimilates Sarween Tools technology.

Turn 2:

Muaat:

1 Prototype War Sun [4, 6, 1] (2 hits)
1 Carrier [8] (no hits)

Nekro:

The Alastor [6, 5] (no hits)
1 Cruiser II [5] (no hits)
1 Advanced Carrier II [1] (no hits)
2 Infantry [7, 6] (no hits)

2 Nekro Infantry destroyed.

Turn 3:

Muaat:

Prototype War Sun [5, 6, 9] (3 hits)
1 Carrier [9] (1 hit)

Nekro:

The Alastor [2, 5] (no hits)
1 Cruiser II [1] (no hits)
1 Advanced Carrier II [3] (no hits)

Nekro Cruiser II and Advanced Carrier II destroyed. The Alastor sustains damage.

Turn 4:

Muaat:

1 Prototype War Sun [7, 2, 6] (2 hits)
1 Carrier [4] (no hits)

Nekro:

The Alastor [5, 6] (no hits)

The Alastor is destroyed. Muaat wins space combat.

Bombardment with Plasma Scoring if there are any infantry left.
Invade.

Muaat successfully invades Gwynan with 2 Infantry. Nekro Space Dock on Gwynan is destroyed.




CURRENT STAUS

Victory Points: 2

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

Planets:
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Silvano (2/2, green)
+ Quann (2/1)
+ Gwynan (3/1]

Technologies:
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ 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.
+ Magmus Reactor -- Your ships can move into supernovas. After 1 or more of your units use PRODUCTION in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.

Other:

This post has been edited by Galactic Council: 21 March 2019 - 01:38 PM

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#307 User is offline   twelve 

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Posted 20 March 2019 - 08:23 PM

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Construction Secondary - No Action




Technology Primary - Exhaust Winnu(3), Tura Nora(2), Lazar (1), Gral (blue prerequisite), Tar'Mann (Green prerequisite) Research Type IV Drive and Advanced Fighters




CURRENT STATUS

Victory Points: 3

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

Promissory Notes: 4 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)
+ Lazar (1/0) Yellow
+ Sakulag (2/1)

+ Centauri (1/3)
+ Gral (1/1) Blue
+ Tura Nora (2/0)
+ Tar'Mann (1/1) Green
+ Ensapta (0/2)

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.
+ 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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II

Other:Hacan Support for the Throne

This post has been edited by twelve: 22 March 2019 - 02:29 PM

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

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Posted 21 March 2019 - 02:07 AM

Posted Image

Secondaries

CONSTRUCTION: -1 CT. Place PDS on Zej Rajja.
TECHNOLOGY: -1 CT. Research Assault Cannon. Exhaust Corneeq, Zej Rajja, and Nevant, and spend 2 TG. Research Integrated Economy. (assuming Tapper uses the Research Agreement PN here)

Hacan plays:

Quote

RESEARCH AGREEMENT (Jol-Nar) | After the Jol-Nar player researches a technology that is not a faction technology, gain that technology. Then, return this card to the Jol-Nar player.





Receive 1 action card from Tapper




Tactical Action

Activate the Jol-Nar home system. Build JNS Hylarim, 1 dreadnought, and 2 fighters. Spend 12 TG.





CURRENT STATUS

Victory Points: 3

Strategy Card: LOGISTICS
Command Pools: 1T | 3F | 0S
Goods: 0/4 C | 3 TG
Action Cards: 6
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar, 1 Mentak, 1 Hacan

Planets:
+ Zej Rajja (2/1)
+ Jol (1/2)
+ Corneeq (1/2)
+ Nevant (1/2, blue spc.)
+ Nar (2/3)

Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+ E-Res Siphons - After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
+ 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 one 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 three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Advanced Fighter - Fighter II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)
+ Mentak Promise of Protection PN

This post has been edited by Galactic Council: 22 March 2019 - 03:38 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#309 User is offline   Morgoth 

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Posted 21 March 2019 - 07:37 AM

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Play Technology Secondary
- Exhaust Arch Prime - Research War Suns

Play Imperial -
Play public objective - Sway the Council -- 1VP -- Status Phase -- Spend 8 influence. Exhaust MR and Qucen'n for 8 influence.
I control Mecatol Rex and claim 1 VP



CURRENT STATUS

Victory Points: 7 (4 PO, 1 SftT, 1 MR, 1 Law)

Strategy Card: Imperial
Command Pools: 1T | 2(4)F | 0S
Goods: 0/2 C | 6 TG
Action Cards: 5
Secret Objectives: 0 fulfilled | 2 unfulfilled
Promissory Notes: 2 Letnev, 1 Mentak, 1 Nekro,

Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Abyz (3/0)
+ Fria (2/0)
+ Tequ'Ran (2/0)
+ Torkan (0/3)
+ Thibah (1/1) (Blue tech)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ 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.
+ + 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.
+ Duranium Armor - During each combat round, after you assign hits to your units, repair one of your damaged units that did not use Sustain Damage during this combat round.
+ Non Euclidian Shielding - When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Carrier 2 - Upgrades Carrier blueprint to Carrier 2.
+ War Sun - Allows for the production of War Suns

Other:

+ Mentak Support from the Throne - 1VP
+ Nekro Cease Fire

This post has been edited by Morgoth: 21 March 2019 - 07:37 AM

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#310 User is offline   Gnaw 

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Posted 21 March 2019 - 09:14 AM

Posted Image


Secondaries:
Construction none
Technology - exhaust Everra and Herrah; gain 3CT 2 strategic, 1 tactical
Imperial - draw SO





Component Action: play war sun racial





CURRENT STATUS

Victory Points: 4 {3x PO, 1x SO}

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

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ 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.
+ 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.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns

+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..


Other:
Letnev Ceasefire, Embers racial

This post has been edited by Gnaw: 21 March 2019 - 05:01 PM

"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#311 User is offline   Itwęs Nom 

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Posted 21 March 2019 - 08:10 PM

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Secondaries:

Construction - nothin
Technology - exhaust Nestphar, spend 1 TG, research Neural Motivator
Imperial - nothin
Leadership - nothin




Play Diplomacy on Vefut




CURRENT STATUS

Victory Points: 0

Strategy Card: DIPLOMACY
Command Pools: 1T | 8F | 0S
Goods: 0/3 C | 2 TG
Action Cards: 3
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Nestphar (3/2)
+ Vefut II (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)


Technologies:
+ Magen Defence Grid - You may exhaust this card at the start of a round of ground combat on a planet that contains one of more of your units 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 Motivator - During the status phase, draw 2 action cards instead of 1.
+ Deep Space Cannon - PDS II

Other:
Muaat Ceasefire

This post has been edited by Itwęs Nom: 22 March 2019 - 08:27 PM

All things fall from kings to rose petals
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#312 User is offline   Imperial Historian 

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Posted 22 March 2019 - 01:22 PM

Research my first racial tech, salvage something? Spend 1ct

Exhaust starpoint and new Albion

Activate Saudor, exhaust Saudor

Build cruiser and 2 infantry on Saudor

Sorry for the delay and poorly formatted post, unsure how frequently I'll get internet it's fairly sporadic
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#313 User is offline   Tattersail_ 

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Posted 22 March 2019 - 02:35 PM

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Technology Secondary - Research Spec Ops II - 1SCT


Tactical Action - Activate Corneeq/Resculon - Move Flagship, 2 Dreadnoughts, 4 infantry and Fighter from Arnor/Lor

E-Res Siphons: Jol-Nar gains 4 Trade Goods.

Battle,

Space Cannon Offense:

Sol PDS fires from Resculon [10 (-1 Antimass Deflectors) ~ 9] (1 hit)

1 Jol-Nar Fighter II destroyed.

Space Cannon Defense:

Jol-Nar PDS II (+ Plasma Scoring) fires from Nevant [9, 9 (-1 Antimass Deflectors) 8, 8] (2 hits)

2 Sol Dreadnoughts sustain damage.

Space Combat:

Anti-Fighter Barrage:

Jol-Nar:

1 Destroyer II [8, 6, 4] (3 hits)

1 Sol Fighter II destroyed.

Turn 1:

Jol-Nar announces retreat to Nevant with all ship units.

Sol:

Genesis [3, 10] (1 hit)
2 Dreadnoughts [6, 9] (2 hits)

Jol-Nar:

1 Carrier [9 (-1 Fragile) ~ 8] (no hits)
1 Destroyer II [7 (-1 Fragile) ~ 6] (no hits)
1 Fighter II [2 (-1 Fragile) ~ 1] (no hits)

Jol-Nar Carrier, Destroyer II, and Fighter II are destroyed.

Sol wins space combat.


bombard, invade Corneeq with 4 infantry

Bombardment:

2 Dreadnoughts [1, 6] (1 hit)

1 Jol-Nar Infantry destroyed.

Sol successfully invades Corneeq with 4 Spec Ops II.


Production - Exhaust Jord and spend 2 TG's build dreadnought and 3 fighters.


CURRENT STATUS
Victory Points: 3
Strategy Card: ConstructionCommand Pools: 0T | 4F | 1SGoods: 0/4 C | 1TGAction Cards: 3Promissory Notes: 1 SolSecret Objectives: 1 fulfilled | 1 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Arnor (2/1)
+ Lor (1/2)+ Corneeq (1/2)

Technologies:
+ 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.+ 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 results 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.+ Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.+ Advanced Fighters -- Upgrades your Fighter blueprints to Fighter II.+ Spec Ops II -- Upgrades your Spec Ops blueprints to Spec Ops II.

This post has been edited by Tattersail_: 22 March 2019 - 04:48 PM

Apt is the only one who reads this. Apt is nice.
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#314 User is offline   Tapper 

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Posted 22 March 2019 - 02:39 PM

Attached File  Hacan.png (154.41K)
Number of downloads: 0




Use Jol-Nar racial PN on Assault Cannons.




Secondaries:
Technology: exhaust Daemon and pay 1 CT. Research + Deep Space Cannon - PDS II.
Imperial: none
Diplomacy: none




Play TRADE.

Jol-Nar plays:

Quote

TRADE AGREEMENT (Hacan) | Play when the Hacan player replenishes commodities. The Hacan player gives you all of their commodities. Then, return this card to the Hacan player.


Free refresh offered to:

Twelve (in return for 3 votes this agenda phase), Nom (in return for 3 votes this agenda phase), Tattersail (in return for 3 votes this agenda phase), D'rek (in return for 3 votes this agenda phase), IH (in return for 3 votes this agenda phase), to Morgoth (in return for 3 votes by IH this agenda phase), to Blend (in return for 3 votes by IH this agenda phase) and to Gnaw (in return for me choosing which agenda he uses Galactic Threat on).

CURRENT STATUS

Victory Points: 4 (2× PO, 1× SO, 1× other)

Strategy Card: TRADE
Command Pools: 1T | 4F | 0S
Goods: 0/6 C | 4 TG (2 + 3 from Trade -1 for Pillage).
Action Cards: 3
Secret Objectives: 0 fulfilled | 1 unfulfilled
PN:: 3 Hacan, 1 Jol-Nar, 1 Winnu SftT on the table.

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Daemon (4/0)
+ Arinaam (1/2)
+ Meer (0/4) (red tech)
+ Lodor (3/1)


Technologies:
+ Antimass Deflectors - Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ 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.
+ 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.
+ Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Assault Cannon - At the start of a space combat in a system that contains three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Deep Space Cannon - PDS II

Other: Winnu SftT.

This post has been edited by Galactic Council: 22 March 2019 - 04:29 PM

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#315 User is offline   Blend 

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Posted 22 March 2019 - 02:49 PM

Posted Image




Secondaries:
Technology - Exhaust Silvano and Quann, Research Duranium Armor.
Imperial - Draw 1 Secret Objective
Trade - Refresh commodities (thanks IH and Tapper)




Give 1 commodity to IH.

Use Unexpected Action:

Quote

AQ | Unexpected Action | Play as an Action | Remove one of your command tokens from the board.


Remove token from Gwynan.




CURRENT STAUS

Victory Points: 2

Strategy Card: WARFARE
Command Pools: 2T | 2F | 0S
Goods: 3/4 C | 0 TG
Action Cards: 1
Promissory Notes: 3 Muaat
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Silvano (2/2, green)
+ Quann (2/1)

+ Gwynan (3/1]

Technologies:
+ 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.
+ 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.
+ Magmus Reactor - Your ships can move into supernovas. After 1 or more of your units use PRODUCTION in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
+ Stasis Capsules - Upgrades your Cruiser blueprints to Cruiser II.

Other:

This post has been edited by Blend: 22 March 2019 - 02:51 PM

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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#316 User is offline   twelve 

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Posted 22 March 2019 - 04:20 PM

Posted Image




Diplomacy Secondary -1SCT Refresh Winnu & Tura Nora
Trade Secondary - Free Refresh




Tactical Action

Exhaust Transit Diodes - Move 1 infantry from Tar'Mann and 3 from Tura Nora to Ensapta

1) Activation - :Tura Nora

2) Movement
..i) Move Ships - 1 Dread from Tar'Mann
..ii) Space Cannon Offense (Active Player) - NA
..iii) Space Cannon Offense (Others) - N/A

3) Space Combat - N/A

4) Invasion - N/A

5) Production - Exhaust Hegemonic Trade Policy on Winnu, Exhaust Winnu (4), Tura Nora (2), Sakulag (2), Sarween tools (1) build flagship and 2 Fighters




CURRENT STATUS

Victory Points: 3

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

Promissory Notes: 4 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)
+ Lazar (1/0) Yellow
+ Sakulag (2/1)

+ Centauri (1/3)
+ Gral (1/1) Blue
+ Tura Nora (2/0)
+ Tar'Mann (1/1) Green
+ Ensapta (0/2)

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.
+ 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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II

Other:Hacan Support for the Thrones

This post has been edited by twelve: 25 March 2019 - 12:03 PM

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

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Posted 22 March 2019 - 04:47 PM

Posted Image

Secondaries

IMPERIAL
DIPLOMACY
TRADE: commodities refreshed for free.




Strategic Action: LOGISTICS

> Remove the CT from my home system and place it in the strategy pool.





CURRENT STATUS

Victory Points: 3

Strategy Card: LOGISTICS
Command Pools: 1T | 3F | 1S
Goods: 4/4 C | 13 TG
Action Cards: 6
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar, 1 Mentak

Planets:
+ Zej Rajja (2/1)
+ Jol (1/2)
+ Nevant (1/2, blue spc.)
+ Nar (2/3)

Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+ E-Res Siphons - After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
+ 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 one 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 three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Advanced Fighter - Fighter II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)
+ Mentak Promise of Protection PN

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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#318 User is offline   Morgoth 

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Posted 23 March 2019 - 06:32 AM

Posted Image


Secondaries: Refresh trade.

Mentak plays:

Quote

TRADE AGREEMENT (Letnev) | Play when the Letnev player replenishes commodities. The Letnev player gives you all of their commodities. Then, return this card to the Letnev player.





Activate
Qucen'n-Rarron - Move Dreadnought and fighter from empty system, Build the Arc Secunduns and 2 fighters for 9 (8+1) resources.



CURRENT STATUS

Victory Points: 7 (4 PO, 1 SftT, 1 MR, 1 Law)

Strategy Card: Imperial
Command Pools: 0T | 2(4)F | 0S
Goods: 0/2 C | 6 TG
Action Cards: 5
Secret Objectives: 0 fulfilled | 2 unfulfilled
Promissory Notes: 2 Letnev, 1 Mentak, 1 Nekro,

Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Abyz (3/0)
+ Fria (2/0)

+ Tequ'Ran (2/0)
+ Torkan (0/3)
+ Thibah (1/1) (Blue tech)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ 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.
+ + 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.
+ Duranium Armor - During each combat round, after you assign hits to your units, repair one of your damaged units that did not use Sustain Damage during this combat round.
+ Non Euclidian Shielding - When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Carrier 2 - Upgrades Carrier blueprint to Carrier 2.
+ War Sun - Allows for the production of War Suns

Other:

+ Mentak Support from the Throne - 1VP
+ Nekro Cease Fire

This post has been edited by Galactic Council: 25 March 2019 - 11:28 AM

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#319 User is offline   Gnaw 

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Posted 23 March 2019 - 06:43 AM

Posted Image


Secondaries:
Diplomacy: refresh Muatt and Everra
Trade: free refresh thanks tapper
Logistics: Exhaust Muatt, Everra, Lodd Eru, Mordai for 14 resources. Build war sun, 4 infantry, and a destroyer. (sarween)


Trade 1:1 with Twelve



Transit Diodes: 2 infantry from Muaat to Everra and 1 to Herrah


Strategic Action

Play Leadership exhaust Wellon and Mansa for 4CTs. 1 strategic and 3 tactical.




CURRENT STATUS

Victory Points: 4 {3x PO, 1x SO}

Strategy Card: LEADERSHIP
Command Pool: 4T | 4F | 2S
Goods: 2/3 C | 1 TG
Action Cards: 4
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ 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.
+ 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.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..


Other:
Letnev Ceasefire, Embers racial

This post has been edited by Gnaw: 23 March 2019 - 06:53 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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#320 User is offline   Itwęs Nom 

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Posted 23 March 2019 - 08:44 PM

Posted Image



Secondaries:

Trade - free refresh
Logistics - none
Leadership - none




3:3 trade with Muaat

Mentak pillages 1 trade good from Muaat.




PASS




CURRENT STATUS

Victory Points: 0

Strategy Card: DIPLOMACY
Command Pools: 1T | 8F | 0S
Goods: 0/3 C | 5 TG
Action Cards: 3
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Nestphar (3/2)
+ Vefut II (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)


Technologies:
+ Magen Defence Grid - You may exhaust this card at the start of a round of ground combat on a planet that contains one of more of your units 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 Motivator - During the status phase, draw 2 action cards instead of 1.
+ Deep Space Cannon - PDS II

Other:
Muaat Ceasefire

This post has been edited by Galactic Council: 25 March 2019 - 12:43 PM

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