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

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Twilight Imperium (Game 3) - Game Thread

#461 User is offline   Morgoth 

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Posted 20 May 2019 - 06:59 AM

Posted Image

Play technology secondary - Research L4 disruptors (Exhasut Fria og Tequ'Ran)

Activate Quzen'n-Rarron - move the three neighbouring ships (2 dreads and flagship) invade both planets.

Space Cannon Offense:

2 Arborec PDS II on Gwynan fire [8, 5 (-1 Antimass Deflectors) ~ 7, 4] (1 hit)

Letnev plays:

Quote

BN | Maneuvering Jets | Play after an opponent fires upon you with Space Cannon | Before you assign hits produced by another player's Space Cannon roll: Cancel 1 hit


PDS Hit cancelled.


Winnu plays:


Quote

BC | Parley | Play at the start of an Invasion | After another player commits units to land on a planet you control, return the committed units to the space area.


The invasion of Rarron is halted, invading unit returned to space area.

Qucen’n invaded successfully.



CURRENT STATUS

Victory Points: 8 (5 PO, 1 SO, 1 SftT, 1 MR)

Strategy Card: Diplomacy
Command Pools: 1T | 2(4)F | 0S
Goods: 0/2 C | 1 TG
Action Cards: 5
Secret Objectives: 1 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)
+ New Albion (1/1) (green tech)
+ Starpoint (3/1)
+ Wellon (1/2) (yellow tech)
+ Qucen'n (1/2)

Technologies:
+ Antimass Deflectors - Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Fleet Logistics - During each of your turns you may perform two actions rather than 1.
+ + Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
L4 Disruptors -- During an invasion, units cannot use SPACE CANNON against your units.
+ 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:

+ Nekro Cease Fire
+ Nekro support for the throne - 1 VP
+ WInnu cease fire

This post has been edited by Galactic Council: 22 May 2019 - 10:21 AM

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#462 User is offline   Gnaw 

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Posted 22 May 2019 - 07:49 AM

Posted Image

Secondaries:
Warfare:
move the destroyer from Mordai to the asteroid field. -1CT 1/3/1
Technology: -1CT exhaust Everra and Herrah 1/3/0 research 3CT 1 tactical; 2 strategic 2/3/2





Tactical Action:

Activate rift
Move all 3 cruisers
Make destroy go away. Explosively and with great prejudice.

Space Combat:

Space Cannon Offense:

Jol-Nar PDS II on Zej Rajja fires (+ Plasma Scoring) [8, 6 (-1 Antimass Deflectors) ~ 7, 5] (2 hits)

2 Nekro Cruiser II destroyed.

Turn 1:

Nekro:

Cruiser II [8] (1 hit)

Jol-Nar:

Destroyer II [8 (-1 Fragile) ~ 7] (no hits)

Jol-Nar Destroyer II destroyed.

Nekro assimilates Assault Cannon technology. Nekro wins space combat.


Assimilate assault cannon


Eres Siphon - Jol nar gains 4 Tg, mentak pillage 1.



CURRENT STATUS

Victory Points: 7 {3x PO, 3x SO, 1 Arborec SftT}

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

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Herrah VI (1/1)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)
+ Xxehan (1/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ 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.
+ 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.
+ 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.
+ 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 Imperial Historian: 05 June 2019 - 02:45 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
Initiative order: Twelve --> Blend --> Tattersail --> D'rek --> Macaw --> Tapper --> Nom --> Morgoth --> IH
Turn order is: Tapper --> Morgoth --> Gnaw --> IH --> Twelve --> Blend --> Tattersail --> D’rek --> Nom
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#463 User is offline   Imperial Historian 

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Posted 22 May 2019 - 07:58 AM

Attached File  Mentak.png (156.56K)
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Technology secondary, spend 1ct research neural motivator, exhaust mol primus

trade Tatts ceasefire PN to Tapper (intended for twelve)

Activate mol primus, spend 1ct, exhaust saudor and spend 5tg to build warsun and 2 fighters (sarween tools)
Land rogue infantry still in space


CURRENT STATUS


Victory Points: 10

Strategy Card: Construction
Command Pools: 0T | 8F | 1S
Goods: 0/2 C | 7 TG
Action Cards: 5
Secret Objectives: 2 fulfilled | 1 unfulfilled
PN 2 Letnev, 4 Mentak, 3 Sol, 1 Muaat
Planets:
+ Moll Primus (4/1)
+ Saudor (2/2)


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.
+ Mirror Computing - When you spend trade goods, each trade good is worth 2 resources or 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.
+ Hypermetabolism - gain one extra CT
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Cruiser II
+ PDS II
+Warsun

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

This post has been edited by Imperial Historian: 05 June 2019 - 08:46 PM

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#464 User is online   twelve 

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Posted 23 May 2019 - 01:15 PM

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Technology Secondary Exhaust Winnu (3), 1 Trade Good and 1 SCT research Magen Defence

Receive Sol Ceasefire from the Hacan.




Exhaust Transit Diodes: move 2 infantry from Ensapta, 1 from Sakulag and 1 from Rex to Gral

Component Action:

AG / Insubordination / Play as an action/ Remove a players command token from the Tactical pool

Target the Barony





CURRENT STATUS

Victory Points: 5

Strategy Card: TRADE
Command Pools: 0T | 5F | 0S
Goods: 0/3 C | 10 TG
Action Cards: 4

Promissory Notes: 3 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)

+ Lazar (1/0) Yellow
+ Sakulag (2/1) Red (Law)

+ Centauri (1/3)
+ Gral (1/1)
+ Ensapta (0/2)
+ Mecatol Rex (1/6)

+ Rarron (0/3)
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.
+ 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 this combat round.
+
Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II
+ War Sun - Allows for the production of War Suns

Other:Hacan Support for the Throne

This post has been edited by Galactic Council: 24 May 2019 - 11:07 PM

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

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Posted 23 May 2019 - 02:06 PM

Posted Image




PASS




CURRENT STATUS

Victory Points: 3

Strategy Card: WARFARE
Command Pools: 1T | 1F | 1S
Goods: 1/4 C | 12 TG
Action Cards: 2
Promissory Notes: 2 Muaat
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ 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.
+ Prototype War Sun II

Other:

This post has been edited by Blend: 13 June 2019 - 04:56 PM

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#466 User is offline   Tattersail_ 

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Posted 23 May 2019 - 07:10 PM

Posted Image


Action 1 - Activate Centauri/Gral - Move Flagship - Invade Centauri with 1 infantry and let the other 2 have some fun with those 5 on Gral. 3% chance of success.

Space Combat:

Winnu announces retreat to Lazar-Sakulag.

Turn 1:

Sol:

Genesis [2, 2] (no hits)

Winnu:

2 Destroyers [1, 8] (no hits)

2 Winnu Destroyers successfully retreat to Lazar-Sakulag. Sol wins space combat.


Ground Combat:

Turn 1:

Sol:

2 Spec-Ops II [9, 5] (1 hit)

Winnu:

5 Infantry [7, 9, 9, 7, 3] (2 hits)

1 Winnu Infantry destroyed.
2 Spec-Ops II destroyed. Special ability roll [3, 9]. 1 Spec-Ops II will be returned to Jord on Sol's next turn.

Winnu wins ground combat.





Action 2

ACTIVATE Lazar-Sakulag.
MOVE 1 Advanced Carrier II with 3 Spec Ops II and 5 Fighter II from to Beta Wormhole to Lazar Sakulag.

Winnu plays:

Quote

CEASEFIRE (Sol) | Play after the Sol player activates a system that contains one or more of your units: The Sol player cannot move units into the active system. Then, return this card to the Sol player.





Victory Points: 5
Strategy Card: TechnologyCommand Pools: 1T | 3F | 1SGoods: 0/4 C | 1TGAction Cards: 5Promissory Notes: 0 SolSecret Objectives: 2 fulfilled | 0 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Corneeq (1/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Tar'Mann (1/1) (green)
+ Tura Nora (2/0)
+ Centauri (1/3)

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.+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.+ 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.+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.

This post has been edited by Galactic Council: 25 May 2019 - 07:50 AM

Apt is the only one who reads this. Apt is nice.
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#467 User is offline   D'rek 

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Posted 23 May 2019 - 08:02 PM

Posted Image

Component Action

Quote

AJ | Plague | Play as an Action | Choose a planet that is controlled by another player. Roll 1 die for each infantry on that planet. For each result of 6 or greater destroy 1 of those units.


Target Mecatol Rex

7 Infantry [8, 9, 1, 1, 5, 3, 10]

3 Infantry destroyed.





CURRENT STATUS

Victory Points: 6

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

Planets:
+ Zej Rajja (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)
+ Bereg (3/1)
+ Lirta (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
+ Type IV Drive - Dreadnought II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)

This post has been edited by Imperial Historian: 05 June 2019 - 02:43 PM
Reason for edit: Mentax

 worrywort, 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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#468 User is offline   Itwęs Nom 

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Posted 24 May 2019 - 01:28 PM

Posted Image



Secondaries: none




Strategic Action: play Imperial

fulfill no objectives

draw new SO




CURRENT STATUS

Victory Points: 4

Strategy Card: IMPERIAL
Command Pools: 2T | 6F | 0S
Goods: 0/3 C | 2 TG
Action Cards: 4
Secret Objectives: 1 fulfilled | 0 unfulfilled
Promissory Notes: 4 Arborec, 2 Muaat

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

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.
+ 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.
+ Deep Space Cannon - PDS II
+ Stasis Capsules - Cruiser II
+ Mobile Base - War Sun

Other:
Muaat Ceasefire + SftT
All things fall, from kings to rose petals
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#469 User is offline   Galactic Council 

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Posted 25 May 2019 - 01:13 PM

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ACTION PHASE - TURN 3

This post has been edited by Galactic Council: 25 May 2019 - 01:13 PM

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#470 User is offline   Tapper 

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Posted 04 June 2019 - 01:41 PM







SECONDARIES

None.
... of Imperial: draw 1 SO.






Trade Tatts' racial PN to Twelve - Already happened, I see

Facilitate Action card between Blend and Tatts (receive AC, then trade it to the other).
Discard Lost Star Chart upon receiving the AC.





Play
AO | Spy | Play as an Action | Another player gives you a random action card from their hand on IH.




CURRENT STATUS

Victory Points: 6 (3× PO, 1× SO, 2× other)

Strategy Card: LEADERSHIP
Command Pools: 1T | 4F | 0S
Goods: 0/6 C | 2 TG.
Action Cards: 6
Secret Objectives: 1 fulfilled | 2 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table, 1 Mentak on the table, 1 Sol in hand.

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

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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1 (Researched through Technology Rider)
+ 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.
+ 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
+ War Sun unit upgrade tech

Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection

This post has been edited by Galactic Council: 05 June 2019 - 11:06 AM

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#471 User is offline   Morgoth 

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Posted 05 June 2019 - 08:40 AM

Posted Image

Pass


CURRENT STATUS

Victory Points: 8 (5 PO, 1 SO, 1 SftT, 1 MR)

Strategy Card: Diplomacy
Command Pools: 0T | 2(4)F | 0S
Goods: 0/2 C | 1 TG
Action Cards: 5
Secret Objectives: 1 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)
+ New Albion (1/1) (green tech)
+ Starpoint (3/1)
+ Wellon (1/2) (yellow tech)
+ Qucen'n (1/2)

Technologies:
+ Antimass Deflectors - Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Fleet Logistics - During each of your turns you may perform two actions rather than 1.
+ + Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
L4 Disruptors -- During an invasion, units cannot use SPACE CANNON against your units.
+ 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:

+ Nekro Cease Fire
+ Nekro support for the throne - 1 VP
+ WInnu cease fire
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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#472 User is offline   Gnaw 

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Posted 05 June 2019 - 12:41 PM

Posted Image

Secondaries: none




Component Action:

Quote

AT | War Effort | Play as an Action | Place a cruiser in a system that contains your ships.
Place in asteroid field with destroyer.



CURRENT STATUS

Victory Points: 7 {3x PO, 3x SO, 1 Arborec SftT}

Strategy Card: POLITICS
Command Pool: 1T | 3F | 2S
Goods: 1/3 C | 3 TG
Action Cards: 5
Promissory Notes: 4 Nekro,, 1 Letnev, , 1 Jol-Nar, 1 Arborec
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (the morning
+ Herrah VI (1/1)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)
+ Xxehan (1/1)

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

This post has been edited by Gnaw: 05 June 2019 - 02:15 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
Initiative order: Twelve --> Blend --> Tattersail --> D'rek --> Macaw --> Tapper --> Nom --> Morgoth --> IH
Turn order is: Tapper --> Morgoth --> Gnaw --> IH --> Twelve --> Blend --> Tattersail --> D’rek --> Nom
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#473 User is offline   Imperial Historian 

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Posted 05 June 2019 - 02:43 PM

Attached File  Mentak.png (156.56K)
Number of downloads: 0

Play Construction

Build PDS on mol primus and saudor


CURRENT STATUS


Victory Points: 10

Strategy Card: Construction
Command Pools: 0T | 8F | 1S
Goods: 0/2 C | 7 TG
Action Cards: 4
Secret Objectives: 2 fulfilled | 1 unfulfilled
PN 2 Letnev, 4 Mentak, 3 Sol, 1 Muaat
Planets:
+ Moll Primus (4/1)
+ Saudor (2/2)


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.
+ Mirror Computing - When you spend trade goods, each trade good is worth 2 resources or 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.
+ Hypermetabolism - gain one extra CT
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Cruiser II
+ PDS II
+Warsun

Other: Barony of Letnev support for the throne
Sol support for the throne
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#474 User is online   twelve 

  • Elder God
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  • Location:Pacific Northwest

Posted 05 June 2019 - 04:14 PM

Posted Image




Play reactor meltdown on the space dock on the sol non home world space dock.

Destroy that space dock.

Quote

AK | Reactor Meltdown | Play as an Action | Destroy a spacedock in a non-home system.


Sol Space Dock on Resculon destroyed.





CURRENT STATUS

Victory Points: 5

Strategy Card: TRADE
Command Pools: 0T | 5F | 0S
Goods: 0/3 C | 10 TG
Action Cards: 2

Promissory Notes: 3 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)

+ Lazar (1/0) Yellow
+ Sakulag (2/1) Red (Law)

+ Centauri (1/3)
+ Gral (1/1)
+ Ensapta (0/2)
+ Mecatol Rex (1/6)

+ Rarron (0/3)
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.
+ 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 this combat round.
+
Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II
+ War Sun - Allows for the production of War Suns

Other:Hacan Support for the Throne

This post has been edited by Galactic Council: 06 June 2019 - 12:54 PM

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

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    snapchat - rustyspoon84

Posted 05 June 2019 - 05:40 PM

Posted Image




Activate Ensapta

Move 1 dread from Arnor-Lor with 1 infantry.

Invade.




Victory Points: 5
Strategy Card: TechnologyCommand Pools: 0T | 3F | 1SGoods: 0/4 C | 1TGAction Cards: 5Promissory Notes: 0 SolSecret Objectives: 2 fulfilled | 0 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Corneeq (1/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Tar'Mann (1/1) (green)
+ Tura Nora (2/0)
+ Centauri (1/3)
+ Ensapta (0/2)

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.+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.+ 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.+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.

This post has been edited by Galactic Council: 06 June 2019 - 01:01 PM
Reason for edit: Remove Military Support

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

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  • Location:Ottawa

Posted 05 June 2019 - 08:41 PM

Posted Image




Use Construction secondary to place a Space Dock on Silvano.




CURRENT STATUS

Victory Points: 3

Strategy Card: WARFARE
Command Pools: 1T | 1F | 0S
Goods: 1/4 C | 12 TG
Action Cards: 1
Promissory Notes: 2 Muaat
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ 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.
+ Prototype War Sun II

Other:

This post has been edited by Blend: 13 June 2019 - 04:57 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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#477 User is offline   D'rek 

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Posted 05 June 2019 - 08:50 PM

Posted Image

IMPERIAL secondary - spend 1 CT to draw a new SO
CONSTRUCTION secondary - spend 1 CT to place a PDS on Bereg




STRATEGIC ACTION: Logistics

Remove CT from Bereg/Lirta. Place it in the Tactical Pool.




CURRENT STATUS

Victory Points: 6

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

Planets:
+ Zej Rajja (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)
+ Bereg (3/1)
+ Lirta (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
+ Type IV Drive - Dreadnought II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)

 worrywort, 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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#478 User is offline   Itwęs Nom 

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  • Interests:Kill the King

Posted 06 June 2019 - 10:56 AM

Posted Image



Secondaries: none




Tactical Action: Activate Herrah VI

Move in dread + gf from Silvano, 2 dreads + fighter and gf from Gwynnan

[receive 5tgs from Blend for leaving Silvano]

invade

exhaust Gwynnan, produce 2 cruisers




CURRENT STATUS

Victory Points: 4

Strategy Card: IMPERIAL
Command Pools: 1T | 6F | 0S
Goods: 0/3 C | 7 TG
Action Cards: 4
Secret Objectives: 1 fulfilled | 0 unfulfilled
Promissory Notes: 4 Arborec, 2 Muaat

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

+ Herrah VI (1/1)

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.
+ 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.
+ Deep Space Cannon - PDS II
+ Stasis Capsules - Cruiser II
+ Mobile Base - War Sun

Other:
Muaat Ceasefire + SftT

This post has been edited by Galactic Council: 06 June 2019 - 12:45 PM

All things fall, from kings to rose petals
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#479 User is offline   Galactic Council 

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Posted 06 June 2019 - 12:55 PM

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





ACTION PHASE - TURN 4
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#480 User is offline   Tapper 

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  • Location:Delft, Holland.

Posted 06 June 2019 - 01:59 PM







SECONDARIES

None.





Play on Daemon:

AI | Mining Initiative | Play as an Action | Gain trade goods equal to the resource value of a planet you control.





Pass Tatts' AC to Blend.





CURRENT STATUS

Victory Points: 6 (3× PO, 1× SO, 2× other)

Strategy Card: LEADERSHIP
Command Pools: 1T | 4F | 0S
Goods: 0/6 C | 6 TG.
Action Cards: 5
Secret Objectives: 1 fulfilled | 2 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table, 1 Mentak on the table, 1 Sol in hand.

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

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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1 (Researched through Technology Rider)
+ 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.
+ 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
+ War Sun unit upgrade tech

Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection

This post has been edited by Galactic Council: 07 June 2019 - 03:19 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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