TI4 Game 4C - Game Thread
#521
Posted 20 April 2020 - 03:10 PM
PASS
#524
Posted 29 April 2020 - 09:03 AM
Play Leadership. Exhaust Queqen'n, Dal Bootha, Xehan, pay 1 TG. Gain 5 tokens, distribute 2/1/2.
CURRENT STATUS
Victory Points: 5
Strategy Card:
Command Pools: 2T | 4F | 2S
Goods: 2/2 C | 8 TG
Action Cards: 2
Promissory Notes: 4 L1Z1X, 1 XXCHA,
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ 0.0.0 (5/0)
+ Lodd Eru (3/0 R)
[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
#525
Posted 29 April 2020 - 10:32 PM
Secondary Strategic Actions:
LEADERSHIP: Exhaust Wren Terra, Centauri, Saudor, Wellon, and TarMann for 9 influence, gain 3 CTs. Place all in strategic pool.
CURRENT STATUS
Victory Points: 8
Strategy Card:
Command Pools: 0T | 3(+2)F | 3S
Goods: 2/2 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)
+
+
+
+ Centauri (1/3)
+
+ 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:
"I think I've made a terrible error of judgement."
#526
Posted 30 April 2020 - 05:40 AM
Leadership secondary - Exhaust Mallice for 1 token in strategy.
CURRENT STATUS
Victory Points: 9 (6 PO,2 SO, 1 sftt)
Strategy Card:
Command Pools: 3T | 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)
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
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#527
Posted 30 April 2020 - 03:20 PM
Leadership Secondary
Exahust Nestphar (2), Zohbat (1), Mellon (2), Mehar Xull (3), Nevant (2), Vefut II (2), Silvano (2) and 4 trade goods for 18 influence. Gain 6 command counters and place them all in Strategey
Pass
CURRENT STATUS
Victory Points: 9
Strategy Card:
Command Pools: 0T | 2F | 6S
Goods: 0/3 C | 0 TG
Action Cards: 4
Promissory Notes: 3 Arborec, 1 Yin
Secret Objectives: 2 fulfilled | 1 unfulfilled
Planets:
+
+
+
+
+
+
+
Technologies:
+ 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 results of each die roll.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxive Animator - - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ 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.
#528
Posted 30 April 2020 - 04:41 PM
Leadership secondary: Exhaust mansa, librae, darien, lor, new albion and 8 TG for 6 CT (5 in strategy, 1 in tactical)
Play:
AG | Insubordination | As an Action: | Remove 1 token from another player's tactic pool and return it to his reinforcements.
on Toaster
CURRENT STATUS
Victory Points: 9
Strategy Card:Warfare
Command Pools: 2T | 4F | 6S
Goods: 0/2 C | 6 TG
Action Cards: 3
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.
+ 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.
+ 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
Play:
AG | Insubordination | As an Action: | Remove 1 token from another player's tactic pool and return it to his reinforcements.
on Toaster
CURRENT STATUS
Victory Points: 9
Strategy Card:
Command Pools: 2T | 4F | 6S
Goods: 0/2 C | 6 TG
Action Cards: 3
Promissory Notes: 3 Yin 1 arborec 2 Letnev 1 neckro
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
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.
+ 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.
+ 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
#529
Posted 02 May 2020 - 01:17 PM
Secondaries:
Leadership - exhaust Archon Ren(3), Archon Tau(1), Arinam(2), Meer(4), Lodor(1), Thiba(1) + 6 tg for 18infl, gain 3/0/3
Activate Mallice, no ship movement, full PDS and flagship fire
Nom > 2 x PDS + 3 x Flagship + 1 Plasma Scoring > [6d10=8, 9, 6, 3, 3, 7] > (4 hits)
Twelve's cruiser is destroyed.
CURRENT STATUS
Victory Points: 7 (5xPO1, 1xSO, 1xSftT)
Strategy Card:
Command Pools: 4T | 3F | 5S
Goods: 0/4 C | 2 TG
Action Cards: 3
Promissory Notes: 4 Xxcha, 1 L1Z1X
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
+ Archon Tau (1/1)
+ Arinam (1/2)
+ Meer (0/4, tech)
+ Lodor (3/1)[s]
+ Daemon (6/0)
+ Thibah (1/1)
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 Galactic Council: 08 May 2020 - 01:12 PM
All things fall from kings to rose petals
#530
Posted 02 May 2020 - 09:37 PM
Leadership Secondary- spend 3 TGs
Gain 1 CT put in tactical
AR | Unstable Planet | As an Action: | Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
Choose Cygni
CURRENT STATUS
Victory Points: 7
Strategy Card:
Command Pools: 1T | 4F | 0S
Goods: 0/3 C | 9 TG
Action Cards: 2
Promissory Notes: 4 Sardakk N'orr, 2 NEKRO, 1 Letnev
Secret Objectives: 2 fulfilled | 0 unfulfilled
Planets:
Quinarra (3/1)
Everra (3/1)
Abyz (3/0)
Fria (2/0)
Rarron (3/0)
Tren'Lak (1/0)
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.
#531
Posted 04 May 2020 - 12:39 PM
LEADERSHIP Secondary: Exhaust Bereg and Gliese for 3 influence. Gain 1 CT in Strategic.
CURRENT STATUS
Victory Points: 10
Strategy Card:
Command Pools: 2T | 5F | 4S
Goods: 3/3 C | 0 TG
Action Cards: 1
Promissory Notes: 2 Nekro, 2 N'orr
Secret Objectives: 2 fulfilled | 1 unfulfilled
Planets:
+
+
+
+
+
+
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.
+ 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.
+ 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
#532
Posted 07 May 2020 - 12:01 PM
[quote name='Tapper' timestamp='1588151014' post='1403581']
Activate Abyz/Fria.
Move the carrier through home world (picking up 4 infantry), then to A/F.
Move the cruiser and the dread from homeworld to A/F with 1 fighter, 1 infantry on board.
Fight to the death, (1st hit to dread, 2nd to fighter unless Duranium has already repaired dread, 3rd to cruiser unless Duranium has already repaired dread).
Invade Fria with 1 infantry, Abyz with 4.
Invasion:
..i) Bombardment:
Tapper > 1 x Dreadnought + Plasma Scoring > [2d10=3, 1] > (no hits)
..ii) Commit Ground Forces: See above
..iii) Space Cannon Defense: N/A
..iv) Ground Combat:
Abyz:
Tapper > 4 x Infantry > [4d10=3, 8, 1, 10] > (2 hits)
Tatts > 2 x Infantry > [2d10=6, 9] > (1 hit)
Tapper destroys 1 infantry.
Tattersail destroys 2 infantry.
Tapper wins ground combat.
..v) Establish Control
Establish control.
CURRENT STATUS
Victory Points: 5
Strategy Card:LEADERSHIP
Command Pools: 1T | 4F | 2S
Goods: 2/2 C | 8 TG
Action Cards: 2
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)
[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.
Activate Abyz/Fria.
Move the carrier through home world (picking up 4 infantry), then to A/F.
Move the cruiser and the dread from homeworld to A/F with 1 fighter, 1 infantry on board.
Fight to the death, (1st hit to dread, 2nd to fighter unless Duranium has already repaired dread, 3rd to cruiser unless Duranium has already repaired dread).
Invade Fria with 1 infantry, Abyz with 4.
Invasion:
..i) Bombardment:
Tapper > 1 x Dreadnought + Plasma Scoring > [2d10=3, 1] > (no hits)
..ii) Commit Ground Forces: See above
..iii) Space Cannon Defense: N/A
..iv) Ground Combat:
Abyz:
Tapper > 4 x Infantry > [4d10=3, 8, 1, 10] > (2 hits)
Tatts > 2 x Infantry > [2d10=6, 9] > (1 hit)
Tapper destroys 1 infantry.
Tattersail destroys 2 infantry.
Tapper wins ground combat.
..v) Establish Control
Establish control.
CURRENT STATUS
Victory Points: 5
Strategy Card:
Command Pools: 1T | 4F | 2S
Goods: 2/2 C | 8 TG
Action Cards: 2
Promissory Notes: 4 L1Z1X, 1 XXCHA,
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ 0.0.0 (5/0)
+ Lodd Eru (3/0 R)
[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.
This post has been edited by Galactic Council: 21 May 2020 - 01:23 PM
Everyone is entitled to his own wrong opinion. - Lizrad
#533
Posted 08 May 2020 - 11:14 AM
Activate cygni/librae/piscium
Build 2 infantry
CURRENT STATUS
Victory Points: 9
Strategy Card:
Command Pools: 1T | 4F | 6S
Goods: 0/2 C | 6 TG
Action Cards: 3
Promissory Notes: 3 Yin 1 arborec 2 Letnev 1 neckro
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
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.
+ 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.
+ 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: 21 May 2020 - 01:28 PM
#534
Posted 09 May 2020 - 02:35 PM
Secondaries: none available
Transit Diode 2 gf from Thibah, 1 from Arinam, 1 from Meer, all land on Daemon
Activate Mansa III, move in dread+fighter and carrier+3gf from Daemon, invade -1TCT
Space Cannon Offense:
IH > 1 x PDS + Plasma Scoring > [2d10=9, 1] > (1 hit)
Nom sustains damage on his dreadnought.
Invasion:
..i) Bombardment:
Nom > 1 x Dreadnought > [1d10=3] > (no hits)
..ii) Commit Ground Forces: 3 x Infantry
..iii) Space Cannon Defense: N/A
..iv) Ground Combat:
IH indoctrinates 1 of Nom's infantry.
Nom > 2 x Infantry > [2d10=8, 3] > (1 hit)
IH > 2 x Infantry > [2d10=1, 2] > (no hits)
IH destroys 1 infantry.
Nom > 2 x Infantry > [2d10=1, 3] > (no hits)
IH > 1 x Infantry > [1d10=2] > (no hits)
Nom > 2 x Infantry > [2d10=5, 4] > (no hits)
IH > 1 x Infantry > [1d10=10] > (1 hit)
Nom destroys 1 infantry.
Nom > 1 x Infantry > [1d10=10] > (1 hit)
IH > 1 x Infantry > [1d10=10] > (1 hit)
Nom destroys 1 infantry.
IH destroys 1 infantry.
IH retains control of Mansa III.
..v) Establish Control: N/A
IH Infantry Regeneration > [2d10=9, 9] > 2 infantry regenerated on IH's Infantry Tech card, to be placed on planets owned by IH at the beginning of his next turn.
CURRENT STATUS
Victory Points: 7 (5xPO1, 1xSO, 1xSftT)
Strategy Card:
Command Pools: 3T | 3F | 5S
Goods: 0/4 C | 2 TG
Action Cards: 3
Promissory Notes: 4 Xxcha, 1 L1Z1X
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
+ Archon Tau (1/1)
+ Arinam (1/2)
+ Meer (0/4, tech)
+ Lodor (3/1)
+ Daemon (6/0)
+ Thibah (1/1)
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.
+ 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 Galactic Council: 21 May 2020 - 06:43 PM
All things fall from kings to rose petals
#535
Posted 09 May 2020 - 03:02 PM
I'll fire PDS and if an infantry battle occurs I'll spend 2TG to indoctrinate
#536
Posted 13 May 2020 - 08:03 AM
Tactical action - activate Everra
Move destroyer from Lodd Eru, cruiser from asteroid field, cruiser and carrier from Bootis.
Fight to the death
Space Combat:
..i) Anti-Fighter Barrage:
Tatts > 1 x Destroyer (x2) > [2d10=9, 9] > (2 hits)
Tapper destroys 2 fighters.
..ii) Announce Retreats
..iii) Make Combat Rolls:
..iv) Assign Hits
Tattersail > 2 x Cruiser, 1 x Carrier, 1 x Destroyer > [4d10=8, 5, 7, 3] > (1 hit)
Tapper > 1 x Flagship (x2), 2 x Dreadnought, 2 x Fighter > [6d10=5, 7, 6, 6, 5, 7] > (4 hits)
Tapper destroys 1 fighter.
Tattersail destroys 2 cruisers, 1 carrier, 1 destroyer.
Tapper wins space combat.
..v) Retreat
CURRENT STATUS
Victory Points: 7
Strategy Card:
Command Pools: 0T | 4F | 0S
Goods: 0/3 C | 9 TG
Action Cards: 2
Promissory Notes: 4 Sardakk N'orr, 2 NEKRO, 1 Letnev
Secret Objectives: 2 fulfilled | 0 unfulfilled
Planets:
Quinarra (3/1)
Everra (3/1)
Abyz (3/0)
Fria (2/0)
Rarron (3/0)
Tren'Lak (1/0)
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 Galactic Council: 21 May 2020 - 01:57 PM
Only someone with this much power could make this many frittatas without breaking any eggs.
#538
Posted 26 May 2020 - 01:40 PM
Tapper, on 07 May 2020 - 12:01 PM, said:
1. I think Deuterium Armor restored tmy Dreads at Everra after the first round of combat, so technically I could take the round 2 hit on my 3rd fighter by Sustaining damage on my dread instead.
Action: PASS.
CURRENT STATUS
Victory Points: 5
Strategy Card:
Command Pools: 1T | 4F | 2S
Goods: 2/2 C | 8 TG
Action Cards: 2
Promissory Notes: 4 L1Z1X, 1 XXCHA,
Secret Objectives: 0 fulfilled | 2 unfulfilled
Planets:
+ 0.0.0 (5/0)
+ Lodd Eru (3/0 R)
[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
#539
Posted 26 May 2020 - 01:49 PM
Activate homeworld, move in 2 dreads from starpoint
Build 6 infantry, spend 2TG
CURRENT STATUS
Victory Points: 9
Strategy Card:Warfare
Command Pools: 0T | 4F | 6S
Goods: 0/2 C | 2 TG
Action Cards: 3
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.
+ 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.
+ 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
Build 6 infantry, spend 2TG
CURRENT STATUS
Victory Points: 9
Strategy Card:
Command Pools: 0T | 4F | 6S
Goods: 0/2 C | 2 TG
Action Cards: 3
Promissory Notes: 3 Yin 1 arborec 2 Letnev 1 neckro
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
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.
+ 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.
+ 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
#540
Posted 28 May 2020 - 07:56 PM
Secondaries: none available
PASS
CURRENT STATUS
Victory Points: 7 (5xPO1, 1xSO, 1xSftT)
Strategy Card:
Command Pools: 3T | 3F | 5S
Goods: 0/4 C | 2 TG
Action Cards: 3
Promissory Notes: 4 Xxcha, 1 L1Z1X
Secret Objectives: 1 fulfilled | 2 unfulfilled
Planets:
+ Archon Tau (1/1)
+ Arinam (1/2)
+ Meer (0/4, tech)
+ Lodor (3/1)
+ Daemon (6/0)
+ Thibah (1/1)
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.
+ 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
All things fall from kings to rose petals