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Old 03-07-2014, 16:44   #1541   link
Kittens
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Bon, moven naar Primor...
Vanuit Saar "Home" System: Dread, 3 Cruisers, 4GF
Vanuit Lodor: Dread, 1 GF
Vanuit Moll Primus: Fourth Moon + 2FT + Agent, 1 Cruiser + 1GF

Begin maar met PDS'en.
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Old 03-07-2014, 19:30   #1542   link
Fjuri
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Location: Bertem
ok:
Fjuri: PDS fire! 6@6 (8, 10, 4, 4, 5, 1)
Fjuri: graviton laser system 4@6 (5, 5, 9, 3)

3 hits maar.
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Old 03-07-2014, 19:33   #1543   link
Fjuri
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Da's wel veel resources die ge ertegenaan hebt gegooit.
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Old 03-07-2014, 19:35   #1544   link
Fjuri
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Voor de space combat ga ik geen AC's spelen. Hits op Carrier dan Destroyer
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Old 03-07-2014, 22:29   #1545   link
Kittens
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Kga mijn PDS hits nemen op de 2 fighters en Fourth Moon.
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Old 03-07-2014, 22:33   #1546   link
Kittens
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Kittens: Mentak cruisers pre-combat 2@6 (3, 7)
Kittens: Fourth Moon + Dreads 5@5 (7, 5, 2, 3, 10)
Alles dood. +2TG

Pre-combat hit op Saar carrier, Saar destroyer krijgt return fire.
Saar Destroyer 1@8 (8)
Neem hit op Dread zonder admiral.

Landen met 6GF en Agent, geen PDS fire. Geen AC's van mij.
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Old 04-07-2014, 09:04   #1547   link
Fjuri
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Location: Bertem
start: 6vs3
Fjuri: 6 Mentak invaders (2, 10, 7, 3, 3, 10)
Fjuri: 3 Saar defenders (9, 4, 5)
ronde 2: 5vs1
Fjuri: 5 Mentak invaders @8 (4, 7, 9, 8, 6)
Fjuri: 1 Saar defender @8 (6)

Mentak invade met 5 overlevende GF's en neemt PDS'n in.
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Old 04-07-2014, 09:05   #1548   link
Fjuri
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Location: Bertem
Het is aan Fidoh. Kittens mss nog een rare mineral? Maar daar moet Fidoh niet op wachten.
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Old 04-07-2014, 09:10   #1549   link
Kittens
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Geen rare mineral, eindstand op Primor is dus 2 PDS, 4 GF, 1 Shock Troop en 1 Agent.
Boven Primor 4 cruisers, 2 Dreads, Fourth Moon; Fourth Moon en blanco dread zijn damaged.

CCTAP: 2/7/3 2/1/3

Het is aan Fidoh.
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Old 04-07-2014, 09:24   #1550   link
Kittens
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Quote:
Originally Posted by Fjuri View Post
Da's wel veel resources die ge ertegenaan hebt gegooit.
Tja, ik had niet veel keuze daar. Moest een vloot zijn die aan 4-6 hits kon weerstaan, een grote invasion kon lanceren en liefst nog blijven liggen tegen een mogelijke counterattack. Waren er maar Space Mines.

Ik sta wel open voor onderhandelingen nu, moest ge willen.
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Old 04-07-2014, 20:34   #1551   link
Guns
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Fyi k zit aan de zee. Map update pas maandag.
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Old 04-07-2014, 21:40   #1552   link
Fidoh
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Location: Heverlee
'k Vind drie pagina's aan posts moeilijk om er in mijn hoofd bij te bedenken, dus ik maak waarschijnlijk foutjes.

Maar activeer Jord. Build.

Destroyer (1)
3 fighters en 1 GF (2)
Cruiser (2)

Tap Hope's End en Tequ'ran
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Old 05-07-2014, 08:23   #1553   link
Fjuri
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Dan is het aan white hawk
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Old 05-07-2014, 10:03   #1554   link
Fjuri
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Location: Bertem
Quote:
Originally Posted by Kittens View Post
Tja, ik had niet veel keuze daar. Moest een vloot zijn die aan 4-6 hits kon weerstaan, een grote invasion kon lanceren en liefst nog blijven liggen tegen een mogelijke counterattack. Waren er maar Space Mines.

Ik sta wel open voor onderhandelingen nu, moest ge willen.
En wat kunt ge me bieden om geen vloot van 24 resources aan frut proberen te schieten?

edit: Het is aan White Hawk (ik zet dit in elke post van de gesprekken zodat dat niet verscholen wordt onder de andere posts)
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Old 05-07-2014, 12:01   #1555   link
Kittens
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Quote:
Originally Posted by Fjuri View Post
En wat kunt ge me bieden om geen vloot van 24 resources aan frut proberen te schieten?
Stel maar iets voor, kweet niet wat gij wilt. Als ge mijn vloot aanvalt, gaat ge ook resources verliezen, en ik heb er meer om te rebuilden dan gij. Ik zou ook direct retreaten en daar red ik misschien nog 1 of 2 (dure) schepen mee.

Ik denk trouwens dat White Hawk op scoutskamp is, daarmee dat hij niks post.
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Old 05-07-2014, 12:07   #1556   link
Fjuri
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Quote:
Originally Posted by Kittens View Post
Stel maar iets voor, kweet niet wat gij wilt. Als ge mijn vloot aanvalt, gaat ge ook resources verliezen, en ik heb er meer om te rebuilden dan gij. Ik zou ook direct retreaten en daar red ik misschien nog 1 of 2 (dure) schepen mee.
Om wjw zijn woorden bij benadering te gebruiken: "ik denk dat ik de telling anders zie als u".

Quote:
Originally Posted by Kittens View Post
Ik denk trouwens dat White Hawk op scoutskamp is, daarmee dat hij niks post.
ok, neemt niet weg dat ik dat er ga in blijven zetten, da's minder verwarrend voor hem als hij terug is. Het is niet opjagend bedoelt of zo, gewoon ter hulp.

Het is aan White Hawk
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Old 05-07-2014, 12:26   #1557   link
Kittens
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Quote:
Originally Posted by Fjuri View Post
Om wjw zijn woorden bij benadering te gebruiken: "ik denk dat ik de telling anders zie als u".
Mja, moet maar zien. Als gij een onmiddellijke counterattack ziet als de enige optie, kan ik u toch niet van het tegendeel overtuigen, want ik weet niet wat gij verder nog wilt doen. Ik verlies sowieso meer resources dan gij, dat is een feit, maar ik heb de resources om dat verlies op te vangen, en gij hebt wjw aan uw andere flank. De optie om een voorstel te doen ligt alleszins bij u.
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Old 05-07-2014, 12:37   #1558   link
Fjuri
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Quote:
Originally Posted by Kittens View Post
De optie om een voorstel te doen ligt alleszins bij u.
Sure, ik onthoud dat ge open staat voor deals. Ik natuurlijk ook. Ik zie er alleen geen op korte termijn.

Het is aan White Hawk
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Old 06-07-2014, 17:13   #1559   link
White hawk
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Ik ga nog 1 dag wachten op de map-update want ik zie het niet helemaal meer
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Old 07-07-2014, 12:43   #1560   link
Guns
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(AC/PC discards nog niet updated)
Round 5, Strategy Phase.
Map

Strategy Cards:
  • Letnev (Guns) - Leadership - SPEAKER
  • Mentak (Kittens) - Assembly
  • Sol (Fidoh) - Trade II
  • Lizix (White hawk) - Warfare
  • Sardakk N'orr (wjw) - Technology II
  • Saar (Fjuri) - Bureaucracy

Inactive Strategy Cards:
  • Diplomacy: 1 bonus counter
  • Production: 1 bonus counter

Public objectives:
  • I won a Space Battle against at least 3 opposing ships in one system this turn.
  • I successfully invaded one planet containing at least 1 opposing Ground Force this turn. - Bertnev, Saar, Sol, Sardakk N'orr, L1Z1X
  • I now spend 4 Trade Goods, 3 resources, and 3 influence. - Bertnev, Mentak
  • I control Mecatol Rex. - Saar
  • I now spend 10 resources or 10 influence
  • I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left. - L1Z1X, Mentak, Sol
  • I took control of 3 different planets this turn - Mentak, Saar
  • -1 VP van Mutiny wet - Saar

Secret Objectives:
  • Mentak - I took control of three different planets this turn - 2VP

Active Political Laws:
  • Planetary Conscription (Law): When taking control of neutral planet gain 1 GF there

Action Card Discard Pile:
  • Ghost Ship. Play: As an action. Effect: Place a free Destroyer in any non-Home system that contains a Wormhole and no enemy ships.
  • Civil Defense. Play: As an action. Effect: Place two free PDS units on a planet you control that does not already have PDS units.
  • Thugs. Play: Immediately before the first player votes on a Political Card. Effect: Choose a player. That player may not participate in any voting for the remainder of the round.
  • Good Year: Play: As an action. Effect: Receive one Trade Good for each planet you control outside your Home System.
  • Cultural Crisis: Play: During the Strategy Phase. Effect: Choose a player (you may choose yourself). That player loses all racial special abilities this round, both advantages and disadvantages.
  • Recheck. Play: Immediately after you make a combat roll or an opponent makes a combat roll against you. Effect: Force any one combat die to be re-rolled.
  • Communications Breakdown. Play: During a Space Battle in which you are participating. Effect: No players may play Action Cards until the end of the Space Battle. OR Cancel the effect of any Action Card just played, then discard both cards.
  • Dug In. Play: Immediately before bombardment. Effect: Choose a planet. Your Ground Forces on that planet are immune to planetary bombardment this round.
  • Morale Boost. Play: Immediately before a Space Battle or Invasion Combat combat round.Effect: For one combat round, all of your units receive +1 on all combat rolls.
  • Enhanced Armor. Play: As an action. Effect: Until the end of the round, your Cruisers gain the "sustain damage" ability.
  • Chemical Warfare. Play: Immediately before bombardment. Effect: Instead of bombarding a planet with one of your Dreadnoughts, play this card to destroy half of the defending Ground Forces (round up) on the planet, even if that planet has PDS units.
  • Advanced Reinforcements. Play: As an action. Effect: Place 2 Ground Forces or 1 Shock Troop on any one planet you control.
  • Succesful Spy. Play: As an action. Effect: Take two random Action Cards from one opponent.
  • Sabotage. Play: Immediately after another player plays an Action Card. Effect: Cancel the effect of any Action Card just played, then discard both cards. Cannot cancel another "Sabotage" Action Card.
  • Local Unrest. Play: As an action. Effect: Choose a planet that is not in an opponent's Home System. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it reverts to neutral status.
  • Skilled Retreat. Play: Immediately before a Space Battle combat round. Effect: Immediately retreat your fleet to an adjacent unactivated friendly or empty system. Place a Command Counter from your reinforcements in that system.
  • Communications Breakdown. Play: During a Space Battle in which you are participating. Effect: No players may play Action Cards until the end of the Space Battle. OR Cancel the effect of any Action Card just played, then discard both cards.
  • Flank Speed. Play: Immediately after activating a system. Effect: Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1.


Political Card Discard Pile:
  • Open The Trade Routes. For: Each player gains 2 TG. Against: This round and next status phase each player must give all Tgs he would get to left player.
  • Subsidized Studies. (Law) Elect tech color: Tech cost of this color is decreased by 3. Costs of all other techs increase by 2.
  • Technological Jihad. (Law) For: Each time player gets tech roll die on 9-10 he must destroy one destroyer or cruiser. Against: Each player must exhaust 1 planet for each non starting tech advance he has.
  • Redefining War Crimes.(Law) For: When firing PDS at opposing fleet terminate active trade agreements with target. Against: Players may not use PDS this turn except to defend during invasion this turn
  • Free Trade.(Law) For: Each time player gains TG from trade agreemets he gains 1 extra TG. Against: All players must discard 2 TG from TG area if able.
  • Science Community Speaker.(Law) Elect player: player may execute 2ndary of tech without spending CC(SA) in addition cost to purchase techs in reduced by 1
  • Mutiny.For: Each player that voted for this agenda gain 1 VP. Against: Each player that voted for this agenda loses 1 VP
  • Vorhal Peace Prize.For: Player(s) with lowest Fleet Supply gain 1CC during Status Phase. Against: Player(s) with lowest Fleet Supply immediatly gain 3TG
  • Emperor.(Law) Elect player: Player gains 1 VP if he loses this card he loses 1VP.
  • Minister of Policy. (Law) Elect player: During status phase player recieves one additional action card.
  • Imperial Peace. (Law) For: Players may not invade Mecatol. Against: Mecatol is the only planet players may invade this round.
  • Crown of Thalnos. Elect player: Player's GF get +1
  • Minister of Peace. (Law) Elect player: Player may discard this card at any time to cancel fleets movement into enemy system as long as he is not controller of either. System is still activated by attacker.
  • Cost Overruns. For: each player discards 1 TG for each planet if able. Against: Discard this card.
  • Wormhole Reconstruction. (Law) For: All systems containing wormholes are considered to all systems containing wormholes. Against: Discard this card.
  • Unconventional Measures. For: Each player may draw one action card. Against: All players must discard all action cards.
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