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#301
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Activate Diplomacy II secondary. Tap Rarron for three influence and throw in a counter from strategy allocation to snag Primor.
Pass on Production |
#302
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Activing Warfare II's primary and placing High Alert token (+1 move, +1 combat) on Wren Terra.
COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 0 Fleet Supply: 3 (+1) Activations: 0 Total in play: 8/16 PLANETS (Resources/Influence) Arc Prime – 4/0 Wren Terra – 2/1 Qucen'n -- 1/2 Primor -- 2/1 (Ground Troop Refresh) Rarron -- 0/3 (Green Tech Spec) UNITS (Deployed/Total) Arc Prime/Wren Terra -- Space Docksx1, Dreadnoughtx1, Carrierx2, Destroyerx1, Fighterx3, Ground Forcesx2 Qucen'n -- Ground Forcesx2, Rarron -- Carriersx1, Ground Forcesx1 TECHNOLOGIES OWNED Hylar V Assault Laser Antimass Deflectors XRD Transporters – +1 Carrier movement Last edited by `Hrist; 06-02-2011 at 12:16 PM. |
#303
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(I'm assuming that tech specialties on exhausted planets still count when I make this play.)
The Mentak will spend a strategy allocation CC to activate the Production secondary and exhaust Tequ'ran and Xxehan to build a Cruiser and two Ground Forces at Moll Primus. Moll Primus 4/1 - 2 GF, 1 Cruiser Tequ'ran 2/0 - Red Tech - 2 GF Xxehan 1/1 – Green Tech - 1 GF Strategy Allocation: 1 Edit: Oh hey, I'm being attacked. Ninja'ed, in a very real sense. |
#304
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Wait! You can execute Warfare II's primary, or you can activate and send units to Dal Bootha, but not both in same turn. Separate actions.
As it is, `Hrist, you're in range to attack with everything but your Dreadnought, but without the High Alert bonus. Once all that is figured out, you can start combat by rolling the dice for all your units, then Lucas can do the same. Take casualties, repeat until one of you is out of ships, then move on to ground invasions. If either of you want to pay pre-battle Action Cards, announce them before you start fighting. |
#305
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Quote:
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#306
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I can just activate the Dal Bootha system on my next turn to send reinforcements there, right? I'm not eager to spend my last strategy token on this secondary.
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#307
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Yeah, you can do that. Oh, and tech specialties are always in effect.
Here's the Warfare II card for whoever wants to move reinforcements around: WARFARE II 1. Sarcasmorator — PASSED 2. Lucas — PASSED 3. Egarwaen — PASSED 4. Epithet — PASSED 5. L1Z1X Mindnet — PASSED 6 `Hrist — PRIMARY 7. Severian — SECONDARY 8. Googleshng — PASSED Last edited by Sarcasmorator; 06-03-2011 at 11:58 AM. |
#308
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Alright, I'll pass on the secondary then.
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#309
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I'll activate secondary, and move both my carriers with their cargo back to my home planet.
COMMAND COUNTERS Command Pool: 4 Strategy Allocation: 2 Fleet Supply: 3 Activations: 0 Total in play: 10/16 PLANETS (Resources/Influence) Darren – 2/4 Arinam - 1/2, Blue Tech Specialty Meer - 0/4 Centauri - 1/3 Gral - 1/1, Blue Tech Specialty UNITS (Deployed/Total) Space Docks: 1/3 Ground Forces: 6 Shock Troops: 0 PDS: 0/6 Fighters: 4 Carriers: 2/4 Destroyers: 1/8 Cruisers: 0/8 Dreadnoughts: 0/5 War Suns: 0/2 UNITS (Location) Darren - Space Dock x1, Ground Forces x2, Carrier x2, Fighter x4 Arinam - Ground Force x1 Meer - Ground Force x1 Centauri - Ground Force x1 Gral - Ground Force x1 Tar'Mann Space - Destroyer x1 |
#310
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Pass.
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#311
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I guess I'll pass.
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#312
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severian, you should be OK to take your turn so long as you're not attacking Egarwaen before he can decide on the Warfare II secondary.
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#313
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No attacking Egarwaen this turn, though he'd better stay on his side of the Nebula...
Instead, I will activate one of my racial Special Abilities: Once per turn, as an Action, you may place your control marker on an unexhausted Planet Card you control. Until the end of the round, its Influence and Resource values are reversed. I place a Control Marker on Meer, which switches its values to 4 resources and 0 influence. PLANETS (Resources/Influence) Darien – 2/4 Arinam - 1/2, Blue Tech Specialty Meer - 4/0* Centauri - 1/3 Gral - 1/1, Blue Tech Specialty Googleshng is up! |
#314
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Cool beans. One note: That ability is once per round (a lot of the uses of "turn" on the game materials are supposed to be referring to rounds, and this is one).
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#315
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If I were just the biggest jerk in the universe, I could simultaneously colonize this here planet right between me and Sarc, bringing along a fancy high tech PDS, and immediately take a potshot at his adjacent carrier, without it even breaking that nice happy trade agreement we have, and cripple him pretty badly if I don't miss. I' not a big enough jerk to do that without any warning though, so for now I'm going to move everything I have on Capha to New Albion, properly securing that system so I won't be screwed out of annexing something again next time.
Activating New Albion/Starpoint, moving Dreadnought, Carrier, PDS, and Ground Troops from Capha, and capturing. PLANETS (Resources/Influence) Jol – 1/2 Nar – 2/3 Capha – 3/0 Arnor 2/1 Lor 1/2 (Red Tech Specialty) Starpoint 3/1 New Albion 1/1 (Green Tech Specialty) COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 2 Fleet Supply: 2 Activations: 1 UNITS Jol/Nar - Space Dock x1, Dreadnought x1, Fighter x2, Ground Forces x2 (1 on each) Starpoint/New Albion - Ground Forces x1 (Starpoint), PDS x1 (Starpoint), Carrier x1, Dreadnought x1 Arnor/Lor - PDS x1 (Lor), Ground Forces x3 (2 on Arnor), Carrier x1, Fighter x1 |
#316
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Quote:
Still, thanks for not trying to do what you couldn't do anyway! Now I won't have to destroy you. And it's my turn, now. I activate the Sumerian/Arcturus system, moving my Carrier and its onboard GF from Lazar/Sakulag there and dropping the GF on Arcturus. Since I have a ship in the system, I also take control of the Sumerian trade station. COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 1 Fleet Supply: 3 Activations: 2 Total in play: 7/16 PLANETS (Resources/Influence) Jord – 4/2 Vega Major – 2/1 Vega Minor – 1/2, Blue tech bonus Lazar – 1/0 Sakulag – 2/1 Thibah – 1/1 Arcturus – 1/1 Sumerian – 2/2, Refresh Ability: 2 Trade Goods UNIT DEPLOYMENT Jord space: Cruiser x1, Fighter x2 Jord: Space Dock x1 Vega space: Carrier x 1 Vega Major: Ground Force x1 Vega Minor: Ground Force x1 Lazar: GF x1 Sakulag: GF x1 Beta Wormhole: Destroyer x1 Arcturus/Sumerian space: Carrier x1 Arcturus: GF x1 Lucas is up. Last edited by Sarcasmorator; 06-03-2011 at 11:30 AM. |
#317
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I'm going to pass on the Warfare II secondary.
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#318
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Mentak spies have caught wind of a Space Vampire plot to begin a campaign of extermination against the pirates and Chamberlain Shvass immediately orders reinforcements sent to Dal Bootha.
Spending one command CC (1 remaining) to activate Dal Bootha and send them the newly built cruiser from Moll Primus. Command Counters: Command Pool: 1 Moll Primus: No ships Dal Bootha: 3 Cruisers Egarwaen is up. |
#319
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"Wait... really?" "Yup. 100% pure cocaine. The entire continent. And that's before we get to the fauna..." "INVADE IMMEDIATELY!"
I'm activating El'Nath and moving the Cruiser, Carrier, two Fighters, and ground force from Resculon into the system, then invading El'Nath with that single ground force. I'm also playing my Action Card, Rare Mineral, to receive three Trade Goods from the invasion. HAND Political: 1 Action: 0 COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 1 Fleet Supply: 3 Activations: 2 Total in play: 7/16 PLANETS (Resources/Influence) Muaat (4/1) Lesab (2/1, Green Tech Spec) Resculon (2/0) Coorneeq (1/2, Red Tech Spec) Velor (2/0, Red Tech Spec) Lisis (2/2) El'Nath (2/0, Blue Tech Spec) UNITS Space Dock - 1x Muaat Ground Forces - 2x Lisis, 2x Velnor, 1x El'Nath, 1x Coorneeq, 2x Muaat Fighters: 4 - 2x Velnor/Lisis, 2x El'Nath Carriers: 1/4 - El'Nath Destroyers: 0/8 Cruisers: 1/8 - El'Nath Dreadnoughts: 1/5 - 1xMuaat War Suns: 1/2 - Velnor/Lisis Control Marker - Lesab TRADE GOODS: 3 Epithet is up. EDIT: Ah damn, I think I did that wrong. Well, at any rate, I believe everyone else now gets the option to play an Action Card, but I should have let them do so before I revealed what mine was? Last edited by Egarwaen; 06-03-2011 at 06:32 PM. |
#320
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Egarwaen, that is what the rules say, but I don't think it'll make a difference here. Cards have to be played at the appropriate time, and there aren't really many cards apart from Sabotage that are played during someone else's turn. I think the simultaneous reveal and order of play stuff mostly matters for battles and other situations where timing is important, like cards played during the Strategy and Status phases. A Sabotage is played after other cards are revealed, so there's no conflict there even if someone wants to deny you the goods.
Here's the latest map, with all the latest moves reflected upon it. Googleshng, you'll notice I put your GF down on New Albion rather than Starpoint, since you need a GF to take over New Albion. The PDS went to Starpoint as you indicated. EDIT: Oh, and you retain control of Capha, of course: Epithet is up. Last edited by Sarcasmorator; 06-04-2011 at 01:26 PM. |
#321
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Activating Vefut II, and moving Carrier x1, GF x1, and Fighter x1 to the system, and invading the planet.
PLANETS Quinarra – 3/1 Tren’lak – 1/0 Ashtroth 2/0 Abbadon 1/0 (red tech specialty) Loki 1/2 Perimeter 2/2 Vefut II 2/0 (red specialty) UNITS (Deployed/Total) Home space - Fighter x3, Dreadnought x1, Cruiser x1 Quinarra - PDS x1, GF x1, Space Dock x1 A/L/A space- Carrier x1 Abbadon - GF x1 Loki- GF x1 Ashtroth - GF x1 Perimeter space - Cruiser x1 Vefut II - Carrier x1, Fighter x1, GF x1 There's one small error on your map, by the way. I've got three fighters in my home system, not two. |
#322
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OK, I'll fix that.
The L1Z1X Mindnet executes the Trade II Strategy Card. The Mindnet has no active trade agreements, but gains 3 Trade Goods for executing the card. THE L1Z1X MINDNET CONSUMABLES Action Cards: 1 Political Cards: 2 Trade Goods: 3 The Federation's trade agreements are worth 4, so under the rules of the Trade II card the humans gain 3 Trade Goods: FEDERATION OF SOL — Sarcasmorator CONSUMABLES Action Cards: 1 Political Cards: 1 Trade Goods: 3 There are no trade negotiations this time around because no one else has any free agreements. `Hrist is up. |
#323
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The Mentak claim two trade goods.
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#324
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Yin grabs 1 measly trade good
CONSUMABLES Action Cards: 3 Political Cards: 1 Trade Goods: 1 |
#325
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The N'orr receive 2 trade goods, if I'm not mistaken.
CONSUMABLES Action Cards: 1 Political Cards: 2 Trade Goods: 2 |
#326
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Space Vampires claim four trade goods
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#327
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Lightning crackles on the summit of Mt. Robert Pattinson. The Space Vampire Council of Vampires hisses at word that Bothan Spies have brought word of their planned expansion to the Mentaks.
The Space Vampire's instead cast their eye toward the appropriately named Hope's End. It is activated, and a Carrierx1, Fighterx3 and Destroyerx1 are sent with Ground Forcex2 from Arc Prime to claim it for the glory of the Space Vampire Empire. +2 Movement for Carriers and Destroyer and +1 from High Alert gives them enough to reach it. Trade Goodsx4 COMMAND COUNTERS Command Pool: 0 Strategy Allocation: 0 Fleet Supply: 3 (+1) Activations: 0 Total in play: 8/16 PLANETS (Resources/Influence) Arc Prime – 4/0 Wren Terra – 2/1 Qucen'n -- 1/2 Primor -- 2/1 (Ground Troop Refresh) Rarron -- 0/3 (Green Tech Spec) Hope's End -- 3/0 (Advanced Fighter's Spec) UNITS (Deployed/Total) Arc Prime/Wren Terra -- Space Docksx1, Dreadnoughtx1, Carrierx1 Qucen'n -- Ground Forcesx2, Rarron -- Carriersx1, Ground Forcesx1 Hope's End -- Carrierx1, Fightersx3, Ground Forcesx2, Destroyerx1 TECHNOLOGIES OWNED Hylar V Assault Laser Antimass Deflectors XRD Transporters – +1 Carrier movement |
#328
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`Hrist, only the Trade II card holder gets the full value for their contracts, so you get 3 Trade Goods.
For the map, do you want the High Alert token to travel with the fleet or remain at your Home System? Also, the refresh ability is for Shock Troops, not Adv. Fighters. That's a tech upgrade, not a unit in itself. Severian is up. Last edited by Sarcasmorator; 06-06-2011 at 11:24 PM. |
#329
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The Yins are sick of being behind the times, and letting all the other peoples snatch up the women before they can even ask them out for sodas. To remedy that, they will try to purchase some ship upgrades, in the hopes of finding the Mass Relays to find the way to the Citadel - err, Hope's End.
Activating Technology II We will purchase some Antimass Deflectors for free, so we can see through Asteroid Fields, and some XRD Transporters for 8 resources, to ship off our Carriers in double time. Exhausting Arinam, Meer, and Gral for 6 resources and 2 Blue Tech Specialties. PLANETS (Resources/Influence) Darien – 2/4 Arinam - 1/2, Blue Tech Specialty Meer - 4/0* Centauri - 1/3 Gral - 1/1, Blue Tech Specialty TECHNOLOGIES OWNED Hylar V Assault Laser Automated Defense Turrets Antimass Deflectors XRD Transporters Everyone can buy a Tech card if they wish. In the meantime, Googleshng is up! |
#330
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The Federation of Sol will spend a Command Counter, exhaust Jord and spend 2 Trade Goods to research Enviro Compensator.
CONSUMABLES Action Cards: 1 Political Cards: 1 Trade Goods: 1 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 Fleet Supply: 3 Activations: 1 Total in play: 7/16 PLANETS (Resources/Influence) Jord – 4/2 Vega Major – 2/1 Vega Minor – 1/2, Blue tech bonus Lazar – 1/0 Sakulag – 2/1 Thibah – 1/1 Arcturus – 1/1 Sumerian – 2/2, Refresh Ability: 2 Trade Goods TECHNOLOGIES OWNED Antimass Deflectors Cybernetics XRD Transporters Enviro Compensator The L1Z1X Mindnet has no CCs in Strategy Allocation, and so passes. TECHNOLOGY II 1. Sarcasmorator — SECONDARY 2. Lucas 3. Egarwaen 4. Epithet — PASSED 5. L1Z1X Mindnet — PASSED 6 `Hrist — PASSED 7. Severian — PRIMARY 8. Googleshng — SECONDARY, and how! Last edited by Sarcasmorator; 06-05-2011 at 11:33 AM. |