Twilight Imperium, Attempt Deux
For whatever reason, the four of us (excluding Princess NotCool, AKA, Mrs. G) who played TI last time, all had this romantic notion that we would have a great time playing it again.
For me it was the white whale. I was bound and determined to make it through this damned game, whether we enjoyed it or not.
So, did we enjoy it? I’m not sure. Did we finish it? Almost. Z thinks Red5 was headed for a win, but I had managed to Diplomacy Markus into the boredom zone, and he was breaking off… which could have led me to Mecatol Rex, which my Secret Objective was all about.
Here’s the little cold war going on with my forced Diplomatic buddy Markus:
He had skeezed his way into a pair of planets due to my really dumb reading of the Diplomacy card. My masterstroke… smashed! I was such a gleeful bastard about it too.
Here’s all we had to show for our troubles.
Z was the Nerds at 3, Markus the tuwtles at 4, I was the cyborg bastards at 5, and Red5 the… umm… I can’t even remember what those are. We’ll call the the cheeyits at seeyix.
Anyway, I’m waiting another 5 months for the trois de gras.
I fault my lame point total to messed up rule undertanding in the beginning 😉
March 25th, 2008 at 12:13Also, Red5 still hadn’t played his Imperial card when we quit, so we was going to end up with at least 8 that turn.
I’m still disappointed though that I never got to unlease the fury of the War Suns that I sneakily researched 🙁
-1 to all dice rolls for the nerds. Plus, yr puny War Suns would be devastated by the Sabotage Run (from page 35 of the rule book):
“Although the mighty War Sun unit is the undisputed
March 26th, 2008 at 00:38king of space, history has shown that such
hubris of creation often hides a fatal flaw that can
be exploited by the smallest of spacecraft.
When using this game option, Fighter units have a
desperate chance of a pre-Space Battle strike at an
enemy War Sun in the contested system. This desperate
attack is called the ?sabotage run.?
ANNOUNCE THE RUN
A sabotage run takes place before an actual Space
Battle begins, immediately after any Destroyer
Anti-Fighter Barrage.
Both players (attacker first) may announce that they
are making a Sabotage run against an enemy War
Sun in the battle (if no War Sun is present among
the enemy units, a player cannot undertake a sabotage
run).
If both players have War Suns, the attacker should
resolve his sabotage run first, followed by the
defender.
After announcing a sabotage run, a player must
commit a number of Fighter units to the dangerous
task. After a number of Fighters have been committed,
the sabotage run is executed over two rounds
of die rolls.
1) The Outer Defenses
Roll a die for every Fighter committed to the sabotage
run. On an unmodified result of 9 or 10, the
Fighter makes it through the outer defenses of the
War Sun. All other results destroy the Fighter unit,
which receives no return fire.
2) The Inner Defenses
For every Fighter unit that made it past the outer
defenses of the War Sun, roll another die (one at a
time). If the fighter rolls an unmodified result of 10,
the sabotage run is successful and the War Sun is
immediately destroyed. Such a destroyed War Sun
receives no return fire. All other die results instantly
destroy the Fighter unit, which receives no return
fire.
Surviving Fighter units are able to participate in the
subsequent Space Battle. An unharmed War Sun is
able to participate in the Space Battle with no ill
effects.
Should an opponent have two War Sun units, a
player is allowed to make a sabotage run against
both units by dividing his committed Fighters into
two separate pools. With each of these pools attacking
one specific War Sun, simply resolve each separate
sabotage run, one at a time.”
Each fighter has only a 2% chance of destroying my mighty War Sun, otherwise it dies. + I had a crapton of technologies boosting my various damages.
March 26th, 2008 at 17:17Go Nerds!
Help me Obi Wan Kenobi, you’re my only hope.
I know we’ve said it playing at the table and it’s probably somewhere in your original write-up of this game but this game ‘borrows’ a lot of content from star wars. The chits, as you would call them, look exactly like spacecraft from the movies and even the Death Star… I mean War Sun, has the remote chance of being taken down by an X-Wing… I mean Fighter. I’m surprised you don’t first have to role to see if Leia successfully hides and recovers the secret plans before being able to declare a Sabotage Run.
Don’t get me wrong, I’m not bitter about this at all. I think we’ve all professed our undying love of The Trilogy and it was even more fitting that we watched some of the movies while playing it.
Next time i think my strategy will be to play my race better. I wasn’t using my specials properly.
March 27th, 2008 at 10:45To clarify, the chits are the cardboard pieces. Calling them cheeyits was just to advance Red5’s weirdo meme.
Virtually every ship is taken from an existing sci-fi franchise. Intentionally, I’m absolutely certain.
Dreadnought = Star Destroyer
Carrier = Correllian Corvette
War Sun = Death Star
Fighter = X-Wing
Cruiser = Battlestar Galactica
PDS = Ion Cannon
Destroyer = another Star Destroyer?
The _next time_ we will all be TI masters. I plan on wearing full regalia of whatever race I randomly choose, up to and including breast augmentation if I get the hot psychic snake chicks.
March 27th, 2008 at 11:04This is an awesome game but it does take time to learn all of the cards, races, rules, counters and times to do what and where. The fact that the board is always different and you never know what race you are going to play always makes it a new experience. GMDice
August 26th, 2008 at 19:56