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TI4 Game 4C - Game Thread

#481 User is offline   Galactic Council 

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Posted 29 February 2020 - 12:43 AM

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Game map has been updated.
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#482 User is offline   Imperial Historian 

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Posted 29 February 2020 - 08:16 AM

Posted Image

Swap sftt for twelves trade PN

Politics Secondary, draw 2 action cards

Warfare on fighter in cygni librae piscium


CURRENT STATUS
Victory Points: 8
Strategy Card:

Command Pools: 3T | 6F | 2S

Goods: 0/2 C | 9 TG
Action Cards: 6
Promissory Notes: 3 Yin 1 arborec 2 Letnev 1 neckro
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
Darien (4/4)
Starpoint (3/1)
New Albion (1/1/green)
Arnor (2/1)
Ensapta (0/2)
Lor (1/2)
Cygni (1/1)
Librae (0/2)
Piscium (1/0)
Mansa 3 (0/1/yellow)

Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Gravitron Lasers
Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II
+ cruiser 2

Arborec sftt
[/quote]
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#483 User is offline   Itwæs Nom 

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Posted 29 February 2020 - 09:25 AM

Posted Image




Strategic action: Play Tech
Exhaust Daemon, research Transit Diodes, Instinct Training




CURRENT STATUS

Victory Points: 7 (5xPO1, 1xSO, 1xSftT)

Strategy Card: TECHNOLOGY
Command Pools: 3T | 4F | 3S
Goods: 0/4 C | 1 TG
Action Cards: 6
Promissory Notes: 4 Xxcha, 1 L1Z1X
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Archon Ren (2/3)
+ Archon Tau (1/1)
+ Arinam (1/2)
+ Meer (0/4, tech)
+ Lodor (3/1)
+ Daemon (6/0)



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.
+ 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.
+ Nullification Field -- After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hypermetabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Instinct Training -- You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.

Face-up Area:
+ L1Z1X SftT

This post has been edited by Itwæs Nom: 29 February 2020 - 09:58 AM

All things fall from kings to rose petals
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#484 User is offline   Tattersail_ 

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Posted 29 February 2020 - 07:31 PM

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Politics secondary - draw 2 action cards




Tactical action - activate abys fria - move everything except destroyer from Lodd Eru, that's the flagship 2 dreads etc.


CURRENT STATUS

Victory Points: 7

Strategy Card: Logisitics
Command Pools: 0T | 5F | 0S
Goods: 0/3 C | 9 TG
Action Cards: 3
Promissory Notes: 4 Sardakk N'orr, 2 NEKRO, 1 Letnev
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:

Quinarra (3/1)
Everra (3/1)
Tau Bootis (4/0)
Abyz (3/0)
Fria (2/0)

Technologies:

+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Exotrireme II -- Upgrades your Exotrireme blueprints to Exotrireme II.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1


+Nekro SFTT
+Letnev SFTT
Apt is the only one who reads this. Apt is nice.
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#485 User is offline   D'rek 

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Posted 01 March 2020 - 07:28 AM

Posted Image

Secondaries
POLITICS
WARFARE
TECHNOLOGY: -1 CT. Exhaust Mordai. Gain 3 CT.


Strategic Action: IMPERIAL

> Gain 1 VP for controlling Mecatol Rex

> Fulfill Manipulate Galactic Law (spend 16 influence). Exhaust Mecatol Rex, Lirta, and Herrah VI, and spend 6 trade goods.




CURRENT STATUS

Victory Points: 10

Strategy Card: IMEPRIAL
Command Pools: 3T | 6F | 4S
Goods: 0/3 C | 0 TG
Action Cards: 5
Promissory Notes: 2 Nekro, 2 N'orr
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Mordai (4/0)
+ Herrah VI (1/1)
+ Bereg (3/1)
+ Lirta (2/3)
+ Mecatol Rex (1/6)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Hypermetabolism - During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ 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.
+ Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
+ Stasis Capsules - Cruiser II
+ XRD Transporters - Carrier II
+ Valefar Assimilator X -> Super-Dreadnought II
+ Valefar Assimilator Y -> + Nullification Field -- After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.

Other:
+ N'orr Support for the Throne

 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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#486 User is offline   Galactic Council 

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Posted 01 March 2020 - 06:30 PM

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Game map has been updated.
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#487 User is offline   ToasTer86 

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Posted 02 March 2020 - 01:48 PM

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As everyone just wants D'rek to win and will not negotiate. Or see it from my side of the table. I will just keep stalling and doing my own thing




Play Construction :
- place PDS on Gwynan
- place PDS on Maaluuk





CURRENT STATUS

Victory Points: 10 ( 4 PO I , 1 PO II , 3 SO, 1sftt)
Strategy Card: CONSTRUCTION
Command Pools: 2T | 4F | 2S
Goods: 0/0C | 2 TG
Action Cards: 7
Promissory Notes: 3 Naalu Collective, 2 Ghost of Cruess
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Maaluuk: (0/2)
+ Druua: (3/1)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Gwynan (3/1)
+ Fornacis (1/0)
+ Arietis (0/1)
+ Gliese (1/2)
+ Thibah (1/1) B

Technologies:
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1
+ Dacxive Animator -- After you win a ground combat, you may place 1 infantry from your reinforcements on that planet
+ Neuroglaive ® -- After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his fleet pool and returns it to his reinforcements.
+ Sarween Tools -- When 1 or more of your units use Production, reduce the combined cost of the produced units by 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.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.

Play area:
+ 1 Sftt from Cruess

This post has been edited by ToasTer86: 11 March 2020 - 09:46 AM

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#488 User is offline   Tapper 

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Posted 02 March 2020 - 02:33 PM

Posted Image
Politics secondary: pay 1 CT, draw 2 cards.

Tech secondary; pay 1 CT, exhaust Lodd Eru for Red Tech, pay 4 resources (exhaust T'renlak for 1, 3 from TG) research Deuterium Armor.

Play:
AO | Spy | As an Action: | Choose 1 player. That player gives you 1 random action card from his hand.

Target D'rek.




CURRENT STATUS

Victory Points: 5

Strategy Card: LEADERSHIP
Command Pools: 1T | 4F | 0S
Goods: 0/2 C | 8 TG
Action Cards: 7
Promissory Notes: 4 L1Z1X, 1 XXCHA, 1 NAALU
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ 0.0.0 (5/0)
+ Dal Bootha (0/2)
+ Xehan (1/1)
+ Lodd Eru (3/0 R)
+ Queqen'n (1/2)
+ Rarron (0/3)
+ Tren'Lak (1/0)

[b]Technologies:

+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ 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.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Super-Dreadnought II -- Upgrades your Super-Dreadnought blueprints into Super-Dreadnought II


Face-up Play Area: XXCHA Support for the Throne.
Everyone is entitled to his own wrong opinion. - Lizrad
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#489 User is offline   Khellendros 

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Posted 04 March 2020 - 12:28 AM

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Secondary Strategic Action

TECHNOLOGY: Exhaust Gral for blue tech and Arc Prime for 4 resources. Research Light-Wave Deflector.




Tactical Action:

ACTIVATE Mecatol Rex.

MOVE From Centauri-Gral: Arc Secundus (Gravity Drive), Dreadnought, Carrier, 7 Fighters, 3 Infantry (1 from Centauri, 2 from Gral). From the empty southern hex, move 1 Destroyer. From Tar’Mann, move 1 Carrier, 3 Fighters, 3 Infantry (1 from Tar’Mann, 2 from Wellon).

SPACE COMBAT:

Drek > Assault Cannon > Destroy 1 of Khell's non-fighter ships.

Khell destroys his destroyer.
Drek copies Non-Euclidian Shielding (replaces Nullification Field)

..i) Anti-Fighter Barrage: N/A
..ii) Announce Retreats: N/A
..iii) Make Combat Rolls:
..iv) Assign Hits:

D'rek > 1 x Flagship, 1 x Dreadnought, 3 x Cruisers, 1 x Carrier, 3 x Fighters, 8 x Infantry > [18d10=6, 10, 2, 5, 8, 7, 8, 10, 5, 6, 9, 4, 3, 9, 9, 9, 7, 5] > (8 hits)
Khellendros > 1 x Flagship, 1 x Dreadnought, 2 x Carriers, 10 x Fighters > [15d10=1, 7, 8, 6, 7, 2, 4, 5, 8, 5, 7, 6, 5, 5, 9] > (3 hits)

Khellendros uses Non-Euclidian Shielding to sustain damage on his dreadnought and absorb 2 hits, then destroys 6 Fighters.
Drek sustains damage using Non-Euclidian Shielding on her dreadnought to absorb 2 hits, then sustains damage on her Flagship.

D'rek > 1 x Flagship, 1 x Dreadnought, 3 x Cruisers, 1 x Carrier, 3 x Fighters, 8 x Infantry > [18d10=5, 8, 10, 1, 9, 7, 3, 5, 6, 7, 9, 6, 2, 5, 2, 8, 3, 5] > (5 hits)
Khellendros > 1 x Flagship, 1 x Dreadnought, 2 x Carriers, 4 x Fighters > [9d10=2, 4, 4, 5, 4, 10, 5, 10, 2] > (2 hits)

Khellendros destroys 4 fighters, 1 carrier.
Drek destroys 2 fighters.

D'rek > 1 x Flagship, 1 x Dreadnought, 3 x Cruisers, 1 x Carrier, 1 x Fighters, 8 x Infantry > [16d10=2, 5, 9, 4, 4, 3, 9, 10, 10, 1, 8, 4, 9, 8, 1, 6] > (7 hits)
Khellendros > 1 x Flagship, 1 x Dreadnought, 1 x Carrier > [4d10=5, 1, 9, 8] > (2 hits)

Khellendros destroys his dreadnought, sustains damage on his flagship, destroys his flagship and destroys his carrier.
Drek destroys 1 fighter, 1 carrier.

..v) Retreat: N/A

Khell loses space combat. Khell destroys 6 infantry as he no longer has capacity in Mecatol Rex.




CURRENT STATUS

Victory Points: 8

Strategy Card: DIPLOMACY
Command Pools: 0T | 3(+2)F | 0S
Goods: 0/2 C | 0 TG
Action Cards: 0
Promissory Notes: 1 Letnev, 1 Yin
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Lazar (1/0) (yellow tech)
+ Sakulag (2/1)
+ Zej Rajja (2/1)
+ Centauri (1/3)
+ Gral (1/1) (blue tech)
+ Saudor (2/2)
+ Wellon (1/2) (yellow tech)
+ Tar'Mann (1/1) (green 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.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Light/Wave Deflector
+ 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.
+ Non-Euclidean Shielding -- When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II.
+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.
+ Automated Defense Turrets -- Upgrades your Destroyer blueprints to Destroyer II.

Other:

This post has been edited by Galactic Council: 05 March 2020 - 12:02 AM

"I think I've made a terrible error of judgement."
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#490 User is offline   Galactic Council 

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Posted 05 March 2020 - 01:08 AM

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Game map has been updated.
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#491 User is offline   Morgoth 

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Posted 06 March 2020 - 07:51 AM

Posted Image

Play Imperial secondary to draw one SO.


Play AJ | Plague | Action: Choose 1 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 Toaster's home system. Chose the planet without a space dock.

Morgoth > Plague vs Maaluuk > [12d10=5, 9, 3, 7, 9, 10, 4, 6, 8, 5, 2, 5] > (6 hits)

Toaster destroys 6 infantry on Maaluuk.


CURRENT STATUS

Victory Points: 9 (6 PO,2 SO, 1 sftt)

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

Planets:
+ Creuss (4/2)
+ Quann (2/1)
+ Corneeq (1/2)
+ Resculon (2/0)
+ Mallice (0/3)
+ Tura Nora (2/0)

Technologies:
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ 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.
+ 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.
+ Neural motivator -- During the status phase, draw 2 action cards instead of 1.
+ Carrier II - +1 to movement +2 to capacity
[/quote]

This post has been edited by Galactic Council: 07 March 2020 - 07:44 PM

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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#492 User is offline   twelve 

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Posted 06 March 2020 - 10:03 PM

Posted Image

No Secondaries






Strategic Action Play Trade. Gain 3 trade goods. Give everyone except Morgoth and Toast a free refresh


CURRENT STATUS

Victory Points: 9

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

Planets:
+ Nestphar (3/2)
+ Zohbat (3/1)
+ Mellon (0/2)
+ Mehar Xull (1/3)
+ Nevant (1/2)
+ Vefut II(2/2)
+ Silvano (2/2)

Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Antimass Deflectors
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxive Animator
+ 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.
+ Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
+ Stasis Chamber - Upgrades cruiser blueprint to Cruiser II



Other:

Research team (red skip)
I don't know what I'm doing but it sounds good.
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#493 User is offline   Imperial Historian 

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Posted 08 March 2020 - 12:23 AM

Posted Image

Secondary Technology, -1CT, exhaust starpoint and piscium for 3, research infantry 2
Secondary Trade, free refresh, gain 3 TG from twelve's TA
Secondary Imperial, -1CT draw secret objective

Trade 2 commodities for 2 Tg with twelve

Activate Nebula
Move 1 carrier, 2 fighters, 2 infantry, 1 destroyer from mansa 3
Move 1 carrier, 2 cruisers, 6 fighters from piscium, cygni, librae

Lose 1 CT due to neuroglaive

Fight

Space Combat:

..i) Anti-Fighter Barrage: N/A
..ii) Announce Retreats: N/A
..iii) Make Combat Rolls:

Toaster > 1 x Cruiser > [1d10=7] > +1 Nebula = 8 > (1 hit)
IH > 2 x Cruiser, 2 x Carrier, 1 x Destroyer, 8 x Fighters > [13d10=7, 7, 7, 10, 8, 9, 9, 9, 2, 2, 4, 10, 1] > +1 Warfare = 8, 8, 8, 11, 9, 10, 10, 10, 3, 3, 5, 11, 2 > (8 hits)

..iv) Assign Hits

Toaster destroys his cruiser.
IH destroys his destroyer.

IH wins space combat.

..v) Retreat: N/A


CURRENT STATUS
Victory Points: 8
Strategy Card:

Command Pools: 2T | 5F | 1S

Goods: 0/2 C | 14 TG
Action Cards: 7
Promissory Notes: 3 Yin 1 arborec 2 Letnev 1 neckro
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
Darien (4/4)
Starpoint (3/1)
New Albion (1/1/green)
Arnor (2/1)
Ensapta (0/2)
Lor (1/2)
Cygni (1/1)
Librae (0/2)
Piscium (1/0)
Mansa 3 (0/1/yellow)

Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Gravitron Lasers
Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II
+ cruiser 2
+ infantry 2

Arborec sftt

This post has been edited by Galactic Council: 10 March 2020 - 02:14 AM

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#494 User is offline   Itwæs Nom 

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Posted 09 March 2020 - 06:28 PM

Posted Image

Secondaries:
Imperial - draw new SO, choose 1 to discard -1SCT
Construction - none
Trade - free refresh +4c




Component action:
Play
AS | Uprising | As an Action: | Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
on Gwynan +3TG




CURRENT STATUS

Victory Points: 7 (5xPO1, 1xSO, 1xSftT)

Strategy Card: TECHNOLOGY
Command Pools: 3T | 4F | 2S
Goods: 4/4 C | 4 TG
Action Cards: 5
Promissory Notes: 4 Xxcha, 1 L1Z1X
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Archon Ren (2/3)
+ Archon Tau (1/1)
+ Arinam (1/2)
+ Meer (0/4, tech)
+ Lodor (3/1)
+ Daemon (6/0)



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.
+ 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.
+ Nullification Field -- After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hypermetabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Instinct Training -- You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.

Face-up Area:
+ L1Z1X SftT

This post has been edited by Itwæs Nom: 09 March 2020 - 06:28 PM

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

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Posted 10 March 2020 - 02:20 AM

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Game map has been updated.
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#496 User is offline   Tattersail_ 

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    snapchat - rustyspoon84

Posted 11 March 2020 - 09:10 AM

Posted Image

Trade Secondary - Free refresh
Exchange 3c+1tg:4c with Nom





Logisitics - remove token from A/F - rearrange tokens - Carrier becomes collateral damage.



CURRENT STATUS

Victory Points: 7

Strategy Card: Logisitics
Command Pools: 2T | 4F | 0S
Goods: 0/3 C | 12 TG
Action Cards: 3
Promissory Notes: 4 Sardakk N'orr, 2 NEKRO, 1 Letnev
Secret Objectives: 2 fulfilled | 0 unfulfilled

Planets:

Quinarra (3/1)
Everra (3/1)
Tau Bootis (4/0)
Abyz (3/0)
Fria (2/0)

Technologies:

+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Exotrireme II -- Upgrades your Exotrireme blueprints to Exotrireme II.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1


+Nekro SFTT
+Letnev SFTT

This post has been edited by Tattersail_: 11 March 2020 - 09:19 AM

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

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Posted 11 March 2020 - 02:50 PM

Posted Image

Secondaries
TRADE: Free refresh. Gain 3 commodities.
LOGISTICS

Tactical Action

ACTIVATE Ariete/Fornacis/Gliese
> Neuroglaive: Remove 1 CT from fleet supply

MOVE

Drek uses the following action card:

Quote

CL | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.


> 1 flagship {3 infantry} from Mecatol Rex
> 1 dreadnought {2 infantry} from Mecatol Rex
> 1 dreadnought {2 infantry from Bereg} from Silvano <gravity drive>
> 1 cruiser {1 infantry} from Silvano

Space Cannon Offense:

Nom > 1 x PDS + Plasma Scoring > [2d10=3, 9] > (1 hit)

Drek sustains damage on 1 dread.


SPACE COMBAT
> Assault Cannon -> Naalu dreadnought destroyed. Technological Singularity: copy Neuroglaive (replace Non-Euclidean Shielding)

..i) Anti-Fighter Barrage: N/A
..ii) Announce Retreats: N/A
..iii) Make Combat Rolls:

Toaster > 1 x Fighter > [1d10=9] > (1 hit)
Drek > 1 x Flagship, 2 x Dreadnought, 1 x Cruiser > [5d10=9, 8, 8, 3, 7] > (3 hits)

..iv) Assign Hits

Toaster destroys 1 Fighter.
Drek destroys her cruiser.

..v) Retreat: N/A

Drek wins space combat.


INVASION

Toaster plays the following action card:

Quote

AU | Bunker | At the start of an invasion: | During this invasion, apply -4 to the result of each Bombardment roll against planets you control.


Tapper plays the following action card:

Quote

CC | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.


Bunker is cancelled.


> Bombardment: 2 rolls vs Arietes

Drek > Bombardment x 2 > [2d10=4, 8] > (2 hits)

Toaster destroys 2 infantry on Arietis.


> Commit Ground Forces:
---> If Ariete has 2 defenders -> 5 infantry to Gliese, 3 to Ariete
---> If Ariete has 1 defenders -> 5 infantry to Gliese, 2 to Ariete, 1 to Fornacis
---> If Ariete has 0 defenders -> 6 infantry to Gliese, 1 to Ariete, 1 to Fornacis

> Ground Combat on Gliese:

Toaster > 3 x Infantry > [3d10=10, 5, 10] > (2 hits)
Drek > 6 x Infantry > [6d10=8, 3, 7, 2, 8, 3] > (2 hits)

Toaster destroys 2 infantry.
Drek destroys 2 infantry.

Toaster > 1 x Infantry > [1d10=3] > (no hits)
Drek > 4 x Infantry > [4d10=9, 8, 6, 7] > (2 hits)

Toaster destroys 1 infantry.

Drek wins ground combat on Gliese.


> Ground Combat on Ariete:


Daxcive Animators: gain 1 infantry on Gliese , gain 1 infantry on Ariete


PRODUCTION n/a




CURRENT STATUS

Victory Points: 10

Strategy Card: IMEPRIAL
Command Pools: 2T | 5F | 4S
Goods: 3/3 C | 0 TG
Action Cards: 4
Promissory Notes: 2 Nekro, 2 N'orr
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Mordai (4/0)
+ Herrah VI (1/1)
+ Bereg (3/1)
+ Lirta (2/3)
+ Mecatol Rex (1/6)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Hypermetabolism - During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ 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.
+ Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
+ Stasis Capsules - Cruiser II
+ XRD Transporters - Carrier II
+ Valefar Assimilator X -> Super-Dreadnought II
+ Valefar Assimilator Y -> + Neuroglaive -- After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his fleet pool and returns it to his reinforcements.

Other:
+ N'orr Support for the Throne

This post has been edited by Galactic Council: 14 March 2020 - 03:44 PM

 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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#498 User is offline   Galactic Council 

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Posted 12 March 2020 - 10:55 PM

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Game map has been updated.
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#499 User is offline   ToasTer86 

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Posted 16 March 2020 - 07:33 AM

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CREUSS IFF (Creuss) | At the start of your turn during the action phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

Place the B wormhole token south-west of Sardak'Norr // Tatts home system in the emtpy space





Action:
AP | Tactical Bombardment | As an Action: | Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.

Target Tequ'ran // Torkan





CURRENT STATUS

Victory Points: 10 ( 4 PO I , 1 PO II , 3 SO, 1sftt)
Strategy Card: CONSTRUCTION
Command Pools: 2T | 4F | 2S
Goods: 0/0C | 2 TG
Action Cards: 5
Promissory Notes: 3 Naalu Collective, 1 Ghost of Cruess
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Maaluuk: (0/2)
+ Druua: (3/1)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Gwynan (3/1)
+ Thibah (1/1) B

Technologies:
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1
+ Dacxive Animator -- After you win a ground combat, you may place 1 infantry from your reinforcements on that planet
+ Neuroglaive ® -- After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his fleet pool and returns it to his reinforcements.
+ Sarween Tools -- When 1 or more of your units use Production, reduce the combined cost of the produced units by 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.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.

Play area:
+ 1 Sftt from Cruess

This post has been edited by ToasTer86: 16 March 2020 - 07:34 AM

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#500 User is offline   Tapper 

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Posted 17 March 2020 - 07:30 PM

Will prettify later, but here goes.


Activate Mordai II (D'rek's homeworld).

Tapper loses 1 CT from his Fleet pool due to Neuroglaive.

Play

Quote

CM | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.


Move 2 dreadnoughts with 2 infantry and 2 fighters from Quinarra/Trenlak to Mordai II.
If Flank Speed is not Sabotage'd, at the start of the first combat round: play

Space Combat:

..i) Anti-Fighter Barrage: N/A
..ii) Announce Retreats: N/A
..iii) Make Combat Rolls:

Tapper plays the following action card:

Quote

BU | Morale Boost | At the start of a combat round: | Apply +1 to the result of each of your unit's combat rolls during this combat round.


Tapper > 2 x Dreadnought, 2 x Fighter > [4d10=7, 3, 5, 9] > (2 hits)
D'rek > 1 x Dreadnought, 1 x Cruiser, 3 x Fighter > [5d10=5, 6, 3, 9, 5] > (3 hits)

..iv) Assign Hits

Drek sustains damage on her dreadnought and destroys 1 fighter.
Tapper sustains damage on one dreadnought and uses the following action card:

Quote

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


Tapper > 2 x Dreadnought, 2 x Fighter > [4d10=9, 3, 5, 2] > (1 hit)
Drek > 1 x Dreadnought, 1 x Cruiser, 2 x Fighter > [4d10=9, 4, 7, 8] > (2 hits)

Drek destroys 1 fighter.
Tapper sustains damage on his 2nd dread then destroys 1 fighter. D'rek copies Plasma Scoring technology.

Tapper > 2 x Dreadnought, 1 x Fighter > [3d10=7, 8, 8] > (2 hits)
Drek > 1 x Dreadnought, 1 x Cruiser, 1 x Fighter > [3d10=1, 1, 2] > (no hits)

Drek destroys 1 fighter and 1 cruiser.

Tapper > 2 x Dreadnought, 1 x Fighter > [3d10=4, 6, 1] > (2 hits)
Drek > 1 x Dreadnought > [1d10=7] > (1 hit)

Drek destroys her dreadnought.
Tapper destroys his fighter.

..v) Retreat: N/A

Tapper wins space combat.


Blend has the instructions, Neuroglaive does not, as far as I can see, affect any of my fleets (4 CT in Fleet, 3 maximum size everywhere).

Invasion:

..i) Bombardment:

Tapper > 2 x Dreadnought + Plasma Scoring > [3d10=10, 5, 10] > (3 hits)

Drek destroys 3 infantry.

..ii) Commit Ground Forces:

Tapper commits 2 infantry to invade Mordai III.

Drek plays the following action card:

Quote

BC | Parley | After another player commits units to land on a planet you control: | Return the committed units to the space area.


Nom uses the following action card:

Quote

CA | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.


..iii) Space Cannon Defense: N/A
..iv) Ground Combat:

Tapper > 2 x Infantry > [2d10=4, 6] > (no hits)
Drek > 1 x Infantry > [1d10=5] > (no hits)

Harrow > Tapper > 2 x Dreadnought + Plasma Scoring > [3d10=3, 1, 8] > (1 hit)

Drek destroys her infantry.

..v) Establish Control: Tapper establishes control of Mordai III and assimilates Drek's Space Dock.


Production:

Tapper produces 3 fighters, 2 infantry for a cost of 3 resources.
Tapper exhausts 0.0.0 to pay for it.

This post has been edited by D'rek: 26 March 2020 - 02:55 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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