TI4 Game 4C - Game Thread
#482
Posted 29 February 2020 - 08:16 AM
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]
#483
Posted 29 February 2020 - 09:25 AM
Strategic action: Play Tech
Exhaust Daemon, research Transit Diodes, Instinct Training
CURRENT STATUS
Victory Points: 7 (5xPO1, 1xSO, 1xSftT)
Strategy Card:
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
#484
Posted 29 February 2020 - 07:31 PM
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.
#485
Posted 01 March 2020 - 07:28 AM
Secondaries
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:
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:
+
+
+ Bereg (3/1)
+
+
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
#487
Posted 02 March 2020 - 01:48 PM
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:
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)
+ Torkan (0/3)
+ Gwynan (3/1)
+ Fornacis (1/0)
+ Arietis (0/1)
+ Gliese (1/2)
+ Thibah (1/1) B
+ 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
#488
Posted 02 March 2020 - 02:33 PM
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,
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)
[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
#489
Posted 04 March 2020 - 12:28 AM
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:
+
+
+
+
+
+ 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:
This post has been edited by Galactic Council: 05 March 2020 - 12:02 AM
"I think I've made a terrible error of judgement."
#491
Posted 06 March 2020 - 07:51 AM
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:
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
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#492
Posted 06 March 2020 - 10:03 PM
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:
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.
#493
Posted 08 March 2020 - 12:23 AM
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)
New Albion (1/1/green)
Arnor (2/1)
Ensapta (0/2)
Lor (1/2)
Cygni (1/1)
Librae (0/2)
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
#494
Posted 09 March 2020 - 06:28 PM
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:
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
#496
Posted 11 March 2020 - 09:10 AM
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:
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.
#497
Posted 11 March 2020 - 02:50 PM
Secondaries
TRADE: Free refresh. Gain 3 commodities.
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.
Daxcive Animators: gain 1 infantry on Gliese
CURRENT STATUS
Victory Points: 10
Strategy Card:
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:
+
+
+ Bereg (3/1)
+
+
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
#499
Posted 16 March 2020 - 07:33 AM
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:
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)
+ Torkan (0/3)
+ Thibah (1/1) B
+ 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
#500
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
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:
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:
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:
Nom uses the following 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.
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