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#541
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I just realized the card says my units would have to move to an empty system. That means I can't use the Warfare secondary to reinforce my carrier with a couple cruisers from Moll Primus, doesn't it? I suppose in that case I'll spend a strategy token to move two cruisers from Moll Primus to Palidor Saudor if that's legal, or one cruiser if that's all I can move to the same system (it depends on whether they move simultaneously or not, I guess), or pass if it's not legal at all.
This is a complicated secondary, and I'm glad I didn't even try to take it on while half-asleep last night. Let me know how this shakes down so I can update my sheet accordingly. |
#542
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An empty system is one that has absolutely no units. Red-bordered systems are not considered empty.
I believe you still have a Ground Force on Saudor, which means you wouldn't be able to make this move. So, a pass. Epithet is up. |
#543
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That's what I expected, but I had to try and make some move after making Epithet wait all night for me....
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#544
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Activating Abyz/Fria and moving Carrier x1 from Perimeter with two ground forces into the system, taking a fighter from Vefut II, as well as Cruiser x1 from home space, and capturing both planets.
COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 2 Fleet Supply: 3 UNITS Home space - Fighter x3 Quinarra - PDS x1, GF x1, Space Dock x1 Perimeter space - Dreadnought x1, Perimeter - GF x1 Vefut II - Carrier x1, GF x1 A/L/A space - Cruiser x1 Abyz/Fria - Cruiser x1, Carrier x1, Fighter x1 Abyz - GF x1 Fria - GF x1 PLANETS Quinarra – 3/1 Tren’lak – 1/0 Ashtroth 2/0 Abbadon 1/0 (red tech specialty) Loki 1/2 Perimeter 2/2 Abyz 3/0 Fria 2/0 (Blue tech specialty) Vefut II 2/0 (red tech specialty) |
#545
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The L1Z1X Mindnet activates its Home System and exhausts [0.0.0.], Zohbat and Quann for 10 resources, building 2 Dreadnoughts (4 each, with their racial ability) and a PDS (2).
COMMAND COUNTERS Command Pool: 0 Strategy Allocation: 1 Fleet Supply: 5 Activations: 2 Total in play: 8/16 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.] – PDS x2, Space Dock [0.0.0.] space – Dreadnought x3, Fighter x2 Lucas is up! |
#546
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Pass.
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#547
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`Hrist is up!
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#548
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Yow, this round is going faster than the last one.
I'm going to do something moving forward: Highlight Strategy Cards in red once they've been resolved, so people can keep easier track of which ones are still to come. Of course, we've all done ours this round, but still: 1. Lucas — PASSED 2. Googleshng — PASSED 3. `Hrist — Production 4. Severian — Trade II 5. Egarwaen (SPEAKER) — Warfare II 6. Sarcasmorator — Warfare I 7. Epithet — Technology II 8. L1Z1X Mindnet — Bureaucracy Last edited by Sarcasmorator; 06-27-2011 at 02:50 PM. |
#549
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Spending a Command Counter to movie Carrierx1 and Ground Forcex1 back to Arc Prime/Wren Terra.
COMMAND COUNTERS Command Pool: 0 Strategy Allocation: 1 Fleet Supply: 3 (+1) 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 (Shock Troopers) Lirta IV -- 2/3 (Green Tech Spec) Bereg -- 2/3 (Orange Tech Spec) UNITS (Deployed/Total) Arc Prime/Wren Terra -- Space Dockx2, Dreadnoughtx1, Carrierx2, Fighterx4, Qucen'n -- Ground Forcesx1, Rarron -- Ground Forcesx1 Primor -- Ground Troopx2 Hope's End -- Carrierx1, Fightersx3, Destroyerx1, Ground Troopx1, Shock Troopx2, Space Dockx1 Lirta IV: Cruiserx1, Carrierx1, Fightersx4, Ground Forcex1 Bereg: Ground Forcex1 TECHNOLOGIES OWNED Hylar V Assault Laser Antimass Deflectors XRD Transporters – +1 Carrier movement Enviro Compensators TRADE CONTRACTS Terran 2 Egarwen 2 Trade Goods: 1 VICTORY POINTS: 1 |
#550
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We're further in the game, there's less analysis paralysis over early decisions.
Severian is up. |
#551
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Oh, I've still got plenty for everyone, don't worry.
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#552
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H'rist, just checking, but if the latest board is correct, that would put you with 5 ships in your home system, and you have capacity for 4. Am I missing something? I don't want to bowl over your turn if you have to move again.
Edit: Nevermind, checked the last update where you moved a ton of stuff around. |
#553
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This reminds me: I need to get a new map the hell up. Tonight! Tonight I will do it.
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#554
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The Yin wish to convey to our glowy neighbors to the space-left that taking over their undefended planets was a purely political move. The Yin High Council was looking for vacation homes, and they heard that Velnor's rings and Usis's auroras are nice this time of light-year.
We will activate the South Wormhole, right after sending a communique via Carrier-pigeon over to the Brains of the Jol-Nar. It is quick, since Carrier-pigeon is expensive. Whose bright idea was it to use an entire Carrier to send one message? "Dear Giant Brains in Jars, We wish to inform you that we are coming near for a visit! We'll be hanging out near the South Wormhole for a turn or two. No worries about us crossing your boundaries, we're just passing through to parts unknown. Don't worry about what you may have heard about us on the evening space-radio podcasts, we're just a loving race looking for fe-males who love guys with interesting personalities. Sincerely, Yinny p.s. if you would hold off on firing your expensive PDS units in our direction, we'll buy you a coke at the next get-together." Moving the Carrier sans carry-ons from Darien, and the Dreadnought from Tar'Mann. COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 2 Fleet Supply: 4 Activations: 2 Total in play: 9/16 UNITS (Deployed/Total) Space Docks: 1/3, Darien x1 Ground Forces: Darien x2, Arinam x1, Meer x1, Centauri x1, Gral x1, Usis x1, Velnor x1 Shock Troops: 0 PDS: 1/6, Darien x1 Fighters: Tar'Mann x4, Darien x2 Carriers: 2/4, South Wormhole x1, Usis/Velnor Space x1 Destroyers: 1/8, Usis/Velnor Space x1 Cruisers: 0/8 Dreadnoughts: 2/5, Darien x1, South Wormhole x1 War Suns: 0/2 Thanks for the new map, I was going to request it in this space. Egarwaen is up! |
#555
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Quote:
I'm spending a CC from my Strategic Allocation to spawn two Fighters from my War Sun at Mecatol Rex. THE EMBERS OF MUAAT SPECIAL ABILITIES >As an Action, spend one Command Counter from Strategy Allocation to place 2 free Fighters or 1 free Destroyer in any one system containing one of your War Suns COMMAND COUNTERS Command Pool: 0 Strategy Allocation: 1 Fleet Supply: 3 Activations: 2 Total in play: 6/16 PLANETS (Resources/Influence) Muaat (4/1) Lesab (2/1, Green Tech Spec) Resculon (2/0) Coorneeq (1/2, Red Tech Spec) El'Nath (2/0, Blue Tech Spec) Mecatol Rex (1/6) UNIT DEPLOYMENT Muaat - 1x Space Dock, 1x Dreadnought, 2x Ground Force El'Nath - 1x Carrier, 2x Fighter, 1x Ground Force, 1x Cruiser Coorneeq - 1x Ground Force Lesab - 1x Dreadnought, 1x Destroyer Resculon - Control Marker Mecatol Rex - 4x Ground Force, 1x War Sun, 3x Fighter, 1x High Alert Token Sarcasmorator is up! Last edited by Egarwaen; 06-27-2011 at 04:58 PM. |
#556
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I had plans for Mecatol Rex. Plans! I've been after it from the beginning, and thought I would take it this round.
I wrote a song, yes. A Fresh Prince-style rap to celebrate my glorious takeover. No one will ever hear that song now. So fuck it. No guts, no glory. Activating Mecatol Rex. Moving all units from Thibah there, along with the Destroyer from Wormhole Beta and the Carrier and 2 GF from Arcturus. COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 5 Activations: 1 Total in play: 9 Total units attacking: Dreadnought x2 Fighter x4 Carrier x1 (empty) Carrier x1 (2 GF) Destroyer x1 It's now officially on. First up: Pre-battle abilities. As the defender, you can choose the order in which they're resolved, but the only possible choices right now are Anti-Fighter Barrage, which I'll be doing, and playing an Action Card, which maybe you'll be doing. A rundown of combat is here. |
#557
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I don't have an action card to play, so proceed to your anti-fighter barrage, rapscallion!
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#558
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I rolled a 4. Miss!
We proceed on to the rolling of the dice! My Fighters get +1 for their rolls thanks to Cybernetics. All rolls made using www.roll-dice-online.com. Dreadnought x2 — 7, 7 (2 hits) Fighter x4 — 9(+1), 6(+1), 4(+1), 8(+1) — 2 hits Carrier x2 — 3, 5 (no hits) Destroyer x1 — 5 (no hit) That's 4 hits, my man. Do your worst, then we'll assign casualties. |
#559
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Don't want to jump into this, but didn't you build all those forces during this round, Sarcasmorator? Doesn't that mean that Thibah is activated and you can't move anything?
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#560
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He deactivated it with Warfare I, but I'm pretty sure we had mention of units built during a round being unable to be moved through any combination of effects?
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#561
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You can move units again if you can manage to remove the CC from their system, as Warfare does (that's pretty much the point of it), and there's no restriction of moving units you've built in the same round (which is why Production is very handy).
You can't build units at a Space Dock the same round it's constructed, which may be what you're thinking of. |
#562
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Ah-hah! Well, the battle shall proceed, then! +1 on everything from High Alert Token, 3 shots from the Fighters, 3 from the War Sun...
Fighters x3: 1(+1) - 8(+1) - 4(+1) (1 hit) War Sun: 9(+1) - 2(+1) - 6(+1) (3 hits) I'm going to dispose of all three of my fighters and take a hit to my War Sun, rendering it Damaged (Unless you've got a Direct Hit floating around). Assign your hits! |
#563
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I'll destroy 2 Fighters, the empty Carrier and my Destroyer. Because I don't know if you have a Direct Hit, dangit.
Again! Dreadnought x2 — 10, 2 — (1 hit) Fighter x2 — 10(+1) (1 hit) Carrier x1 — 8 — (no hit) That's 3 hits. Your War Sun is toast, toasty. Now how many of mine can you take with it? Last edited by Sarcasmorator; 06-27-2011 at 05:35 PM. |
#564
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You took four hits, not three - one from my fighters and three from my War Sun. Drop one more unit!
Hits for this turn from the War Sun: 7(+1) - 4(+1) - 2(+1) - another 3 hits! |
#565
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There we go, makes more sense. I suppose I've got to assign all of the above hits to my War Sun, which is now destroyed. Assign your three hits!
Argh, I wish I'd noticed the Tactical Retreat option! I'd have totally invoked that on round 1! Oh well! |
#566
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Dang, sorry. I've adjusted it to kill the empty Carrier. I also forgot to kill a Fighter somehow, and have killed the one that scored a second hit.
I lose my last two Fighters, and take a hit to one of my Dreadnoughts. Forces remaining: Dreadnought x1 Dreadnought (damaged) x1 Carrier x1 (2 GF) Artist's rendition: On to ground combat in just a few minutes here, starting with landing and bombardment by my Dreadnoughts. Unless you have a Direct Hit card to kill my damaged Dreadnought. |
#567
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Don't be so hasty! I'm playing an Action Card!
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#568
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OK, then.
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#569
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Eh, never mind. Direct Hit!
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#570
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Curses!
I have to commit to landing troops before making a bombardment, so consider this my announcement that both my GF are landing on Mecatol Rex. And the bombardment result: 7 (1 hit) So you lose a Ground Force immediately. The rolls for my GF: Ground Force x2: 10*, 1 (1 hit) Roll your dice! If both my GF survive, one of 'em turns into a Shock Troop on that natural 10, which is cool. |