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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.
BSG
I should be able to move to FTL control and jump the fleet if I understand things correctly. I believe I can also play Strategic Planning to improve the dice roll on this and hopefully avoid losing population.