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#661
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Epithet and Egarwaen are correct — it's activated systems only that you can't pick up units from, like when severian tried to do so in Round 2 and couldn't.
Egarwaen, I just sent you a PM. I had no notion this move would be so controversial, and I hope you will stay with us. I'll also clarify right now: You can move units out of a system that's been activated for your current action. Given movement rules, any units that move out also have to move back in. After the Tactical or Transfer action in question is complete, units in the activated system(s) are stuck there. Here's the clarification from page 4 of the FAQ: Quote:
Last edited by Sarcasmorator; 07-01-2011 at 01:50 AM. |
#662
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I'm going to play Diplomacy and use function (a) - everyone must place a command counter from their reinforcements in the Resculon system.
After everyone resolves the secondary, Googleshng is up. I'd also like to note, for the record, that Sarc gave the option to go back to the end of the Strategy Phase and play an Action Card that would've changed the resolution of this turn. I've elected not to; I feel that would be unfair to him. Instead, I'm going to use this option to secure my rear against an attack by the Mindnet until I have a chance to recover from that debacle. Sarc, I apologize speaking so harshly to you. I still feel very strongly that this was something you needed to mention was possible before you used it, though to be fair, the rulebook hardly gives it as much weight as it requires. It's important enough that it deserves its own bullet point under "Move Ships Into System", not a passive aside in the middle of a section saying the exact opposite. Secondary: Sarc - Vega Minor Google - Wellon Severian - Pass Lucas - Pass `Hrist - Pass Epithet - Pass Eggy - Primary Cyborg AI lunatics - Pass Last edited by Egarwaen; 07-01-2011 at 12:43 PM. |
#663
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Hmm... Being next in the rotation, I can definitely activate that secondary to snag Wellon... but whether that's worth the effort depends on a couple things I should really double check...
Actually, heck with it. No sense holding everything up for the next 12 hours or so. Exhausting Bellatrix and Mirage to activate Diplomacy II secondary and annex Wellon. On the bright side, all my vulnerable undefended planets out in this tendril are now exhausted, so nothing goes to waste if they fall, but they're still way too tempting a target. If only I had some way to instantly erect some kind of major defenses to seriously deter anyone from trying to swipe these and go after their other defenseless neighbors. Oh wait I totally do! Civil Defense: Play as an Action. Place 2 free PDS units on any planet you control that has no PDS units. Bellatrix gets them, and I am officially going into mexican standoff mode out here. Any one of you moves anything into firing range of any one of my PDSes, you're getting a face full of laser. I don't care how friendly we are. Weirdly enough, the only effect this should have on anyone is that Lizix is now way way better off taking that big nasty pile of ships through the wormhole to mess with Sarc than they are heading my way with it. CONSUMABLES Action Cards: 2 Political Cards: 1 Trade Goods: 3 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) Mehar Xull 1/3 (Blue Tech Specialty) Mirage 1/2 (Fighters) Tsion 2/2 (Trade Goods) Bellatrix 0/1 (Red Tech Specialty) Wellon 1/2 UNITS Jol/Nar - Space Dock x1, Fighter x2, Ground Forces x2 (1 on each) Starpoint/New Albion - PDS x1 (Starpoint), Dreadnought x1 Mehar Xull - PDS x1, Ground Forces x3, Carrier x1, Fighter x1, Dreadnought x1 Tsion/Bellatrix - Carrier x1, Ground Forces x1, PDS x2 Last edited by Googleshng; 07-01-2011 at 08:42 PM. |
#664
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The ugly clones have no empty planets to annex. We pass.
Google, that's a little harsh, don't you think? We've been good pals, and I even stood between you and those scary burning balls of whatever. Whatever happened to being besties? I made you a friendship bracelet... Last edited by John; 07-01-2011 at 09:05 AM. |
#665
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I'll exhaust Vega Minor and spend a CC and 1 Trade Good to annex Vega Major.
The L1Z1X pass, though they may be playing an Action Card in response to Googleshng's move. Want to check something first. Never mind. And if I'm not mistaken, only `Hrist has a planet left that's possible to claim with this. Quote:
Last edited by Sarcasmorator; 07-01-2011 at 11:32 AM. |
#666
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Yeah, I'm passing on that secondary.
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#667
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Lucas, you're up once annexation is done with.
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#668
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Yes, but I pass
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#669
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Passing on the secondary.
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#670
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That's everyone. Lucas, go!
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#671
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I need to go introduce some heretics to the concept of "cleansing promethium" so I'll make this quick.
Activating Production's Tight Deadlines: Exhausting Moll Primus and Tequ'ran plus the two free resources from production gives me eight resources to build with. The Lodor Spacedock will produce two ground forces, a cruiser, and a dreadnought. Moll Primus 4/1 Tequ'ran 2/0 Lodor: 2 GF, 2 Cruisers, 1 Dreadnought, Spacedock |
#672
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Having just made one of these helpful lists....
Secondary: Sarc - Thibah Google - Pass Severian - Pasta Lucas - Primary `Hrist - Arc Prime Epithet - Buildin' buildin' buildin'. Eggy - Pass Cyborg AI lunatics - Oh My God It's Full Of Dreadnoughts I'mma Pass. Last edited by Egarwaen; 07-01-2011 at 05:56 PM. |
#673
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I'll take this secondary, spending my last CC from Strategy Allocation and exhausting Jord for 4 resources, plus 1 from Sarween Tools and another from my last Trade Good, to build 2 PDS units and a Cruiser at Thibah.
CONSUMABLES Action Cards: 2 Political Cards: 0 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 Fleet Supply: 5 Activations: 1 Total in play: 8/16 PLANETS (Resources/Influence) Jord – 4/2 Vega Minor – 1/2, Blue tech specialty Vega Major – 2/1 Lazar – 1/0 Sakulag – 2/1 Thibah – 1/1 Arcturus – 1/1 Sumerian – 2/2, Refresh Ability: 2 Trade Goods Mecatol Rex — 1/6 The L1Z1X Mindnet will spend its last CC from SA and tap [0.0.0.] and Quann for 7 resources to build a Carrier and their last Dreadnought. COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 Fleet Supply: 5 Activations: 0 Total in play: 7/16 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 |
#674
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The Clones have too much going on to Double our Efforts. We pass.
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#675
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Activate Production secondary. Spend Command Counter from Strategic Allocation. Tap Arc Prime, Wren Terra, Quecen'n and Primor for 9 resources. Build a 1x Cruisers, 4x Ground Forces and 2x Fighters at the Arc Prime shipyard, and 6x Fighters at the Wren Terra shipyard.
COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 Fleet Supply: 3 (+1) CONSUMABLES Action Cards: 3 Trade Goods: 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 -- 3/1 (Orange Tech Spec) UNITS (Deployed/Total) Arc Prime/Wren Terra -- Space Dockx2, Dreadnoughtx1, Carrierx2, Fighterx12, Cruiserx1, 5x Ground Forces 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 VICTORY POINTS: 2 |
#676
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Now that I think about it, I would like to change my Pass to a Build, but only if everyone's cool with it. We're still waiting on two peeps anyway.
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#677
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I'm ok with it.
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#678
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I'm heading out, so I'll post this preempively. If it isn't allowed, then I'll just edit it out.
Spending strategy CC, exhausting Arinem, Centauri, Gral, Tar'Mann, and Velnor for 6 Resources. Purchasing a Carrier, 2 GF's and 4 fighters. COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 4 Activations: 0 Total in play: 7/16 PLANETS (Resources/Influence) Darien – 2/4 Arinam - 1/2, Blue Tech Specialty Meer - 0/4 Centauri - 1/3 Gral - 1/1, Blue Tech Specialty Tar'Mann - 1/1 Usis - 2/2 Velnor - 2/0, Red Tech Specialty UNITS (Deployed/Total) Space Docks: 1/3, Darien x1 Ground Forces: Arinam x1, Meer x1, Centauri x1, Gral x1, Usis x1, Velnor x1, Darien x2 Shock Troops: 0 PDS: 1/6, Darien x1 Fighters: Usis/Velnor Space x4, Darien x4 Carriers: 3/4, South Wormhole x1, Usis/Velnor Space x1, Darien x1 Destroyers: 1/8, Usis/Velnor Space x1 Cruisers: 1/8, Darien x1 Dreadnoughts: 3/5, Darien x2, South Wormhole x1 War Suns: 0/2 |
#679
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sev, that's too many units. You can build only 3 using the secondary.
Also, I'm starting to think it's too problematic playing the L1Z1X. There are too many moves I don't feel comfortable making because, while they would be what I'd do if I was playing just the L1Z1X, they also could give Sol an advantage (and that's even keeping in mind that they are heading to Mecatol Rex for reasons of their own, and there's a clash in the offing if I still have MR when they arrive). I could just execute their Strategy Card and pass, or keep playing as I have been, or treat them as a defeated player (ie, no Actions or Strategy Cards) but leave their units in their current positions as a wall, probably starting next round. What do you fine folks think? |
#680
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Activating Production's secondary, and tapping Abyz and Tren'lak and spending 3 trade goods to build a PDS, Dreadnought, and Destroyer x1 in home space.
CONSUMABLES Action Cards: 2 Political Cards: 1 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 Fleet Supply: 4 UNITS Home space - Fighter x3, Carrier x1, Cruiser x1, Dreadnought x1, Destroyer x1 Quinarra - PDS x2, GF x3, Space Dock x1 Perimeter space - Dreadnought x1, Perimeter - GF x1 Vefut II - 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) Do Fighters and Ground Forces count as "units" for the purposes of this secondary? Because if they don't for some reason I might change my builds. |
#681
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They do. Everything you build counts as 1 units, even when they come in pairs.
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#682
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I'll change mine to be the carrier and two fighters once I can boot the laptop again.
Now that I think about it, that restriction was why I didn't want to take it in the first place. The humidity must be getting to me. I'll pass. Last edited by John; 07-01-2011 at 04:05 PM. |
#683
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To clarify: each pair of fighters or GFs is a single unit? Or each pair of fighters is two units?
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#684
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Regarding the Mindnet, I'm fine with them going into standby. It'll be like in Risk where you deal in a 3rd player for 2 player games.
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#685
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Each pair is two. And singles cost full. So if you build 3 Fighters, it costs 2 resources, same as 4 would.
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#686
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I encourage you to discount my opinion, since I, of course, benefit directly from this. But I'd like to see the Mindnet played purely defensively once they exhaust available reachable unclaimed systems. Until someone attacks them, at which point the Mindnet should utterly destroy them.
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#687
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Quote:
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#688
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It might be interesting to have the Mindnet abstain from strategy cards also, so there are more abilities that are off the table each round. More trade goods are always good also.
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#689
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Quote:
The other thing we could do is put L1Z1X in neutral and ditch Warfare I or Warfare II, since the doubling up would no longer be needed in order to provide a choice of cards to the last player choosing. Last edited by Sarcasmorator; 07-01-2011 at 04:54 PM. |
#690
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Quote:
Also, regarding our half-out of the game faction, I say the best thing to do is seriously, just go out and twist someone's arm into taking them over. They're actually crazy well positioned to F people up because we've all been leaving them be. If we can't get that done this... I still can't keep it straight which is turn and which is round but the big one, I'm all for the no cards no moving, if you're willing to kill the ships in there go for it lobotomized faction notion. Also, I'll fix my last turn there up with updated whatsits in a bit, way behind on stuff today. Also, passing on production. |