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

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Twilight Imperium (Game 3) - Game Thread

#321 User is offline   Imperial Historian 

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Posted 24 March 2019 - 06:32 PM

Attached File  Mentak.png (156.56K)
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Exhaust mallice and mehar xull, gain 2 CT 1 in strategic, 1 in tactical.

Refresh commodities

Receive trades from gnaw, tapper, nom and Morgoth if they accept my deal.

Play politics, draw 2 action cards, look at agendas.

Make gnaw speaker if deal is accepted, otherwise make myself speaker.




CURRENT STATUS

Victory Points: 6

Strategy Card: POLITICS
Command Pools: 1T | 4F | 1S
Goods: 2/2 C | 8 TG
Action Cards: 4
Secret Objectives: 1 fulfilled | 1 unfulfilled
PN 2 Letnev, 3 Mentak, 4 Sol, 1 Muaat
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.
+ 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.
+ Salvage Operations -- After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ 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 Galactic Council: 25 March 2019 - 12:42 PM

0

#322 User is offline   Tattersail_ 

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Posted 24 March 2019 - 09:46 PM

Posted Image

Trade - Refresh Commodities, thanks Tapper.



Leadership secondary - exhaust Arnor/Lor add token to tactical.

Politics secondary - draw 2 action cards

Tactical Action - Activate Jord

Move carrier from Arnor/Lor, exhaust Resculon and spend 1 TG and build 6 fighters


CURRENT STATUS
Victory Points: 3
Strategy Card: ConstructionCommand Pools: 0T | 4F | 0SGoods: 4/4 C | 0TGAction Cards: 5Promissory Notes: 1 SolSecret Objectives: 1 fulfilled | 1 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ 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 Galactic Council: 30 March 2019 - 07:07 PM

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

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Posted 26 March 2019 - 08:56 AM

Attached File  Hacan.png (154.41K)
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Secondaries:
Logistics: no CT available.
Leadership: exhaust Hercant, Kamdorn, Arinam, Meer, pay 1 TG: gain 3 tokens --> 1/4/3
Politics: pay 1 token, draw 2 AC.






PASS

CURRENT STATUS

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

Strategy Card: TRADE
Command Pools: 1T | 4F | 2S
Goods: 0/6 C | 3 TG.
Action Cards: (3+2) 5
Secret Objectives: 1 fulfilled | 0 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table.

Planets:
+ Arretze (2/0)
[s]+ 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: 26 March 2019 - 09:49 AM

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#324 User is offline   Blend 

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Posted 26 March 2019 - 01:14 PM

Posted Image




Secondaries:
Leadership secondary: exhaust Dal Bootha Xxehan for 3 influence, gain one CT in Strategic.




Use Star Forge ability to build 2 fighters on my War Sun.




CURRENT STAUS

Victory Points: 2

Strategy Card: WARFARE
Command Pools: 2T | 2F | 0S
Goods: 0/4 C | 2 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: 26 March 2019 - 05:20 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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#325 User is offline   twelve 

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Posted 26 March 2019 - 01:35 PM

Posted Image




Leadership Secondary -Exhaust Centauri (3), Ensapta (2) and 1 TG Gain 2 CT, 1 in Tactical and 1 in Strategic
Politics Secondary - -1SCT Gain 2 Action Cards




Tactical Action

1) Activation - :Winnu

2) Movement
..i) Move Ships - N/A
..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 - Spend 1 TG + Sarween tools and build 4 Infantry

Trade 2 Commodities for 2 of Gnaws Commodities




CURRENT STATUS

Victory Points: 3

Strategy Card: Technology
Command Pools: 0T | 4F | 0S
Goods: 0/3 C | 2 TG
Action Cards: 6

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: 26 March 2019 - 01:36 PM

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

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Posted 26 March 2019 - 01:54 PM

Posted Image

Secondaries

LEADERSHIP: Exhaust Jol, Nar, and spend 4 tg for 3 CTs. +2T, +1F
POLITICS




Component Action

Quote

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


Place a destroyer in the empty Alpha wormhole system.




Trade 2 commodities for 2 TG with Twelve.




CURRENT STATUS

Victory Points: 3

Strategy Card: LOGISTICS
Command Pools: 3T | 4F | 1S
Goods: 2/4 C | 11 TG
Action Cards: 5
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.
0

#327 User is offline   Morgoth 

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Posted 27 March 2019 - 07:57 AM

Posted Image


Play Leadership secondary - exhaust Rarron and Torkan for 2 tokens.


Activate home system - Move 2 gfs to Wren Terra from Arc Prime.
Exhaust Wren Terra (2/1) - Build 4 fighters and 2 gfs



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
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
0

#328 User is offline   Galactic Council 

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Posted 27 March 2019 - 09:54 AM

Attached File  Custodians.png (103.75K)
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ACTION PHASE - TURN 4
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#329 User is offline   Galactic Council 

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Posted 27 March 2019 - 09:54 AM

Posted Image


Secondaries: none







Component Action: repeal law - shard

Quote

AL | Repeal Law | Play as an Action | Discard a law from play.







CURRENT STATUS

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

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

This post has been edited by Galactic Council: 27 March 2019 - 09:57 AM

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#330 User is offline   Itwæs Nom 

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Posted 27 March 2019 - 10:25 AM

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

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Posted 28 March 2019 - 11:08 AM

Trade 2 commodities for 2tg with tapper, no looting.

Pass.
0

#332 User is offline   Tattersail_ 

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Posted 28 March 2019 - 11:09 AM

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

#333 User is offline   Blend 

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Posted 28 March 2019 - 12:19 PM

Posted Image




Warfare primary on Fighter in Gwynan.




CURRENT STAUS

Victory Points: 2

Strategy Card: WARFARE
Command Pools: 2T | 2F | 0S
Goods: 0/4 C | 2 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: 28 March 2019 - 03:13 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
0

#334 User is offline   twelve 

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Posted 28 March 2019 - 01:30 PM

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

#335 User is offline   D'rek 

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Posted 28 March 2019 - 02:07 PM

Posted Image

Secondaries

WARFARE




Trade 2 commodities to Twelve for 2 TG.




Tactical Action

> Activate Arnor/Lor

> Move JNS Hylarim {w/ 2 infantry}

> No space battle

> Invasion: land 1 infantry on each planet. No battle. Establish Control.
>>> Integrated Economy: Arnor = Spend 2 TG. Produce 2 destroyers. ; Lor = Spend 1 TG. Produce 2 fighters.

> No Production step





CURRENT STATUS

Victory Points: 3

Strategy Card: LOGISTICS
Command Pools: 2T | 4F | 1S
Goods: 0/4 C | 10 TG
Action Cards: 5
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar, 1 Mentak

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Jol (1/2)
+ Lor (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 D'rek: 28 March 2019 - 02:26 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.
0

#336 User is offline   Morgoth 

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Posted 28 March 2019 - 03:08 PM

Posted Image


Pass





CURRENT STATUS

Victory Points: 6 (4 PO, 1 SftT, 1 MR)

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
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
0

#337 User is offline   Galactic Council 

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Posted 28 March 2019 - 03:12 PM

Attached File  Custodians.png (103.75K)
Number of downloads: 0




ACTION PHASE - TURN 5
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#338 User is offline   Gnaw 

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Posted 28 March 2019 - 04:17 PM


Posted Image


Warfare: move dread with fighter and war sun with 3 infantry and 3 fighters to the asteroid field.



Tactical Action:
Activate Gwynan
Move dread, war sun, 3 infantry, and 4 fighters from asteroids.
Move cruiser and 1 infantry from Everra

Space Combat:

Turn 1:

Muaat announces retreat to Quann with all units.

Nekro:

1 War Sun [2, 10, 3] (2 hits)
1 Dreadnought II [4] (no hits)
1 Cruiser II [9] (1 hit)
4 Fighters [3, 4, 2, 10] (1 hit)

Muaat:

1 Prototype War Sun [6, 7, 5 (+1 High Alert) ~ 7, 8, 6] (3 hits)
1 Carrier [10 (+1 High Alert) ~ 10] (1 hit)
1 Fighter [1 (+1 High Alert) ~ 2] (no hits)
1 High Alert Fighter [10] (1 hit)

2 Muaat Fighters destroyed, Muaat Carrier destroyed, Muaat Prototype War Sun sustains damage.

Nekro plays:

Quote

BE | Direct Hit | Play during space combat | After another player's ship uses Sustain Damage to cancel a hit produced by your units: Destroy that ship.


Muaat Prototype War Sun destroyed. 2 Muaat Infantry also destroyed.

Nekro scores:

Quote

Destroy Their Greatest Ship -- 1VP -- Action Phase -- Destroy another player's war sun or flagship.


Nekro assimilates Neural Motivator technology.

Nekro Dreadnought II sustains damage, 4 Nekro Fighters destroyed.

Nekro wins space combat.



Bombard w dread only
Invade

Nekro successfully invades Gwynan with 4 Infantry.




CURRENT STATUS

Victory Points: 5 {3x PO, 2x SO}

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


+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
Other:
Letnev Ceasefire




This post has been edited by Gnaw: 28 March 2019 - 05:23 PM

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#339 User is offline   Blend 

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Posted 28 March 2019 - 05:59 PM

Posted Image




Give Racial PN to Drek
Give Bribery action card to Tapper (do with it as you will).




PASS




CURRENT STATUS

Victory Points: 2

Strategy Card: WARFARE
Command Pools: 2T | 2F | 0S
Goods: 0/4 C | 2 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)



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: 28 March 2019 - 07:02 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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#340 User is offline   D'rek 

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Posted 28 March 2019 - 09:29 PM

Posted Image


Tactical Action

> Activate the Jol-Nar home system

> Production: Spend 8 TGs + Sarween Tools. Produce 1 dreadnought, 1 carrier, 2 destroyers.





CURRENT STATUS

Victory Points: 3

Strategy Card: LOGISTICS
Command Pools: 1T | 4F | 1S
Goods: 0/4 C | 2 TG
Action Cards: 5
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar, 1 Mentak

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Jol (1/2)
+ Lor (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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