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#1411
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Damaging my remaining dreadnought.
Invadin' Perimeter. Bombardment: 10 5 (+1) 2 hits before the round begins, barring some direct hit action. Round 1: GFs: 6 9 (+1) 1 hit. |
#1412
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Your instincts serve you well.
Direct Hit: Play immediately after a ship has been damaged in a space battle in which you are participating. Destroy the opponent’s damaged ship. Ground Force Defense: 10, 1, 4 One hit. Two of my GFs will eat it. No Shock Troop for me. |
#1413
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EDIT: Never mind.
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#1414
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Round 2:
6 (+1) so...so close. |
#1415
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Round 2:
5 |
#1416
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The warfare between the Mindnet and the Sardakk N'orr has been so vicious that both sides have been reduced to flinging over-ripe fruit!
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#1417
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Round 3:
8 (+1) Victory!? |
#1418
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Round 3:
3 That will do it for my last Ground Force. |
#1419
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Victory!
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) UNITS Home space - Fighter x1, Cruiser x2, Quinarra - PDS x1, GF x1, Space Dock x1 Vefut II - GF x1 Vefut II space - Destroyer x1 Abyz - GF x2, PDS x1, Space Dock x1 Perimeter Space - Cruiser x2, Dreadnought x1 (damaged), Carrier x1 Perimeter - GF x1 |
#1420
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I'm up!
Let's put that High Alert token on Mecatol Rex. Secondary time! Then `Hrist is up. |
#1421
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Passing on the secondary.
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#1422
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Passing.
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#1423
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Pass.
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#1424
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Pass-a-rooney
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#1425
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`Hrist, you can take your action without waiting for Egarwaen or Googleshng to decide on the secondary; you're far out of range of either of them.
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#1426
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OK, so... you can move ships you haven't moved yet, but only 2 of them, into a system that's right next to them, and already has ships of yours in it, is the gist of that giant wad of restrictions right? If I'm not misinterpreting that, passing.
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#1427
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Playing Technology II. Will take Deep Space Cannon, and exhaust Primor, Arc Prime and Fria for eight more resources and the War Sun technology.
COMMAND COUNTERS Command Pool: 1 Strategic Allocation: 1 Fleet Supply: 6 (+1) CONSUMABLES Action Cards: 3 Trade Goods: 3 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 Deep Space Cannon War Sun TRADE CONTRACTS Mindnet 1 (+1) Muaat 2 (+1) |
#1428
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Passing on the secondary.
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#1429
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Pass.
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#1430
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You know when you hit that point in Civ where the only things left to research are Future Techs and like, Chivalry, because you just could never have been bothered?
Exhausting Starpoint, Capha, Arnor, Velnor and using a total of 4 planet discounts to snag Auto Defense Turrets, Assault Cannon, and X-89 Bacterial Weapon. 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: 2 Fleet Supply: 4 Activations: 3 TECHNOLOGIES OWNED Hylar V Assault Laser Deep Space Cannons Magen Defense Grid Auto Defense Turrets Assault Cannon War Sun Graviton Negator Antimass Deflectors XRD Transporters Type IV Drive Advanced Fighters Fleet Logistics Cybernetics Gen Synthesis Hypermetabolism Neural Motivator Dacxive Reanimators X-89 Bacterial Weapon Enviro Compensator Sarween Tools |
#1431
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Passing on both secondaries.
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#1432
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severian can go whenever he pops in to buy a tech (or not). He's too far from Epithet to attack!
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#1433
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Passing.
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#1434
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I won't be buying a tech, and I don't care about Epithet, he's all the way up there being squeezed. I do care about those ships to the north, however.
Activating Tar'Mann, and moving my two dreadnoughts and two destroyers. Before my barrage starts, I will play an action card! Which will be revealed when I get home in a few hours. Egarwaen, think about what you've done and let me know if you plan on playing a card also. |
#1435
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Not playing an action card. Go ahead and reveal.
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#1436
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COMMAND COUNTERS
Command Pool: 2 Strategy Allocation: 3 Fleet Supply: 5 Activations: 1 Total in play: 11/16 Morale Boost - Play immediately before any space battle or invasion combat round. For this round (not the entire battle), your units receive +1 on all combat rolls. Anti Fighter Barrage! Hits on a 6 (with Assault Laser and Turrets, plus one more die per destroyer). 9, 3, 1, 9, 6, 6. All of your fighters are gone. Assault Cannon pre-battle shots! Hits on a 4. 3, 2. No dice. Here's where you declare your retreat, coward. Actual battle! Hidden from view until you decide if you're staying to fight like a man! Dreadnoughts: 6, 8. Two hits. Destroyers: 6, 8. Two hits. So much for retreating. |
#1437
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Not actually able to retreat. I have no activated adjacent systems and made the mistake of not putting any CCs in SA. So let me take my pre-battle losses...
Down three fighters. Return fire from my War Sun and Dready: War Sun (hits 3+): 8, 10, 7 Dreadnought (hits 5+): 7 Now, I'll look at your spoiler and pick my losses... |
#1438
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Yup, losing both the War Sun and the Dreadnought. Take your four hits and enjoy it!
Incidentally, I'd be willing to provide trade goods (once someone takes the goddamn trade strategy) to anyone who's willing to toss a Direct Hit at Severian. |
#1439
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The updated cards from the first expansion explicitly say you have to be in a battle to use Direct Hit.
I'll take two hits to my Dreadnoughts, then play Emergency Repairs: Play at any time. Choose a system and immediately repair all of your Dreadnoughts and War Suns there. They are repaired, then take two more hits. Googleshng is up! |
#1440
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severian, how many Action Cards do you have left in your hand?
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