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

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Twilight Imperium (Game 3) - Game Thread

#401 User is offline   Morgoth 

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Posted 12 April 2019 - 09:09 PM

Posted Image

Activate Thibah - move in destroyer from homeworld.




CURRENT STATUS

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

Strategy Card: Imperial
Command Pools: 1T | 2(4)F | 2S
Goods: 0/2 C | 3 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)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ New Albion (1/1) (green tech)
+ Starpoint (3/1)
+ Mehar Xull (1/3) (red tech)

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.
+ 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
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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#402 User is offline   Gnaw 

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Posted 12 April 2019 - 09:13 PM


Posted Image

Secondaries:





Play on Abyz


Quote


AS | Uprising | Play as an Action | Exhaust a non-home planet controlled by another player. Then, gain trade goods equal to its resource value.


Gain 3TG - 1tg Mentak charitable contribution




CURRENT STATUS

Victory Points: 6 {3x PO, 3x SO}

Strategy Card: LEADERSHIP
Command Pool: 1T | 3F | 2S
Goods: 1/3 C | 4 TG
Action Cards: 1
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 3 fulfilled | 0 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)
+ 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.
+ 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 Gnaw: 15 April 2019 - 09:35 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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#403 User is offline   D'rek 

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Posted 12 April 2019 - 09:42 PM

Posted Image

Secondaries

<none>




Strategic Action: POLITICS

> Gain 2 AC
> Look at upcoming agendas
> Make Tatts the Speaker




CURRENT STATUS

Victory Points: 3

Strategy Card: POLITICS
Command Pools: 1T | 4F | 1S
Goods: 0/4 C | 11 TG
Action Cards: 4
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Nar (2/3)
+ Mehar Xull (1/3) (red tech)

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)

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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#404 User is offline   Itwæs Nom 

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Posted 14 April 2019 - 09:55 AM

Attached File  Arborec.png (142.51K)
Number of downloads: 0




Construction: 2 PDS on Gwynan




CURRENT STATUS

Victory Points: 2

Strategy Card: CONSTRUCTION
Command Pools: 1T | 8F | 0S
Goods: 0/3 C | 2 TG
Action Cards: 5
Secret Objectives: 0 fulfilled | 1 unfulfilled
Promissory Notes: 4 Arborec, 2 Muaat

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

+ Zohbat (3/1)
+ Gwynan (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
+ Stasis Capsules - Cruiser II
+ Mobile Base - War Sun

Other:
Muaat Ceasefire + SftT

This post has been edited by Galactic Council: 16 April 2019 - 10:20 AM

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

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Posted 14 April 2019 - 10:30 PM

Still passed TG count is 17

View PostImperial Historian, on 11 April 2019 - 07:30 PM, said:

Attachment Mentak.png




Imperial secondary - 1ct draw SO

Pass, play the following on tatts turn.

MILITARY SUPPORT (Sol) | At the start of the Sol player's turn: Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements. Then, you may place 2 infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

Place 2 infantry on mol primus

CURRENT STATUS



Victory Points: 9

Strategy Card: Trade
Command Pools: 2T | 6F | 1S
Goods: 0/2 C | 15 (6 +3 from trade and tax of twelve, +1 from salvage ops vs morgoth, +1 from pillage of morgoth, +1 from salvage ops vs gnaw. +1from pillage of drek, +1 from pillage of blend, +1 from pillage of nom) TG
Action Cards: 5
Secret Objectives: 2 fulfilled | 1 unfulfilled
PN 2 Letnev, 3 Mentak, 4 Sol, 1 Muaat
Planets:
+ Moll Primus (4/1)
+ Saudor (2/2)
+ 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.
+ 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
+ Cruiser II
+ PDS II

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

0

#406 User is offline   Tattersail_ 

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Posted 15 April 2019 - 07:29 AM

Posted Image



Activate the Nebula move 1 fighter from Jord


CURRENT STATUS
Victory Points: 3
Strategy Card: WarfareCommand Pools: 3T | 4F | 0SGoods: 0/4 C | 4TGAction Cards: 5Promissory Notes: 2 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.+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.

This post has been edited by Tattersail_: 15 April 2019 - 03:55 PM

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

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Posted 16 April 2019 - 08:25 AM

Attached File  Hacan.png (154.41K)
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Play the Mentak racial PN (promise of protection, iirc?).

Quote

PROMISE OF PROTECTION (Mentak) | ACTION: The Mentak player cannot use his Pillage action against you. The activation of this card must be noted in your game posts. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.





CURRENT STATUS

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

Strategy Card: TECHNOLOGY
Command Pools: 0T | 4F | 1S
Goods: 0/6 C | 4 TG.
Action Cards: 4
Secret Objectives: 1 fulfilled | 1 unfulfilled
PN:: 4 Hacan, 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)

+ 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.
+ 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

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


edited to cross out Transit Diodes.

This post has been edited by Galactic Council: 16 April 2019 - 10:29 AM

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#408 User is offline   twelve 

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Posted 16 April 2019 - 11:53 AM

Attached File  Winnu.png (141.59K)
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Play Logistics remove token from Rex place in Tactical.




CURRENT STATUS

Victory Points: 4

Strategy Card: Logistics
Command Pools: 1T | 5F | 0S
Goods: 0/3 C | 14 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) Red (Law)

+ Centauri (1/3)
+ Gral (1/1) Blue
+ Tura Nora (2/0)
+ Tar'Mann (1/1) Green
+ Ensapta (0/2)
+ Mecatol Rex (1/6)

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.
+
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: 16 April 2019 - 12:04 PM

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

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Posted 22 April 2019 - 06:18 AM

Posted Image


Play Logistics secondary - build 1 Dreadnought and 2 gfs for 4 resources.

Activate Gnaws empty tech planet - move Dread and 1 gf to claim planet.



CURRENT STATUS

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

Strategy Card: Imperial
Command Pools: 0T | 2(4)F | 1S
Goods: 0/2 C | 3 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)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ New Albion (1/1) (green tech)
+ Starpoint (3/1)
+ Mehar Xull (1/3) (red tech)
+ Wellon (1/2) (yellow tech)

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.
+ 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

[b]Other:


+ Nekro Cease Fire
+ Nekro support for the throne - 1 VP

This post has been edited by Galactic Council: 23 April 2019 - 11:31 AM

Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#410 User is offline   Gnaw 

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Posted 22 April 2019 - 08:57 PM

Politics - draw 2 ac
Logistics - exhaust everything + 1tg - build war sun and 2 infantry

Tactical Action - activate Dal Bootha move dread and carrier. Pickup one infantry from xxehan and invade dal Bootha.

0/3/0

This post has been edited by Gnaw: 22 April 2019 - 08:58 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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#411 User is offline   D'rek 

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Posted 22 April 2019 - 09:08 PM

Posted Image

Secondaries

CONSTRUCTION: -1 CT. Place a PDS on Mehar Xull.
LOGISTICS




Tactical Action

> Activate the Jol-Nar home system

> Production: Exhaust Zej Rajja and Nar for 4 resources + sarween tools. Build 1 dreadnought and 2 fighters.




CURRENT STATUS

Victory Points: 3

Strategy Card: POLITICS
Command Pools: 0T | 4F | 0S
Goods: 0/4 C | 11 TG
Action Cards: 4
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)

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)

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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#412 User is offline   Itwæs Nom 

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Posted 23 April 2019 - 05:49 AM

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

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Posted 23 April 2019 - 07:36 AM

logistics secondary, for 7 resources I'm building 1 dreadnought and 5 fighters. I'm paying for this with 3 tg (X2 from mirror computing) and sarween tools.

Still passed.
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#414 User is offline   Tattersail_ 

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Posted 23 April 2019 - 09:19 AM

Posted Image


Activate Arnor/Lor - Move Carrier via Corneeq/Resculon - take 3 fighters and 1 infantry from Jord, take 2 infantry (1 from each planet) from Corneeq system.

Invade Arnor with 1 infantry and Lor with 2. If I win add 1 infantry to Lor.

Ground Combat:

Turn 1:

Sol:

2 Spec Ops II [3, 5] (no hits)

Jol-Nar:

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

Turn 2:

Sol:

2 Spec Ops II [6, 6] (2 hits)

Jol-Nar:

1 Infantry [6 (-1 Fragile) ~ 5] (no hits)

1 Jol-Nar Infantry destroyed.

Sol successfully invades Lor with 2 Spec Ops II.
Dacxive Animators: 1 Spec Ops II added to Lor.



CURRENT STATUS
Victory Points: 3
Strategy Card: WarfareCommand Pools: 2T | 4F | 0SGoods: 0/4 C | 4TGAction Cards: 5Promissory Notes: 2 SolSecret Objectives: 1 fulfilled | 1 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Corneeq (1/2)
+ 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.+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.

This post has been edited by Galactic Council: 23 April 2019 - 11:42 AM

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

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Posted 24 April 2019 - 08:47 AM

Attached File  Hacan.png (154.41K)
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Trade 3 TG to Tatts, receive his Trade Agreement.

PASS




CURRENT STATUS

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

Strategy Card: TECHNOLOGY
Command Pools: 0T | 4F | 1S
Goods: 0/6 C | 1 TG.
Action Cards: 4
Secret Objectives: 1 fulfilled | 1 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.
+ 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

Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection
Everyone is entitled to his own wrong opinion. - Lizrad
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#416 User is offline   Galactic Council 

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Posted 24 April 2019 - 09:11 AM

Attached File  Winnu.png (141.59K)
Number of downloads: 0




Tactical Action:

Exhaust Transit Diodes- Move 1 Infantry from Lazar, 1 from Ensapta and 2 from Winnu to Mecatol Rex

1) Activation - :Qucen'n/Rarron

2) Movement
..i) Move Ships - 1 Flagship, 2 Dreads, 1 Cruiser, 1 Carrier, 4 Infantry, 5 Fighters
..ii) Space Cannon Offense (Active Player) - N/A
..iii) Space Cannon Offense (Others) - N/A because Nom agreed to not PDS me Thanks Nom

3) Space Combat -

Turn 1:

Munitions Reserves: Letnev spends 2 Trade Goods to reroll any number of dice this turn.

Winnu:

Salai Sai Corian [2, 10, 10, 7] (3 hits)
2 Dreadnought II [9, 3] (1 hit)
1 Cruiser [1] (no hits)
1 Carrier [6] (no hits)
5 Fighter II [2, 6, 8, 9, 5] (2 hits)

Letnev:

3 Dreadnought II [4, 7, 8] (2 hits) - Letnev rerolls 1 die [10] (3 hits)
1 Carrier II [9] (1 hit)
2 Fighters [8, 7] (no hits) - Letnve rerolls 2 dice [2, 4] (no hits)

1 Letnev Dreadnought II, 1 Carrier II (and 3 Infantry on board), and 2 Fighters destroyed. 1 Letnev Dreadnought II sustains damage.
2 Winnu Fighter II destroyed, 2 Dread II sustain damage.

Turn 2:

Duranium Armor: 1 Letnev Dreadnought II repaired.

Letnev announces retreat with all ships with Tequ'ran-Torkan.

Winnu:

Salai Sai Corian [2, 2] (no hits)
2 Dreadnought II [8, 6] (2 hits)
1 Carrier [1] (no hits)
1 Cruiser [1] (no hits)
3 Fighter II [5, 2, 3] (no hits)

Letnev:

2 Dreadnought II [8, 3] (1 hit)

1 Letnev Dreadnought II sustains damage.
1 Winnu Fighter II destroyed.

Letnev successfully retreats to Tequ'ran-Torkan with 2 Dreadnought II. Winnu wins space combat.


4) Invasion - Bombard 1 dread each planet but use plasma scoring on Rarron.If neither bombardment works or they both do invade both planets with 2 infantry each. If only one bombardment is successful invade that planet with 1 infantry and 3 on the other planet

Ground Combat:

Qucen'n Bombardment:

1 Dreadnought II [7] (1 hit)

Rarron Bombardment:

1 Dreadnought II (+ Plasma Scoring} [10, 3] (1 hit)

1 Letnev Infantry destroyed on Qucen'n. 1 Letnev Infantry destroyed on Rarron.

Qucen'n and Rarron successfully invaded with 2 Infantry each. Letnev space dock on Qucen'n is destroyed.


5) Production - N/A




CURRENT STATUS

Victory Points: 4

Strategy Card: Logistics
Command Pools: 0T | 5F | 0S
Goods: 0/3 C | 14 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) Red (Law)
+ Centauri (1/3)
+ Gral (1/1) Blue
+ Tura Nora (2/0)
+ Tar'Mann (1/1) Green
+ Ensapta (0/2)
+ Mecatol Rex (1/6)
+ Qucen'n (1/2)
+ 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.
+ 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 April 2019 - 02:39 PM

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#417 User is offline   Morgoth 

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Posted 24 April 2019 - 11:55 AM

Posted Image

Pass

CURRENT STATUS

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

Strategy Card: Imperial
Command Pools: 0T | 2(4)F | 1S
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)
+ Mehar Xull (1/3) (red tech)
+ Wellon (1/2) (yellow tech)

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.
+ 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

[b]Other:


+ Nekro Cease Fire
+ Nekro support for the throne - 1 VP

This post has been edited by Galactic Council: 24 April 2019 - 02:18 PM

Take good care to keep relations civil
It's decent in the first of gentlemen
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#418 User is offline   Galactic Council 

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Posted 25 April 2019 - 12:46 PM

Posted Image




PASS.




CURRENT STATUS

Victory Points: 6 {3x PO, 3x SO}

Strategy Card: LEADERSHIP
Command Pool: 0T | 3F | 0S
Goods: 1/3 C | 4 TG
Action Cards: 1
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 3 fulfilled | 0 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)
+ 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.
+ 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: 25 April 2019 - 12:49 PM

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#419 User is offline   D'rek 

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  • Group: Super Moderators
  • Posts: 14,599
  • Joined: 08-August 07
  • Location::

Posted 25 April 2019 - 01:29 PM

Posted Image

PASS




CURRENT STATUS

Victory Points: 3

Strategy Card: POLITICS
Command Pools: 0T | 4F | 0S
Goods: 0/4 C | 11 TG
Action Cards: 4
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)

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)

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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#420 User is offline   D'rek 

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  • Group: Super Moderators
  • Posts: 14,599
  • Joined: 08-August 07
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Posted 25 April 2019 - 01:29 PM

Posted Image

PASS




CURRENT STATUS

Victory Points: 3

Strategy Card: POLITICS
Command Pools: 0T | 4F | 0S
Goods: 0/4 C | 11 TG
Action Cards: 4
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)

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)

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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