We played most of Resistance 2 on my brother's PS3 over Christmas. My husband complained a lot about not having a mouse.
Gaming 1: You are likely to be eaten by a grue
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BSG
I now have passes from everyone. Scouting roll:
Die roll: 1. Mission fails, lose 1 raptor. The Admiral's hot rolling has finally deserted him. A shame, you probably would've liked to have known this was coming:
Surrounded
Cylon Attack
First off, the two basestars activate. The basestar in Sector 1 can't launch ships, but its weapons are undamaged. They fire on Galactica.
Basestar 1:
1. Miss.
Basestar 2:
2. Miss. Bah.
Oh well. Let's add some more ships. No new basestar, as there are already two on the board. No vipers either, since there aren't any undamaged ones available. But we have some other guests, including the remaining civilian ships. All civvies are now on the board.
Finally, seems there's been some Panic! President Zarek, you must discard 3 skill cards. When you're ready, please post your choice.
Thata concludes Zarek's turn. Adama, I'm sending you your card draw. When you're ready, please post your move and action.
BSG
End-of-turn summary (pending Zarek's discard). Note the impressive array of civilians out there.
Round 2.3 - Zarek
Locations and Hands
Apollo: Sector 4; 3 card(s)
Helo: Weapons Control; 5 card(s)
Zarek: Communications; 5 card(s)
Adama: Command; 8 card(s)
Boomer: Sector 6; 1 card(s)
Sectors
Sector 1: 1 (DH) Basestar(s), 4 Raider(s), Civilians G
Sector 2: Civilians H
Sector 3: 3 Raider(s), 1 Heavy Raider(s)
Sector 4: 1 Heavy Raider(s), Civilians A B C D K, Apollo
Sector 5: 1 Basestar(s), 2 RSV(s), Civilians E L
Sector 6: 2 RSV(s), Civilians F J M, Boomer
Resources
Fuel: 7
Food: 8
Morale: 10
Population: 12
Viper Reserves: 0
Damaged Vipers: 2
Raptors: 3
Boarding Party: 0
Other
Nukes: 2
Jump Track: 4 (Blue)
Distance Travelled: 0
Galactica Damage: 0
BSG
Frak. That's not good.
Okay, so it looks like our options are:
1) Nuke Basestar in Sector 1 and hope we can catch the raiders with it as well (it's a shame it's the already damaged one).
2) XO Boomer to engage the raiders in Sector 1, preferably with a Max Firepower.
3) XO me to fire on the basestars.
4) Jump the hell out of here and risk 1 population loss.
We have civies in immediate danger in Sector 1. If the raiders blow up that one, they will move on to sector 2 and threaten that civie. The raiders in Sector 3 will move to sector 4 first and have to tangle with Apollo before they can start shooting civies, so I'm not as worried about them.
I'm kind of leaning towards option 4, myself. That's a lot of bogeys in the sky.
BSG
Though with us only 1 away from auto-jump, XOing Boomer might be the better plan, on further reflection.
BT, can a Strategic Planning help with the roll against Population loss on a jump?
BSG
I was thinking options 1 & 4.
BSG
Yes, an SP can be applied to any die roll, including this one.
I was thinking options 1 & 4.
Well, I'd rather us hold off on using a nuke until we're in a position where jumping away isn't an option (or is a bad option) since we only get two. Plus, even if we get collateral damage (which requires a 7 or 8 on the roll) there will still be one raider left threatening the civie in that sector.
BSG
Unfortunately I don't have a max firepower. I'm all for option 4.
Jumping does seem to be the option that makes the most sense here.