• Welcome to Talking Time's third iteration! If you would like to register for an account, or have already registered but have not yet been confirmed, please read the following:

    1. The CAPTCHA key's answer is "Percy"
    2. Once you've completed the registration process please email us from the email you used for registration at percyreghelper@gmail.com and include the username you used for registration

    Once you have completed these steps, Moderation Staff will be able to get your account approved.

My Space Fleet is Invincible! — Let's Play Twilight Imperium Third Edition

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 >
  #361  
Old 06-06-2011, 08:13 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Quote:
Originally Posted by severian View Post
Question: My Fleet Supply is currently at 3, and bringing in the Destroyer/Dreadnought to my home planet would bring the count up to 4. Does that mean I can only bring in one of those ships? If so, I'm tapping Darien and spending a Trade Good for the resources, and bringing in the Dreadnought.
Correct, you can only take one of them. Dreadnought's still a bargain at that price, though!

Quote:
Then, I will activate the secondary Assembly action, spend a Command Counter and untap all of my planets.
You can only refresh planets with a total combined Resource and Influence value of 6 or less. So just Darien, maybe, or a combination of two of your poorer planets, but not all of them.

Quote:
Originally Posted by Lucas View Post
Before I make a decision, could I get a rundown of what strategy cards are left out there?
I think Bureaucracy is all that's left:

  #362  
Old 06-06-2011, 08:33 PM
John John is offline
hidden in snow
 
Join Date: Jun 2007
Location: Up in the air
Posts: 3,593
Default

Aww, it's all combined that make up the total? I knew it was too good to be true.

I will untap Meer and Gral for my 6 resource/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
  #363  
Old 06-06-2011, 09:26 PM
Epithet Epithet is offline
EARTH FOREVER
 
Join Date: Oct 2009
Posts: 3,181
Default

Passing on Assembly.
  #364  
Old 06-06-2011, 09:26 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Ugh, I just realized I passed as Sol in error (I was on my way out the door and posted while rushed, oops!). I want to spend a CC and refresh Jord. I've edited my previous post, and here is the full rundown:

COMMAND COUNTERS
Command Pool: 3
Strategy Allocation: 3
Fleet Supply: 4
Activations: 2
Total in play: 12/16

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
  #365  
Old 06-06-2011, 10:29 PM
Googleshng Googleshng is offline
Senior Member
 
Join Date: Jul 2008
Location: CT
Posts: 16,426
Default

As I gather such things are possible, anyone want to do me a solid and lend me a trade good? I'll pay it back next turn and consider you a Swell Empire if you do.

Either way, I think I'll actually pass on the assembly secondary. 2 CCs to build just 5 points worth of stuff isn't all that efficient, and my neighbors are friendly sorts.

... Actually... can you build a space dock and use it to build other stuff in the same activation? That may effect my choice here.
  #366  
Old 06-06-2011, 10:47 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

You actually can't build with a Space Dock at all in the same round you build it.

Oh, and yeah, players can give each other Trade Goods at any time. If I had any left, I'd loan ya one. But I don't!

Last edited by Sarcasmorator; 06-06-2011 at 11:21 PM.
  #367  
Old 06-06-2011, 11:18 PM
Lucas Lucas is offline
Metaphysical organ dealer
 
Join Date: May 2008
Location: I don't even know anymore
Pronouns: He/him
Posts: 9,999
Default

I just realized I already passed for this round, so even if I used Assembly's secondary I wouldn't be able to build anything with the resources I readied.

Passing on Assembly.
  #368  
Old 06-06-2011, 11:25 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Got it.
  #369  
Old 06-07-2011, 12:07 AM
Googleshng Googleshng is offline
Senior Member
 
Join Date: Jul 2008
Location: CT
Posts: 16,426
Default

... Passing at any time dooms you to pass until the end of the turn? Thought it only ended when everyone passed consecutively.
  #370  
Old 06-07-2011, 12:08 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

If you pass you're done for the round (you can still participate in politics and secondaries). Once everyone has passed, the Action Phase is over. It's actually one race's special ability to skip their turn without having to pass.

Speaking of which, may as well repost the turn order now that people are starting to pass:

1. Sarcasmorator — Leadership — PASSED, NO MORE ACTIONS
2. Lucas — Diplomacy II — PASSED, NO MORE ACTIONS
3. Egarwaen (SPEAKER) — PASSED, NO MORE ACTIONS
4. Epithet — Production — PASSED, NO MORE ACTIONS
5. L1Z1X Mindnet — Trade II — PASSED, NO MORE ACTIONS
6 `Hrist — Warfare II — PASSED, NO MORE ACTIONS
7. Severian — Technology II — PASSED, NO MORE ACTIONS
8. Googleshng — Bureaucracy — PASSED, NO MORE ACTIONS

Last edited by Sarcasmorator; 06-14-2011 at 11:45 PM.
  #371  
Old 06-07-2011, 01:34 AM
`Hrist `Hrist is offline
TT Pokemon Champion
 
Join Date: Apr 2008
Location: Japan
Posts: 4,383
Default

I actually won't be be building a Dreadnought/Destroyer.

I will, however, be activating Assembly secondary with CC from strategic allocation to refresh Primor and Hope's End.
  #372  
Old 06-07-2011, 01:48 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

With that, we're all done with such business, and Epithet's up.
  #373  
Old 06-07-2011, 11:01 AM
Epithet Epithet is offline
EARTH FOREVER
 
Join Date: Oct 2009
Posts: 3,181
Default

Activating Perimeter, and moving Carrier x1 and GF x3 from A/L/A and Dreadnought x1 from home space into the system. Landing the Ground Forces on Perimeter.

COMMAND COUNTERS
Command Pool: 2
Strategy Allocation: 2
Fleet Supply: 3

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, Cruiser x1
Quinarra - PDS x1, GF x1, Space Dock x1
Perimeter space - Cruiser x1, Dreadnought x1, Carrier x1
Perimeter - GF x3
Vefut II - Carrier x1, Fighter x1, GF x1
  #374  
Old 06-07-2011, 11:21 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

The L1Z1X Mindnet will activate the Quann system move its Dreadnought from Mellon/Zohbat there, dropping its Ground Force onto Quann. Then it will exhaust [0.0.0.] for 5 resources to build a Space Dock (4 resources) on Quann.

Wait, I can't do that because L1Z1X annexed Quann this round and a player needs to control a planet from the start of a round to build a Space Dock there. Instead let's activate their Home system, tap [0.0.0.] for 5 resources and build 2 Cruisers and 2 Fighters.

COMMAND COUNTERS
Command Pool: 0
Strategy Allocation: 0
Fleet Supply: 4
Activations: 2
Total in play: 6/16

PLANETS (Resources/Influence)
[0.0.0.] – 5/0
Mellon – 0/2
Zohbat – 3/1, Blue tech specialty
Rigel I – 0/1
Rigel II – 1/2
Rigel III – 1/1, Blue tech specialty
Quann – 2/1, Green tech specialty


UNIT DEPLOYMENT
[0.0.0.]: Ground Force x 1, PDS x 1, Space Dock x 1
[0.0.0.] space: Dreadnought x1, Cruiser x2, Destroyer x1, Fighter x2
Mellon: Ground Force x1
Zohbat: Ground Force x1
Mellon/Zohbat space: Dreadnought x1 (with GF x1) Carrier x1, Fighter x2
Rigel I: Ground Force x1
Rigel II: Ground Force x1
Rigel III: Ground Force x1
Rigel space: Carrier x1, Fighter x3


`Hrist is up.

Last edited by Sarcasmorator; 06-13-2011 at 04:02 PM.
  #375  
Old 06-08-2011, 12:00 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

I'm sure `Hrist must be busy at E3, so in the meantime, here's the current map.

Last edited by Sarcasmorator; 06-08-2011 at 12:16 AM.
  #376  
Old 06-09-2011, 12:04 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Since we're in a bit of a lull here, and since we're starting to crowd each other a bit and I wouldn't be surprised if we see some fisticuffs next round, let's talk about combat a little bit! I covered it quickly on the first page, so here's that business again, with some edits and additions:

A space battle happens whenever a player activates a system containing enemy ships and moves one or more of their own ships into it, after PDS units have had a change to fire at the incoming ships.

After PDS potshots but before the actual battle starts, players resolve pre-battle actions. Here's the list of possibilities:

Action Cards that state "Immediately before a space battle"
Anti-Fighter Barrage (Destroyers)
Assault Cannons (tech-dependent)
Mentak special ability
Minister of War (Political Card, probably won't come up)

The defender chooses the order in which these effects are resolved.

After all that business, the battle proper starts. Each side rolls dice for all their ships. You need to roll a ship's combat rating or higher to score a hit with it. Once both sides in a battle have tallied up their total hits, each side assigns the other's hits to their own ships. There are four steps to a Space Battle combat round:

1. Attacker may announce a withdrawal and/or defender may announce a retreat
2. Roll combat dice
3. Remove casualties
4. Execute withdrawals/retreats to an adjacent system the fleeing player has already activated


Repeat until one side is out of ships or bravely runs away. As you can see, barring special card effects and such, space battles always have at least 1 round of combat, since you can't bug out until after the first round's hits have been taken. Here's how a sample battle might go:

Player A moves a Cruiser, a Carrier and 3 Fighters into a system controlled by Player B, who has a Dreadnought and a Destroyer there.

Before the battle starts, Player B's Destroyer uses its anti-Fighter Barrage, rolling two dice for a 3 and a 9. The 3 is a miss, but the 9 hits, so one of Player A's Fighters is destroyed. Neither player wants to escape, so combat dice are rolled:

Player A
Cruiser: 8 (hit)
Carrier: 2 (miss)
2 Fighters: 5 (miss) 10 (hit)
2 hits total against B

Player B
Dreadnought: 6 (hit)
Destroyer: 4 (miss)
1 hit total against A

Players then resolve the hits. Player A chooses to destroy another one of his Fighters, and Player B takes a hit to her Dreadnought (Dreadnoughts have the Sustain Damage ability and can take a hit without dying) and loses her Destroyer. There were no withdrawals or retreats, so the sequence starts over again with an opportunity for either side to announce one, then continues on to dice and casualties again, etc.

If the defender wins, there's no change to the system's status. If the attacker wins, they blockade any Space Docks in the system, and may proceed to planetary invasion. Orbiting Dreadnoughts and War Suns can bombard the planet to kill Ground Forces before the battle starts, and PDS units on the defending planet(s) can take a shot each after the attacker has landed their Ground Forces in the hope of taking a couple out. Once all that is resolved, Invasion Combat starts.

Invasion Combat is a lot simpler than Space Combat. There are just two steps:
1. Roll combat dice
2. Remove casualties

Repeat until one side is out of Ground Forces and Shock Troops. Rolling a natural 10 with a Ground Force will turn it into a Shock Troop at the end of the battle if it survives. Shock Troops are always taken as casualties first. If the invader wins, all PDS and Space Docks on the conquered planet are destroyed (or converted to the Victor's color if there are surviving Shock Troops). There are no retreats from Invasion Combat

Above I talked a little about how standard retreats work, but since we're playing with Shattered Empire we can also take advantage of the slightly different Tactical Retreat option. From the rules:

"When announcing a retreat, the defender may use a Command Counter from his Strategy Allocation area to activate an adjacent, unactivated system that he controls (or that is empty). At the end of the combat round, he must retreat to this system. Players may also still attempt normal retreats."

So, rather than having to retreat to a previously activated system, you can activate one for the purpose — but only if you're the defender. Attackers can only withdraw, as above.
  #377  
Old 06-09-2011, 05:11 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Oh, hey, so I was wrong on something regarding technology specialties! You don't have to exhaust a planet to take advantage of them, as I said before. But you only get the discount if your planet (or planets) with technology specialties are not exhausted, similar to the way you have to have unexhausted planets to add their influence to your votes.

Sorry for the confusion there. I don't recall if it was played wrong in this round or the first, but the rule will be in effect in the future.

Last edited by Sarcasmorator; 06-09-2011 at 11:44 PM.
  #378  
Old 06-11-2011, 01:38 AM
`Hrist `Hrist is offline
TT Pokemon Champion
 
Join Date: Apr 2008
Location: Japan
Posts: 4,383
Default

Exhaust Primor, Hope's End and Wren Terra 9 resources, plus 3 trade goods.

Build two Carriers (6 Resources) and 12 Fighters (6 Resources) at the Wren Terra Space Dock.

Shock troops should have been generated at Hope's End, I think.
  #379  
Old 06-11-2011, 09:54 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

You make Shock Troops using Hope's End during the Status phase, but not now (you exhaust the planet right after refreshing it to use its special ability, so the cost of making Shock Troops is that you go into the next round with the planet tapped).

Also, you don't have enough capacity for that order. You can build as many units as you have resources on a Space Dock's planet +2. So, the Space Dock at Arc Prime can make 6 units at once. You could do 2 Carriers and 4 Fighters, etc.

Last edited by Sarcasmorator; 06-11-2011 at 04:45 PM.
  #380  
Old 06-11-2011, 11:16 AM
`Hrist `Hrist is offline
TT Pokemon Champion
 
Join Date: Apr 2008
Location: Japan
Posts: 4,383
Default

I amend my move to two carriers and four fighters for Wren Terra/Arc Prime and a space dock for Hope's End (or Wren Terra if that doesn't work)
  #381  
Old 06-11-2011, 12:40 PM
Egarwaen Egarwaen is offline
You Are Being Deceived
 
Join Date: Jul 2007
Location: Sebastopol, CA
Pronouns: He/him
Posts: 16,560
Default

Quote:
Originally Posted by `Hrist View Post
I amend my move to two carriers and four fighters for Wren Terra/Arc Prime and a space dock for Hope's End (or Wren Terra if that doesn't work)
Did you take Hope's End this turn? I believe you can't build a space dock the same turn you capture a planet.
  #382  
Old 06-11-2011, 03:10 PM
John John is offline
hidden in snow
 
Join Date: Jun 2007
Location: Up in the air
Posts: 3,593
Default

I think it's actually my turn, not Google's.

The Yin will activate Tar'Mann, and move a Carrier with 4 fighters and 2 Ground Forces, and the Dreadnought over from Darien. The Carrier will drop 2 Ground Forces on Tar'Mann, Invading and Capturing the planet.

COMMAND COUNTERS
Command Pool: 3
Strategy Allocation: 3
Fleet Supply: 3
Activations: 0
Total in play: 10/16

PLANETS (Resources/Influence)
Darien – 2/4
Arinam - 1/2, Blue Tech Specialty

Meer - 4/0*
Centauri - 1/3
Gral - 1/1, Blue Tech Specialty
Tar'Mann - 1/1

UNITS (Deployed/Total)
Space Docks: 1/3, Darien x1
Ground Forces: Tar'Mann x2, Arinam x1, Meer x1, Centauri x1, Gral x1
Shock Troops: 0
PDS: 0/6
Fighters: Tar'Mann x4
Carriers: 2/4, Darien x1, Tar'Mann x1
Destroyers: 1/8, Tar'Mann x1
Cruisers: 0/8
Dreadnoughts: 1/5, Tar'Mann x1
War Suns: 0/2
  #383  
Old 06-11-2011, 04:44 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Ah, right you are.

Quote:
Originally Posted by Egarwaen View Post
Did you take Hope's End this turn? I believe you can't build a space dock the same turn you capture a planet.
That's right. Wren Terra gets the dock. You'd have to activate the two systems in turn to build at Hope's End even if it was allowed to put one there.

Now Googleshng's up, for realsies.

Mappy map map.

Last edited by Sarcasmorator; 06-11-2011 at 05:05 PM.
  #384  
Old 06-12-2011, 12:30 AM
Googleshng Googleshng is offline
Senior Member
 
Join Date: Jul 2008
Location: CT
Posts: 16,426
Default

So, I'm playing this here:


This gives me an extra command counter, which I suppose is going into strategy at this point, and prompts me to draw 2 cards and more or less immediately play one. However they are weird and weirdly worded, so, gimme a sec on final resolution of doing so.

So yeah. My Strategy Allocation is now 3.

I look at this card here, we'll leave on the deck for later, and reveal this other one!

"I spend 3 Command Counters."

That's... really poorly worded, but I BELIEVE it means I can now immediately spend 3 Command Counters from my Strategy Allocation (or Command, I guess, or even Fleet Supply, but this is the last Strategy card left isn't it?) to get a Victory Point... and I'm only allowed to do this the one time, but when we reach the status phase, everyone has a shot at it. Right?

I COULD afford the secondary too, but yeah, I think I'd like more than 4 CCs to play with next turn.

Command Counters:
Command Pool: 1
Strategy Allocation: 3 0
Fleet Supply: 2

Victory Points: 2

Last edited by Googleshng; 06-12-2011 at 02:05 AM.
  #385  
Old 06-12-2011, 03:02 AM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

When you fulfill an objective, you declare that you're doing or have done what it says in order to take the point. If it helps, just drop the "I" from the objective and take it as an imperative, I suppose.

Anyway, everyone is now also free to fulfill the same condition during the next and all following Status Phases; I'll post a full list of revealed objectives when the Status Phase starts.

As for me, I'll pass on the secondary of Bureaucracy. L1Z1X must do so as well.

BUREAUCRACY
1. Sarcasmorator — PASSED
2. Lucas — PASSED
3. Egarwaen — PASSED
4. Epithet — PASSED
5. L1Z1X Mindnet — PASSED
6 `Hrist — PENDING
7. Severian — SECONDARY
8. Googleshng — PRIMARY

And for my action, I'll activate the Thibah system and move my carrier from Vega there. I will also exhaust Jord for 4 resources to build a new Space Dock on Thibah.

COMMAND COUNTERS
Command Pool: 2
Strategy Allocation: 3
Fleet Supply: 4
Activations: 3
Total in play: 12/16

UNIT DEPLOYMENT
Jord space: Cruiser x1, Fighter x2
Jord: Space Dock x1
Vega Major: Ground Force x1
Vega Minor: Ground Force x1
Lazar/Sakulag space: Carrier x1 (with GF x1)
Lazar: GF x1
Sakulag: GF x1
Beta Wormhole: Destroyer x1
Thibah: Carrier x1, Space Dock x1

Lucas has passed for the round, so Egarwaen is up.

Last edited by Sarcasmorator; 06-12-2011 at 09:02 PM.
  #386  
Old 06-12-2011, 10:16 AM
John John is offline
hidden in snow
 
Join Date: Jun 2007
Location: Up in the air
Posts: 3,593
Default

The Yin will use Bureaucracy's secondary, and draws one of each.

Action Card: 105
Political Card: 11

COMMAND COUNTERS
Command Pool: 3
Strategy Allocation: 2
Fleet Supply: 3
Activations: 0
Total in play: 9/16

Question: If you have Passed fully for the round, can you take advantage of the secondary abilities?
  #387  
Old 06-12-2011, 11:30 AM
Epithet Epithet is offline
EARTH FOREVER
 
Join Date: Oct 2009
Posts: 3,181
Default

Passing on Bureaucracy's secondary.
  #388  
Old 06-12-2011, 12:49 PM
Sarcasmorator Sarcasmorator is offline
Space dad
 
Join Date: Jun 2007
Location: SF Bay Area
Posts: 16,721
Default

Quote:
Originally Posted by severian View Post
Question: If you have Passed fully for the round, can you take advantage of the secondary abilities?
Yes. You can't take any more actions after you pass, but otherwise you're not restricted.
  #389  
Old 06-12-2011, 07:57 PM
Egarwaen Egarwaen is offline
You Are Being Deceived
 
Join Date: Jul 2007
Location: Sebastopol, CA
Pronouns: He/him
Posts: 16,560
Default

I will pass on the Bureaucracy secondary and pass as my action. Epithet is up, unless he's passed, in which case the Mindnet is up.
  #390  
Old 06-12-2011, 08:09 PM
Lucas Lucas is offline
Metaphysical organ dealer
 
Join Date: May 2008
Location: I don't even know anymore
Pronouns: He/him
Posts: 9,999
Default

Apparently I'm too lazy to draw cards, so I'll pass on the Bureaucracy secondary.
< 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 >
Top