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#1321
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Ditching Warship Commission, building another cruiser at Starpoint. Presumably passing next time I come up, which I mention now because we seem to be near the end of the round and I'm also close to passing out.
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#1322
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All right, I'll spend a CC to put 2 GF on Thibah.
Command Pool: 1 Strategy Allocation: 1 Fleet Supply: 5 Activations: 3 Total in play: 10/16 And then I pass. severian, if you manage to save another ship in your retreat I'll add it to the start-of-round map. Last edited by Sarcasmorator; 08-12-2011 at 12:18 AM. |
#1323
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Status Phase!
1. Each player may claim ONE Public Objective they qualify for, as well as their Secret Objective if they qualify for it; if a player reaches 10 points during this step he or she wins immediately 2. Damaged ships are repaired 3. Command Counters on the board are removed to each player's reinforcements 4. Planets are refreshed 5. Each player receives 1 Action Card and 2 Command Counters 6. Command Counters may be redistributed between the Command Pool, Strategy Allocation and Fleet Supply 7. Strategy Cards are returned, and the game proceeds to a new Strategy Phase Our current Public Objectives, each worth 1 Victory Point: I am blockading an opponent's Space Dock. (Googleshng, severian, `Hrist) I spend 3 Command Counters. (Googleshng, Sarcasmorator, Epithet, Lucas) I control Planets with total Influence greater than the players to my right and left. (SilentSnake, Googleshng, `Hrist) I invaded 1 planet containing at least 1 opposing Ground Force this round. (Sarcasmorator, Googleshng, Egarwaen) I have more than 1 Tech Advance in 3 different colors. (Sarcasmorator, SilentSnake) I won a Space Battle against at least 3 opposing ships this round. (SilentSnake, Egarwaen, Googleshng) Magnum Last edited by Sarcasmorator; 08-12-2011 at 05:47 PM. |
#1324
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Just for clarification, I did not have any action cards to play against that treacherous Egarwaen.
We qualify for no public or secret objectives. We draw action card #15, and put two CC's into Strategy. Here's my full stats: SPECIAL ABILITIES >Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a 5+ your opponent loses one Ground Force and you gain 1 Ground Force >Immediately before the second round of a Space Battle, you may discard one of your participating Destroyers or Cruisers to inflict 1 hit on an enemy ship of your choice >Once per round, as an Action, you may swap the Resource and Influence values of a planet you control until the end of the round. CONSUMABLES Action Cards: 6 Political Cards: 1 Trade Goods: 0 COMMAND COUNTERS Command Pool: 3 Strategy Allocation: 3 Fleet Supply: 5 Activations: 0 Total in play: 11/16 PLANETS (Resources/Influence) Darien – 2/4 Centauri - 1/3 Gral - 1/1, Blue Tech Specialty Tar'Mann - 1/1 Lisis - 2/2 TECHNOLOGIES OWNED Hylar V Assault Laser - Cruisers and Destroyers gain +1 on combat rolls Automated Defense Turrets - Destroyer Anti-Fighter Barrage gains 1 extra die and +2 to hit Antimass Deflectors: Move through Asteroid Fields XRD Transporters: Carriers gain +1 movement Cybernetics: Fighters receive +1 on all combat rolls Assault Cannon: Before battle Dreadnoughts fire one free shot. Enviro Compensator: Space Docks production capacity is +1. UNITS (Deployed/Total) Space Docks: 1/3, Darien x1 Ground Forces: Centauri x1, Gral x1, East Wormhole x2, Darien x4 Shock Troops: 0 PDS: 2/6, Darien x2 Fighters: East Wormhole x4 Carriers: 3/4, East Wormhole x2, Darien x1 Destroyers: 3/8, East Wormhole x1, Darien x2 Cruisers: 0/8, Dreadnoughts: 3/5, , Darien x2, East Wormhole x1 War Suns: 0/2 Units (Location) Darien: Space Dock x1, PDS x2, GF x4, Carrier x1, Dreadnought x2, Destroyer x2 Centauri: GF x1 Gral: GF x1 East Wormhole: GF x2, Fighter x4, Destroyer x1, Carrier x2, Dreadnought x1 Trade Contracts Yin 1 to Nobody Yin 1 to Nobody VICTORY POINTS: 2 |
#1325
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Sol qualifies for no objectives this Status Phase. Sol scuttles its Space Dock on Mecatol Rex.
Drawing Action Card 125 and taking 3 Command Counters. CONSUMABLES Action Cards: 3 Political Cards: 0 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 7 Activations: 0 Total in play: 10/16 PLANETS (Resources/Influence) Jord – 4/2 Lazar – 1/0 Sakulag – 2/1 Thibah – 1/1 Mecatol Rex — 1/6 TECHNOLOGIES OWNED Antimass Deflectors (pass through Asteroid Fields) Cybernetics (+1 to Fighter rolls) XRD Transporters (+1 to Carrier movement) Enviro Compensator (+1 to Space Dock production capacity) Sarween Tools (1 free resource when producing units) Gen Synthesis (+1 to GF combat rolls; when a GF is destroyed, a 5+ die roll places it in home system) UNITS (Deployed/Total) Space Docks: 2/3 Ground Forces: 28 Shock Troops: 0 PDS: 3/6 Fighters: 0 Carriers: 2/4 Destroyers: 1/8 Cruisers: 5/8 Dreadnoughts: 1/5 War Suns: 0/2 UNIT DEPLOYMENT Jord: Space Dock x1, GF x8, PDS x1 Lazar: GF x6 Sakulag: GF x7 Thibah space: Carrier x1, Cruiser x3 Thibah: Space Dock x1, GF x3 Mecatol Rex space: Dreadnought x1, Carrier x1, Cruiser x2, Destroyer x1 Mecatol Rex: GF x3, PDS x2 TRADE CONTRACTS Sol 2 (INACTIVE) Sol 2 (INACTIVE) VICTORY POINTS: 6 Last edited by Sarcasmorator; 08-19-2011 at 12:15 PM. |
#1326
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Oops, I did sev's retreat wrong. He did a standard retreat to Darien, not a tactical retreat to Centauri. That'll be fixed for the next map.
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#1327
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The Mindnet claims the following Public Objective: I won a Space Battle against at least 3 opposing ships this round.
Taking Action Card 42 and taking 2 CCs. CONSUMABLES Action Cards: 4 Political Cards: 0 Trade Goods: 1 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 7 Activations: 0 Total in play: 10/16 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 Wellon - 1/2 TECHNOLOGIES OWNED Enviro Compensator Stasis Capsules Cybernetics Hylar V Assault Laser Deep Space Cannon Sarween Tools War Sun UNITS (Deployed/Total) Space Docks: 3/3 Ground Forces: 13 Shock Troops: 0 PDS: 2/6 Fighters: 12 Carriers: 3/4 Destroyers: 1/8 Cruisers: 4/8 Dreadnoughts: 5/5 War Suns: 1/2 UNITS [0.0.0.] – Space Dock x1, PDS x1 [0.0.0.] space: Dreadnought x2, Fighter x2 Zohbat: PDS x1, Space Dock x1 Mellon/Zohbat space: Carrier x1 Rigel I: GF x1 Rigel II: GF x1 Rigel III: GF x1 Rigel Space: Carrier x1, Fighter x3 Quann: GF x3, Space Dock x1 Quann Space: Cruiser x3 (GF x1 each), Destroyer x1, Dreadnought x1, War Sun x1, Fighter x4 Perimeter space: Dreadnought x2, Carrier x1 (carrying GF x3), Cruiser (carrying GF x1), Fighter x1 VICTORY POINTS: 4 Also, I claimed the Technology objective last round, but it's not showing. |
#1328
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Refresh all planets and repair my damaged Dreads. Put my 2 CCs in the CC Pool and Strategic Allocation. Claim public objective "I am blockading an opponent's space dock" (Epithet) for a victory point. Draw action card 117.
COMMAND COUNTERS Command Pool: 1 Strategic Allocation: 1 Fleet Supply: 6 (+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 (Red Tech Spec) Lodor -- 3/1 Fria -- 2/0 UNITS (Deployed/Total) Arc Prime/Wren Terra -- Space Dockx2 Blame -- Dreadnoughtx2, Carrierx2, Fightersx4, 3x Ground Forces Qucen'n -- Ground Forcesx1, Rarron -- Ground Forcesx1 Primor -- Ground Troopx2 Hope's End -- Cruiserx1, Fightersx3, Destroyerx1, PDS, Space Dockx1, 2x Ground Trooper, 1x Shock Troopers Lirta IV: N/A Bereg: N/A Lodor: Carrierx1, Ground Troopsx2 Fria: Dreadnoughtx3, Cruiserx2, Carrierx1, Fighterx2, 3x Ground Trooper, 1x Shock Trooper TECHNOLOGIES OWNED Hylar V Assault Laser Antimass Deflectors XRD Transporters – +1 Carrier movement Enviro Compensators Stasis Capsules Micro Technology Cybernetics Integrated Economy Sarween Tools TRADE CONTRACTS Mindnet 1 (+1) Muaat 2 (+1) VICTORY POINTS: 4 |
#1329
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Took Action Card #67. Putting two CCs in my Command Pool. I qualify for a single public objective: I won a space battle against at least 3 opposing ships this round.
THE EMBERS OF MUAAT SPECIAL ABILITIES >Your War Suns have a base movement of 1 until you acquire Sarween Tools and Deep Space Cannon; once acquired, base movement is 2 >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 >You may move through, but not stop in, Supernova systems CONSUMABLES Action Cards: 4 Political Cards: 1 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 0 Fleet Supply: 3 Total in play: 5/16 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) Arinam - (1/2, Blue Tech Specialty) Meer - 0/4 TECHNOLOGIES OWNED Enviro Compensator (Yellow): Space Docks gain +1 to production capacity Sarween Tools (Yellow): When building with a Space Dock, you gain 1 additional resource Hylar V Assault Laser (Red): Cruisers and Destroyers gain +1 on combat rolls War Sun (Red): Can now build War Suns Deep Space Cannon (Red): PDS can fire at adjacent systems Micro Technology (Yellow): When receiving trade goods from your trade agreements, receive 1 extra trade good for each active trade agreement. Antimass Deflectors (Blue): Move through Asteroid Fields UNITS (Deployed/Total) Space Dock - 1/3 Ground Forces - 6 PDS - 1/6 Fighters: 5 Carriers: 2/4 Destroyers: 3/8 Cruisers: 1/8 Dreadnoughts: 3/5 War Suns: 1/2 UNIT DEPLOYMENT Muaat - 1x Space Dock, 1x Ground Force, 1x PDS El'Nath - 1x Cruiser, Control Marker, 1x Destroyer Coorneeq/Resculon - 1x Ground Force (Coorneeq), 1x Ground Force (Resculon), 1x Carrier, 1x Dreadnought, 1x Destroyer Lesab - 1x Dreadnought, 1x Carrier, 2x Fighter, 1x Ground Force Arinam/Meer - 2x Ground Force (1x Arinam, 1x Meer), 1x Destroyer Tar'Mann - 1x Dreadnought, 1x War Sun, 3x Fighters TRADE CONTRACTS 3 Jok-Nar 1 Letnev VICTORY POINTS: 3 |
#1330
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Claiming VP for winning against 3 ships.
Taking 3 new CCs, thanks to hypermetabolism, adding 2 to command, one to strategy, drawing action cards 136 and 40, ditching Veto and then drawing 35 to replace it. As usual, I'll take those trade goods from Tsion and Sumerian, and the fighters from Mirage. End of Round Full Status Report: CONSUMABLES Action Cards: 7 Political Cards: 0 Trade Goods: 4 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) Sumerian 2/2 (Trade Goods) Arcturus 1/1 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 3 Fleet Supply: 4 Activations: 0 UNITS Jol/Nar - Space Dock x1, Destroyer x2 Starpoint/New Albion - Space Dock x1, Ground Forces x2, PDS x1 (Starpoint), Cruiser x2 Mehar Xull - PDS x1 Mirage - PDS x1, Dreadnought x1, Cruiser x1, Fighter x2 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 Sumerian/Arcturus - War Sun x1, Fighter x2, Dreadnought x2, Carrier x1, Ground Forces x1 TRADE CONTRACTS Muat 2 Jol-Nar 1 TECHNOLOGIES OWNED Hylar V Assault Laser Deep Space Cannons Magen Defense Grid War Sun Graviton Negator Antimass Deflectors XRD Transporters Type IV Drive Advanced Fighters Fleet Logistics Cybernetics Gen Synthesis Hypermetabolism Neural Motivator Dacxive Reanimators Enviro Compensator Sarween Tools VICTORY POINTS: 6 Also, "Sol scuttles its Space Dock on Mecatol Rex?" That's a thing? |
#1331
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Yeah. I'm pretty sure I wrote it down somewhere waaaaay upthread, and it's in the rulebook. You can scuttle any of your units during the Status Phase after the scoring step is done (if someone had been blockading MR I would have had to wait until they decided whether they wanted a point for it or not).
Also, you have nothing to support the Fighters from Mirage, so you can't take them (well, you can, but they're immediately destroyed in that case). |
#1332
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I just researched Advanced Fighters last round though. They can hang out independently just taking up fleet supply.
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#1333
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Ah, that's right. Forgot about that.
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#1334
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Putting my CCs in Fleet Supply and Strategy Allocation. Drawing Action Card 109.
CONSUMABLES Action Cards: 3 Political Cards: 1 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 2 Fleet Supply: 7 UNITS Home space - Fighter x5, Cruiser x3, Carrier x1, Dreadnought x1 Quinarra - PDS x1, GF x3, Space Dock x1 Perimeter - GF x1 Vefut II - GF x1 Vefut II space - Dreadnought x1, Destroyer x1 A/L/A space - Cruiser x1 Abyz - GF x2, PDS x1, Space Dock 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 Vefut II 2/0 (red tech specialty) TECHNOLOGY Hylar V Assault Laser Deep Space Cannons Antimass Deflectors XRD Transporters Cybernetics Enviro Compensator TRADE CONTRACTS N'orr 1 N'orr 2 VICTORY POINTS: 2 |
#1335
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Oh hey, the rules summary I wrote for this game just went up on BGG. Check it out, if you like!
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#1336
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I think that's all of us, Sarc.
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#1337
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So it is! On to Round 7.
Strategy Phase Trade II has a bonus counter worth 1 Trade Good. Choosing order is as follows: 1. Googleshng (SPEAKER) — Leadership (1) 2. severian — Bureaucracy (8) 3. Egarwaen — Assembly (3) 4. SilentSnake — Diplomacy II (2) 5. Epithet — Production (4) 6. `Hrist — Technology II (7) 7. Sarcasmorator — Warfare II (6) Googleshng is up! Last edited by Sarcasmorator; 08-13-2011 at 04:33 PM. |
#1338
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I'm going to take Leadership, because I'm some sort of depraved CC junkie.
I'm also going to hit Sarc with this thing to screw him out of one next round and also keep this insane overpopulation of groundies in check. Cultural Crisis: Play during the Strategy Phase. Choose a player other than yourself. That player loses all racial special abilities this round, positive and negative. |
#1339
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Oh yeah? Well ...
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. Have fun not being able to do anything involving Sumerian/Arcturus, Googleshng! Because that's where your CC is going. Last edited by Sarcasmorator; 08-13-2011 at 04:37 PM. |
#1340
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Quote:
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#1341
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While that bickering is going on, I'll start some of my own. I've been chatting with my neighbor Egarwaen, and he gave me a great idea!
We choose Bureaucracy! Egarwaen is up! Last edited by John; 08-13-2011 at 12:32 AM. |
#1342
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Ah, dang. Forgot about the no-double-Sabotage thing. Ah, well.
severian, you can't play that card until the Status Phase at the end of this round. |
#1343
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I will choose Assembly.
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#1344
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Diplomacy II
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#1345
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Production.
'Hrist is up! |
#1346
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Technology II again
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#1347
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I'll take Warfare II. And I play another Action Card:
Strategic Planning: Play during the Strategy Phase. You do not have to pay Command Counters from Strategic Allocation to execute the secondary abilities of Strategy Cards this round. Trade II receives a second bonus counter. On to the Action Phase! Play order is as follows: 1. Googleshng (SPEAKER) — Leadership (1) 2. SilentSnake — Diplomacy II (2) 3. Egarwaen — Assembly (3) 4. Epithet — Production (4) 5. Sarcasmorator — Warfare II (6) 6. `Hrist — Technology II (7) 7. severian — Bureaucracy (8) HERE'S THE MAP Barring any last-minute Action Cards, Googleshng is up! Last edited by Sarcasmorator; 08-13-2011 at 04:52 PM. |
#1348
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Oh $@%# I think I may have seriously @$#%ed something up in the status phase CC wise that'll really really come back to bite me.
Anyway though, while I double check on that... Activating Bandwagon, sending 2 cruisers from Starpoint. Activating Starpoint, building 2 new cruisers with resources from Vega Major and Arcturus. And maybe asking everyone if it's cool if I push a CC from Strategy to Command because apparently I can't read this weekend! 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) Sumerian 2/2 (Trade Goods) Arcturus 1/1 COMMAND COUNTERS Command Pool: 0 Strategy Allocation: 3 Fleet Supply: 4 Activations: 0 UNITS Jol/Nar - Space Dock x1, Destroyer x2 Starpoint/New Albion - Space Dock x1, Ground Forces x2, PDS x1 (Starpoint), Cruiser x2 Mehar Xull - PDS x1 Mirage - PDS x1, Dreadnought x1, Cruiser x1, Fighter x2 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 Sumerian/Arcturus - War Sun x1, Fighter x2, Dreadnought x2, Carrier x1, Ground Forces x1 Bandwagon - Cruiser x2 |
#1349
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Well, you have Leadership, so a shortage of CCs in one area is definitely a problem you can fix in the course of your normal actions. Is it really that crucial?
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#1350
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Honestly, since you're first and no one else has done anything, I'd be fine with a quick reshuffle. If anyone else had a turn before you then I'd say no. I believe I did something similar a month or two ago(!).
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