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

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  #691  
Old 07-01-2011, 05:57 PM
Egarwaen Egarwaen is offline
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Epithet is up
  #692  
Old 07-01-2011, 06:03 PM
Lucas Lucas is offline
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I like the "Mindnet as a galactic wall" idea.

Quote:
Originally Posted by `Hrist View Post
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.
The Production secondary is limited to making three units, `Hrist.
  #693  
Old 07-01-2011, 06:16 PM
`Hrist `Hrist is offline
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Quote:
Originally Posted by Lucas View Post
The Production secondary is limited to making three units, `Hrist.
Blah, you're right. Let me rethink this.
  #694  
Old 07-01-2011, 06:18 PM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by `Hrist View Post
Blah, you're right. Let me rethink this.
You can just post the revision along with your action; you're up now anyway.

As for the L1Z1X, here's what I'm going to do. I'm going to play them through this round, making moves I think will set them up as a good pickup race. And then I'm going to stop, aside from taking a Strategy Card for them to use. Anyone who wants to take over them next round can do so, but ONLY UNTIL THE END OF NEXT ROUND.

If they're taken over before the round starts, then they can play as normal. If they're taken over mid-round, they'll get their Strategy Action and a single Tactical Action/Transfer Action/Action Card move (because coming in late and being able to go all in a clump at the end of the round would be crazy powerful with this many ships), then back to normal for Round 6. But if they're not picked up by the end of Round 5, they're in permanent standby mode — no actions, no Strategy Cards, no nothing, and we'll drop Warfare I from the lineup.
  #695  
Old 07-01-2011, 06:25 PM
Egarwaen Egarwaen is offline
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Quote:
Originally Posted by Sarcasmorator View Post
You can just post the revision along with your action; you're up now anyway.
Er....? Sorry boss, I dropped your turns?

1. Sarcasmorator — Leadership
2. Egarwaen (SPEAKER) — Diplomacy II
3. Googleshng — Assembly
4. Lucas — Production <- We just did this.
5. Epithet — Warfare II
6. Severian — Warfare I
7. `Hrist — Technology II
8. L1Z1X Mindnet — Bureaucracy
  #696  
Old 07-01-2011, 06:28 PM
Sarcasmorator Sarcasmorator is offline
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OOOOOOOPS I was looking at the card-choosing lineup from the Strategy Phase. Blugh.
  #697  
Old 07-01-2011, 06:37 PM
`Hrist `Hrist is offline
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Revised Move:

Activating Production Secondary. Tapping Arc Prime and Wren Terra for 6 resources. Those 6 resources will purchase 1x Dreadnought and 2x Ground Troops.

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, Dreadnoughtx2, Carrierx2, Fightersx4, 3x 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
  #698  
Old 07-01-2011, 06:40 PM
Egarwaen Egarwaen is offline
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Quote:
Originally Posted by `Hrist View Post
Revised Move:

Activating Production Secondary. Tapping Arc Prime, Wren Terra and Qucen'n for 7 resources. Those 7 resources will purchase 1x Dreadnought, 2x Fighters and 2x Ground Troops.
That's still too many units. Each Fighter or Ground Troop counts as a single unit for the purposes of Production's secondary.
  #699  
Old 07-01-2011, 06:46 PM
`Hrist `Hrist is offline
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Quote:
Originally Posted by Egarwaen View Post
That's still too many units. Each Fighter or Ground Troop counts as a single unit for the purposes of Production's secondary.
My revised revised move has been edited.
  #700  
Old 07-01-2011, 10:56 PM
Epithet Epithet is offline
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Activating WARFARE TWO's primary, and dropping the High Alert counter on Perimeter. (No, I'm not attacking the Mindnet with one Dreadnought. Or at all.)
  #701  
Old 07-01-2011, 11:00 PM
Sarcasmorator Sarcasmorator is offline
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Sol and Mindnet will both pass on the secondary.
  #702  
Old 07-01-2011, 11:49 PM
Googleshng Googleshng is offline
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Passing. You know me, make tech, not war.
  #703  
Old 07-02-2011, 12:15 AM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by Googleshng View Post
Passing. You know me, make tech, not war.
FOR NOW
  #704  
Old 07-02-2011, 06:56 AM
John John is offline
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Moving anything will make our resident Jar-Brains take a free potshot at us FOR NO REASON AT ALL, so we will pass.
  #705  
Old 07-02-2011, 09:10 AM
Sarcasmorator Sarcasmorator is offline
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PDS fire is done after the movement step of the activation sequence, so it doesn't apply in this instance.
  #706  
Old 07-02-2011, 09:18 AM
John John is offline
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Good to know, but we still pass.
  #707  
Old 07-02-2011, 11:08 AM
Lucas Lucas is offline
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I'm going to have to pass on the Warfare II secondary.

I'm kind of wishing I'd given myself one command CC and two strategy CCs this go-round, but oh well.
  #708  
Old 07-02-2011, 12:13 PM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by Lucas View Post
I'm kind of wishing I'd given myself one command CC and two strategy CCs this go-round, but oh well.
Yeah, I'm wishing I'd put more in strategy as well.
  #709  
Old 07-02-2011, 02:22 PM
Googleshng Googleshng is offline
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Quote:
Originally Posted by severian View Post
Moving anything will make our resident Jar-Brains take a free potshot at us FOR NO REASON AT ALL, so we will pass.
Yeah, I can do that if and only if you end your movement adjacent to one of my paranoid gun-totin' planets. Anything leaving the kill zone I couldn't shoot down even if I wanted to.
  #710  
Old 07-02-2011, 02:35 PM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by Googleshng View Post
Yeah, I can do that if and only if you end your movement adjacent to one of my paranoid gun-totin' planets.
And even then, they need to be moving with a normal activation, not a secondary like this.

After Egarwaen has made his call on Warfare II, severian is up.

And while we wait, a map!

I'll probably upload one more map update before I leave for my trip on Tuesday.
  #711  
Old 07-02-2011, 03:02 PM
John John is offline
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I'm heading out to a wedding in a bit, so it might be a while for my turn. I'll get it done tonight, though.

So, this doesn't count as movement? Goog, I was talking about the 2 controlled hexes south of your advancement tendril. If I had moved anything between those two areas, would he have been able to blast me?
  #712  
Old 07-02-2011, 04:08 PM
Sarcasmorator Sarcasmorator is offline
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It's movement, but not the kind a PDS can fire at. From the rules:

Quote:
A PDS "space cannon attack" is always fired during the third step of the Activation Sequence, and only given one of the two conditions below:

� After the owner of the PDS has activated a system, and after any friendly ship movement into the system, each of the active player's PDS units in range may fire once at any enemy fleet in the activated system before a Space Battle begins.

Note that the activating player's PDS units (that are in range) may fire even if the player did not move any ships into the system during the activation. In other words, it is possible for a player to activate a system purely for the purposes of firing his PDS at an enemy fleet in range.

� When a player activates a system in range of an enemy PDS unit, the owners of any enemy PDS units in range may, after the movement step of the Activation Sequence, fire once per PDS at any units in the system owned by the activating player. Note that when firing your PDS units during another player's activation, you may only fire at the units controlled by the activating player. It is thus not possible to draw third party PDS fire at an enemy fleet by simply activating its system from afar.
There's no activation for Reinforce, so there's no shot allowed. And I don't think it applies for Patrols (Warfare I's secondary) even with the activations at the end of the ability, because the tokens aren't placed until after the units are moved, so there is no normal activation sequence involved.

Last edited by Sarcasmorator; 07-02-2011 at 04:19 PM.
  #713  
Old 07-02-2011, 06:12 PM
Egarwaen Egarwaen is offline
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I'mma Pass on Warfare 2, due to a lack of Strategic Allocation.
  #714  
Old 07-02-2011, 07:12 PM
Sarcasmorator Sarcasmorator is offline
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Seems like everyone's running low this round, eh?
  #715  
Old 07-02-2011, 10:55 PM
John John is offline
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The Yin will brave the Jol-Nar gauntlet, in the hopes that they will have a change of heart. We will activate Mirage, and move all units from Velnor and South Wormhole into it. We will NOT start an invasion of Mirage, we have no beef with the academic Jol-Nar. As we said earlier, we are just passing through, and we believe they should not control the galactic spaceways outside of their home planet. Before they shoot, they should gravely consider the consequences. Do they really want a pack of sex-starved deformed clones as their enemies? You know what happens to people when they've been inbred for a few generations, imagine what happens when they've been doing it for thousands!

COMMAND COUNTERS
Command Pool: 1
Strategy Allocation: 2
Fleet Supply: 4
Activations: 1
Total in play: 8/16

UNITS (Deployed/Total)
Space Docks: 1/3, Darien x1
Ground Forces: Arinam x1, Meer x1, Centauri x1, Gral x1, Mirage x2
Shock Troops: 0
PDS: 1/6, Darien x1
Fighters: Mirage x4
Carriers: 2/4, Mirage x2
Destroyers: 1/8, Mirage x1
Cruisers: 1/8, Darien x1
Dreadnoughts: 3/5, Darien x2, Mirage x1
War Suns: 0/2

'Hrist is up! Well, after the Jol-Nar decide their fate...
  #716  
Old 07-03-2011, 01:03 AM
Sarcasmorator Sarcasmorator is offline
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Quote:
Originally Posted by severian View Post
We will activate Mirage, and move all units from Velnor and South Wormhole into it.
  #717  
Old 07-03-2011, 01:10 AM
Googleshng Googleshng is offline
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... OK, before I make all these rolls and blow all these ships away, are you even allowed to non-hostile-ly move a carrier full of ground troops to a planet I own? I mean, stuff'll get shot down either way, but I'm pretty sure that just moving in there means you're breaking this trade agreement, which might influence whether you want to cut off my carrier's ability to head home for supplies and such and also throw a bunch of ships away.

And just to double check- was it 2d6 or 1d10?
  #718  
Old 07-03-2011, 03:26 AM
`Hrist `Hrist is offline
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Pass on Warfare II secondary

Tapping Bereg, Lirta IV, Hope's End and Primor for 10 resources. Building 2x Dreadnoughts at Hope's End.

COMMAND COUNTERS
Command Pool: 1
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, Dreadnoughtx2, Carrierx2, Fightersx4, 3x Ground Forces
Qucen'n -- Ground Forcesx1,
Rarron -- Ground Forcesx1
Primor -- Ground Troopx2
Hope's End -- Dreadnoughtx2, 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
  #719  
Old 07-03-2011, 04:54 AM
Googleshng Googleshng is offline
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OK yeah, in the interest of both not holding things up, and making sure Sev really did mean to do this crazy thing he's doing, I'm just going to make attack rolls here, and PM them to Sarc, to be disclosed should the answer to "No seriously, really?" prove to be "Yes, really." Because I need sleep.
  #720  
Old 07-03-2011, 07:47 AM
John John is offline
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I really meant to do this crazy thing I'm doing here. I had hoped that you would realize that this could be a mutually beneficial agreement, but I see that you're too absorbed in your books to see the full picture.

And PDS fire does not break trade agreements, just outright combat. There is a political LAW card that would make it so. And if you see what I'm doing, I'm not blocking your Carrier's trade route. My ships will be gone in a few turns. Hint: Warfare.

Since I chose not to invade your planet, we are still Trade partners, even if you decide to shoot at us for taking the interstellar highway to the Capitol. We wish you wouldn't, and hope you realize what that means.

Any PDS hits should be directed to the Fighters.
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