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:
Once you have completed these steps, Moderation Staff will be able to get your account approved.
#451
|
|||
|
|||
The Yin just finished touring the Yinnese national Capitol, and are now stuck in a Spaceport waiting for their next flight to the Pleasure Planet, Florr-idarr. Unfortunately, this spaceport, located in some backwater region known as Cincinnati doesn't have free access to the extranets. The Yin Magistrate is getting frustrated using his datacorder to portray his wishes.
For the next leg of their journeys, the Yin want some trade goods so they can buy some plush dolls of various heritages to woo potential Yang wives. Executing Trade II Strategy card We will take the 3 trade goods instead of cancelling other's contracts, and grab 2 more from the current contracts. Trade Goods: 6 Everyone grabs trade goods, then Egarwaen is up! |
#452
|
|||
|
|||
I think it'd be fine for Egarwaen to go at any time; Trade Good gathering is pretty passive.
Sol gains 3 Trade Goods from contracts (Jol-Nar 3 and Letnev 1, minus 1 for the Trade II penalty), for a total of 6. The Mindnet is still out in the cold. Last edited by Sarcasmorator; 06-21-2011 at 12:38 PM. |
#453
|
|||
|
|||
"Red alert! Incoming small single-man fighter! Launch all ships!" The captain of the Muaat Death Star winced in agony as he sat up, then set himself alight and peered blearily at the ensign on screen. "You do know we fixed that, right? After Bob blew up the first model when he got drunk. Besides, that's not a fighter, that's my new hat. They're shipping it up from Velour" "Oh. Shall we stand down?" "Nah, you've got everyone all fired up. May as well put it to use."
The Embers of Muaat shall invoke... WARFARE TWOOOOOOOOOOOOO. I'm placing the High Alert token on Velnor/Lisis. Also, I gained two trade goods from the Trade II card. THE EMBERS OF MUAAT CONSUMABLES Action Cards: 3 Political Cards: 1 Trade Goods: 3 UNIT DEPLOYMENT Muaat - 1x Space Dock, 2x Dreadnought, 1x Destroyer, 2x Ground Force El'Nath - 1x Carrier, 2x Fighter, 1x Ground Force, 1x Cruiser Lisis/Velnor - 4x Ground Force (2x Lisis, 2x Velnor), 1x War Sun, 2x Fighters, High Alert Token Coorneeq - 1x Ground Force Lesab - Control Marker Resculon - Control Marker Time for the secondary! We should probably wait for that, but then it's Sarc's turn! Incidentally, Sarc, does control here mean "you own all the planets" or "you own all the planets and have a ship there"? |
#454
|
|||
|
|||
Mentak get one total trade good, it looks like.
|
#455
|
|||
|
|||
Egarawen, the second one (and you don't have to have a GF on each planet, just your control marker). If there are no planets, you just need a ship.
Sol and L1Z1X both pass on this secondary. WARFARE II 1. Egarwaen (SPEAKER) — PRIMARY 2. L1Z1X Mindnet — PASSED 3. Epithet — PASSED 4. Lucas — PASSED 5. `Hrist — PASSED 6. Sarcasmorator — PASSED 7. Googleshng — PASSED 8. Severian — PASSED Last edited by Sarcasmorator; 06-22-2011 at 10:27 PM. |
#456
|
|||
|
|||
I get two more trade goods for a total of 4.
CONSUMABLES Action Cards: 2 Political Cards: 2 Trade Goods: 4 |
#457
|
|||
|
|||
Will we be doing this one in order? I can see scenarios where one might want to change their move once someone starts moving on their western front, especially since most of our areas are inactivated.
|
#458
|
|||
|
|||
Yeah, in order would be best. I'll remove Sol's pass for now.
|
#459
|
|||
|
|||
Quote:
Edit: Better? Last edited by Egarwaen; 06-21-2011 at 03:43 PM. |
#460
|
|||
|
|||
Yes — though it need not be a control marker on each planet, It can be a unit or units (Space Dock, PDS, GF and Shock Troops) instead. Either works. Control markers just show that you still control a planet when it doesn't have units on it.
If, for example, you have a GF on one planet in a system but the other planet is still unclaimed (or someone else has a GF there), no one controls the system, no matter how many ships are there. Yep! Last edited by Sarcasmorator; 06-21-2011 at 05:28 PM. |
#461
|
|||
|
|||
Well, this has certainly ground things to a halt.
So I'll put a time limit on this. If Warfare II secondary decisions aren't wrapped up by 6 p.m. PST today, everyone can post their moves out of order. And if anyone hasn't done so by midnight, they take an automatic pass on it. Sound good? |
#462
|
|||
|
|||
Passing on the secondary! Sorry.
|
#463
|
|||
|
|||
No big! Just trying not to let the game sit too long. We've been moving at a nice clip!
|
#464
|
|||
|
|||
I think the Mentak will pass on the Warfare secondary.
|
#465
|
|||
|
|||
The Space Vampire League of Vampiric Space Vampires passes.
|
#466
|
|||
|
|||
And so does the Space Human Federation of Human Space Humans from Sol.
|
#467
|
|||
|
|||
The space giant space brains from space giant space brain space college are also space passing on Warfare II, and taking their 2 space trade goods, for a total of 3.
|
#468
|
|||
|
|||
From looking at the map, the only systems I actually "control" are Darien and Tar'Mann, and only Darien can add another ship to its carrying capacity. I will have to pass this one.
|
#469
|
|||
|
|||
Sweet, Sarc's turn.
|
#470
|
|||
|
|||
All righty.
Sol will activate the Thibah system and exhaust all its planets except Vega Minor for a total of 11 resources. I have Enviro Compensator, so I can build four units there. Let's go with 2 Dreadnoughts (10) and 2 Fighters (1). COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 2 Fleet Supply: 4 Activations: 1 Total in play: 9/16 PLANETS (Resources/Influence) Jord – 4/2 Vega Major – 2/1 Vega Minor – 1/2, Blue tech specialty Lazar – 1/0 Sakulag – 2/1 Thibah – 1/1 Arcturus – 1/1 Sumerian – 2/2, Refresh Ability: 2 Trade Goods UNITS (Deployed/Total) Fighters: 4 Dreadnoughts: 2/5 UNIT DEPLOYMENT Thibah: Carrier x1, Space Dock x1, Dreadnought x2, Fighter x2 Epithet is up. |
#471
|
|||
|
|||
Also, new maaaaaaaaaaaaap!
Last edited by Sarcasmorator; 06-23-2011 at 12:18 AM. |
#472
|
|||
|
|||
Quote:
|
#473
|
|||
|
|||
I have. There've only been two activations so far this round, unless I miss my count (Lucas' in his Home System, and mine in Thibah).
EDIT: Oops, three. Left out `Hrist's marker at Hope's End. Fixed! |
#474
|
|||
|
|||
Doesn't Sev have units in wormhole alpha?
|
#475
|
|||
|
|||
No, severian's attempted final move ended up being illegal; he couldn't pick up those Fighters and GF from Tar'Mann on the way to the wormhole because the system was already activated, so he revised to a pass instead.
|
#476
|
|||
|
|||
Activating Technology II's primary and using it to research Antimass Deflectors. Tapping Quinarra, Trenlak, and Ashtaroth and using up a trade good and one Political Card (The Crown of Emphidia) to research XRD Transporters. CONSUMABLES Action Cards: 2 Political Cards: 1 Trade Goods: 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 tech specialty) TECHNOLOGIES Hylar V Assault Laser Deep Space Cannons Antimass Deflectors XRD Transporters This might be illegal; if it is just let me know and I'll research something else in place of XRD Transporters. |
#477
|
|||
|
|||
It's legal. Antimass Deflectors are the prereq for XRD Transporters, and you got them in order, so you're good.
There've been some good tech progression charts posted on BGG lately. Here's a really easy-to-follow one. Just ignore the new expansion's techs, which we're not playing with (Duranium Armor, Transfabrication, Neural Computing, Gravity Drive). The L1Z1X will pass, as they still don't have anything in Strategy Allocation. The Federation will spend a counter from Strategy Allocation and all 6 of its Trade Goods to research Sarween Tools (1 free resource when building at a Space Dock). CONSUMABLES Action Cards: 2 Political Cards: 0 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 4 Activations: 1 Total in play: 8/16 TECHNOLOGIES OWNED Antimass Deflectors (move through asteroid fields) Cybernetics (+1 to Fighter combat rolls) XRD Transporters (+1 to Carrier movement) Enviro Compensator (+1 to Space Dock production) Sarween Tools (1 free resource when building at a Space Dock) Last edited by Sarcasmorator; 06-23-2011 at 11:56 AM. |
#478
|
|||
|
|||
Tech specs count for research even if you don't tap the planet they're on, right?
|
#479
|
|||
|
|||
Correct. You don't have to tap a planet to use its tech spec, but the planet does have to be untapped in order to get the discount.
|
#480
|
|||
|
|||
Then I shall research the dread Hylar V Assault Laser.
Which, for the Embers of Muaat, is basically a bunch of guys standing really intently beside a focusing lens. To do this, I'm spending a Strategy Allocation CC, tapping Resculon and Velnor, and I've got two red tech specs. That should add up to 6. THE EMBERS OF MUAAT CONSUMABLES Action Cards: 3 Political Cards: 1 Trade Goods: 3 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 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) Velnor (2/0, Red Tech Spec) Lisis (2/2) El'Nath (2/0, Blue Tech Spec) TECHNOLOGIES OWNED Enviro Compensator War Sun Sarween Tools Hylar V Assault Laser |