Gaming 1: You are likely to be eaten by a grue
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BSG
I have orders from Anders. First of all, he has chosen to
damage Pegasus twice.
We have a 2 in 3 chance of sending Cally to Sickbay! The basestars damage:
Pegasus CIC
Airlock
NOOOOOO!! Not the Airlock! Why is it always the good ones that suffer? The Main Batteries are now the only undamaged location on Pegasus. One more hit and the entire basestar will be destroyed! (Galactica can take at least six hits before being destroyed. Methinks Pegasus is a bit of a cream puff.)
Next we add a bunch of ships, and finish up with Anders discarding:
Major Victory 2
At Any Cost 3
Launch Scout 1
That concludes Anders' turn. Once Cain makes her choice of card draw, her turn will start.
BSG
End-of-turn summary
Round 4.1 - Anders
Locations and Hands
Anders: Sector 5; 3 cards
Cain: Communications; 2 cards
Baltar: President's Office; 2 cards
Boomer: Resurrection Ship; 3 cards
Cally: Main Batteries; 1 card
Sectors
Sector 1: 1 Basestar, 4 Raiders, 1 Heavy Raider
Sector 2: Civilians A
Sector 3: 3 Raiders, 1 Heavy Raider
Sector 4: 1 (DH) Basestars, 1 Raider, Civilians E
Sector 5: 3 Raiders, 3 RSVs, Civilians B F, Anders
Sector 6: 1 Raider, 1 RSV, Civilians G
Resources
Fuel: 7
Food: 4
Morale: 8
Population: 9
Viper Reserves: 2
Damaged Vipers: 1
Raptors: 3
Boarding Party: 0
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 2
Galactica Damage: Engine Room, Pegasus CIC, Airlock
BSG
Oh, thank goodness. Sorry for risking you, Cally!
BSG
for my optional card draw I'll take a green one. I'm wavering between using a nuke and blind jumping. If I draw an XO Anders might be able to take out some more raiders or if Cally has a blue card left she could repair and open up with the Main Batteries. What say we all?
BSG
If I draw an XO Anders might be able to take out some more raiders or if Cally has a blue card left she could repair and open up with the Main Batteries. What say we all?
Cally would have to move to Repair, so she wouldn't be able to shoot as well, but repairing is not a bad choice.
The question is whether nuking one basestar would allow us to survive a normal jump cycle. We would still have the other basestar, a shitload of Raiders, and lots of civvies to protect. The skies are very crowded.
My only concern about jumping now is that Boomer's turn is coming up, and she may throw more Cylons at us as soon as we arrive, but that's really always a danger, I suppose.
BSG
I can shoot, but I have nothing with which to repair.
BSG
(note that the real Cain would have ordered the jump already)
If we jump early we lose two civvies for sure. What are the chances we won't lose the equivalent if we try to make it through the jump cycle? Any strong objections to me ordering the FTL operator to get us the hell out of here right now?
BSG
Yeah, you know what, it's a risk, but a calculated one. The skies are pretty frakking full, and probably Boomer will fill them again once we're underway, but I think it's our best option right now. Anything I can do is only in the pew pew range, especially with the daggone card shortages that have been in effect this whole time. Ideally a jump would give us a little breathing space and some time to lick our wounds. Of course, the way things have been going, the blind jump means that it could work out badly for us instead, but hey.
I say go for it.
BSG
On the next Raider activation, we lose Civvie E. The one after that, Civvie A. Maybe if someone Comms those two into Sector 5 so Anders and the RSVs can protect them, we stand a chance.
BSG
I could move those civvies... I'm going to wait for my card draw- if I get a critical situation I could also launch a scout... or a nuke.