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#1111
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I'm going to choose Production.
selection order, reproduced for convenience: 1. severian (SPEAKER) — Leadership (1) 2. Egarwaen — Production (4) 3. SilentSnake — Warfare II (6) 4. Epithet — Bureaucracy (8) 5. `Hrist — Technology II (7) 6. Sarcasmorator — Diplomacy II (2) 7. Googleshng Last edited by Egarwaen; 07-26-2011 at 12:42 PM. |
#1112
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Warfare II
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#1113
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Bureaucracy.
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#1114
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Technology II
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#1115
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Diplomacy II
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#1116
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Googleshng, you're the last to pick here.
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#1117
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Yeah, buy something pick a card will ya!
Assembly and Tech II remain. Oh, and SilentSnake, you get a bonus counter Trade Good for taking Warfare II. |
#1118
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Actually, I took Tech II
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#1119
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The worst part is I actually looked at the list first and just mixed it up with Trade II.
Fffffffuuuuuuu |
#1120
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Argh, sorry about the delay. Got late waiting last night and today was spent exorcizing a raving hag from my home.
I'll take Assembly becasue gah how did I go from first pick to last like that? Also, before we get started, hey Sarc? You've got entirely too many ships entirely too close to stuff I care about and you're kinda winning despite getting pounded on so much, so, going to have to rub a little more salt in the wounds there. Sorry. Signal Jamming: Play during the Strategy Phase. Choose a non-Home system. Take a Command Counter from any other player’s reinforcements and place it on the chosen system. Mecatol Rex ain't doin' squat today. |
#1121
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All right, Trade II is unclaimed and gains a bonus counter.
Did it work? And you know, I was planning to largely or entirely clear out of MR this round (statistically, at least another player or two has an objective centered on MR, and I'm tired of being shot at). But now you've made sure I have to just sit there, and with the fleet and ground forces I have there it'll be pretty hard to take by force. And with Production's secondary I can build even more units! So, uh, great going? Anyway, the Action Phase starts now! severian, goooooooo! I'll post up a map tonight. |
#1122
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What's the turn order?
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#1123
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ROUND 6 PLAY ORDER
1. severian (SPEAKER) — Leadership (1) 2. Sarcasmorator — Diplomacy II (2) 3. Googleshng — Assembly (3) 4. Egarwaen — Production (4) 5. SilentSnake — Warfare II (6) 6. `Hrist — Technology II (7) 7. Epithet — Bureaucracy (8) |
#1124
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We sense a threat off our port bow, and try to prepare. We activate Darien, and build one Dreadnought and two Destroyers. We exhaust Gral, Tar'Mann, Lisis, Velnor, and Arcturus for 7 Resources.
COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 1 Fleet Supply: 4 Activations: 1 Total in play: 7/16 PLANETS (Resources/Influence) Darien – 2/4 Centauri - 1/3 Gral - 1/1, Blue Tech Specialty Tar'Mann - 1/1 Lisis - 2/2 Velnor - 2/0, Red Tech Specialty Sumerian - 2/2, Trade Goods Arcturus - 1/1 UNITS (Deployed/Total) Space Docks: 2/3, Darien, Arcturus Ground Forces: Centauri x1, Gral x1, Sumerian x1, Arcturus x1, Darien x4 Shock Troops: 0 PDS: 2/6, Darien x2 Fighters: Sumerian/Arcturus x4 Carriers: 3/4, Sumerian/Arcturus x2, Darien x1 Destroyers: 3/8, Sumerian/Arcturus x1, Darien x2 Cruisers: 1/8, Tar'Mann x1 Dreadnoughts: 4/5, Tar'Mann x2, Sumerian/Arcturus x1, Darien x1 War Suns: 0/2 Units (Location) Darien: Space Dock x1, PDS x2, GF x4, Carrier x1, Dreadnought x1, Destroyer x2 Tar'Mann: GF x1, Dreadnought x2, Cruiser x1 Centauri: GF x1 Gral: GF x1 Arcturus: GF x2, Fighter x4, Destroyer x1, Carrier x2, Dreadnought x1 Sarc is up! |
#1125
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Selecting option a), and blocking off Jord from activation by anyone else this round. Have at the secondary! |
#1126
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The Mindnet passes on the secondary.
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#1127
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Secondary pass
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#1128
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Nothing for us.
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#1129
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Hey Sarc? Remind me. What qualifies as "empty"?
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#1130
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No units of any kind. So basically, any system with just a control marker, or nothing at all.
Mega-Map! And the reference map. |
#1131
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Oh hey, a quick bit of clarification from the FAQ in case Tactical Retreats come up:
Tactical Retreats The rules for Tactical Retreats on page 11 permit a player to retreat to “an adjacent, unactivated system that he controls (or that is empty).” This should state “an adjacent, unactivated system that does not contain enemy units.” |
#1132
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I'm going to pass on the secondary this round.
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#1133
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Well let's see. the biggest threat to the table as a whole seem to be cooling their heels for the round with some mutal blockage of doing stuff, so I guess it's time to mess with the empire that's been causing me the most personal grief for the moment.
First off, sure, why the heck not? I'll exhaust good ol' Mehar Xull and annex a nice undepleted Velnor. I believe everyone else has now passed, and I'm up next, so it's time to settle an old grudge. See, once upon a time, our good friend Severian asked me very nicely for permission to move peacefully through an occupied system of mine as he sent ships to Mecatol Rex. I agreed, under the condition that he left Sumerian/Arcturus open for me to park on, and establish a nice little defense against Sarc reinforcing the Mecatol Rex and getting all ahead in the game like he did. Thing of it is though, he never did come through on his end and vacate that particular system. So I think it's time to send in The Collection Agency. Activating Sumerian/Arcturus. Sending in, from Starpoint and the still not accurately depicted on the map Mirage (I exhausted it for the fighters, remember?)... 1 War Sun. 2 Dreadnoughts. 1 Carrier. 4 Fighters. 1 Ground Force. And... oh. I was about to start making their various attack rolls, but you've got a cute widdle destwoya in there don't you. So... yeah. I guess you can start the rolling (or panicked escaping) off. 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) Vega Major 2/1 Vega Minor 1/2 (Blue Tech Specialty) Velnor 2/0 (Red Tech Specialty) COMMAND COUNTERS Command Pool: 3 Strategy Allocation: 2 Fleet Supply: 4 Activations: 2 UNITS Jol/Nar - Space Dock x1 Starpoint/New Albion - Space Dock x1, PDS x1 (Starpoint), War Sun x1, Fighter x2, Dreadnought x2 Mehar Xull - PDS x1 Mirage - Carrier x1, Fighter x2, Ground Forces x1, PDS x1 Tsion/Bellatrix - PDS x1 Vega Major/Minor - Ground Forces x3 (1 on Major, 2 on Minor), Jord - War Sun x1: (Fighter x4, Ground Forces x2), Carrier x1: (Ground Forces x3), Dreadnought x1 |
#1134
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First off, our Destroyer gets to pop off some shots at your fighters before battle starts. They have +3 to hit, and 1 extra die.
6, 8, and a 4. Two Hits. Then, I will play an Action Card! |
#1135
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Sorry to break into the action here, but just posting to say I'm quite enjoying this. I really like these games where you are supposed to play with real people. Unfortunately, that requires real life friends who also like these games, of which I am lacking in. Trying to learn from watching this game as TI seems like something I could enjoy.
And now back to your regularly scheduled SPACE BATTLE!! |
#1136
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Glad you're enjoying it!
Doesn't make a big difference since you rolled 2 hits, but this should be 2 rolls total, since you only have one Destroyer. |
#1137
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Pretty sure I got 3, because Destroyers themselves get 2 and my Automated Defense Turrets give me 1 more. Also for clarification, my +3 to hit came from the Turrets and my Hylar V Assault Laser.
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#1138
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Oh, man, right you are. Don't know why I had that wrong. I think I rolled short with mine.
Edit: Yep, I totally did; I rolled only 3 dice when Googleshng attacked last round, when it should have been 6. Drat and double-drat! Technically you're not even allowed to reduce the dice you roll for this sort of thing, but it's a round behind us so I'm not going to change it now unless Googleshng insists. I've been over these rules so many times and I still forget stuff like this. |
#1139
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... were you planning on saying what card it is?
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#1140
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Waiting on you, in case you wanted to declare a card, like with the Direct Hit example Sarc posted earlier.
I thought the etiquette for cards was in most places just play a card, but in battle wait for the opponent. Well, I guess you're not going to play one. In that case: Skilled Retreat! This allows me to move one fleet involved in a battle to an adjacent empty or controlled space. The only empty space is East Wormhole, so I'll move all units (including GF's) from Sumerian/Arcturus. I'll post the numbers after work. Last edited by John; 07-27-2011 at 04:52 PM. |