Gaming 1: You are likely to be eaten by a grue
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BSG
Crisis Card round 1.3 Helo
Cylon Swarm
Cylons Attack!
Activation:
Basestar!
Random die roll is a
4.
When a Basestar fires on Galactica, 4-8 =
damaged!
Random pick, and we have a damaged
Admirals Quarters!
Jump track:
NO ADVANCE
Massive Deployment:
Keep this card in play until the fleet jumps.
eta:
Fix the fact that the GM was drinking with the Admiral, and forgot when Basestars activate, they fire on Galactica.
BSG
End of Round 1.3 - Helo Summery
Locations and Hands
Helo: Stranded on Caprica; 5 cards
Tigh: Command; 0 cards
Chief: Hangar Deck; 1 cards
Apollo: Sector 5; 2 cards
Boomer: Press Room; 1 cards
Zarek: Presidents Office; 7 cards
Sectors
Sector 1: 2 Basestar, 5 Raiders, 1 Heavy Raider
Sector 2: 3 Raiders, 1 heavy raider
Sector 3: - mt -
Sector 4: Civilians A B C
Sector 5: 2 RSV, Apollo, Civilian D
Sector 6: 2 RSV, Civilian E
Resources
Fuel: 8
Food: 9
Morale: 9
Population: 12
Viper Reserves: 3
Damaged Vipers: 0
Raptors: 4
Boarding Party: none
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 0
Galactica Damage: Admirals Quarters
eta:
fix forgotten damage to Galactica.
BSG
"What the frak..."
No, BillyBoomer, I don't think having you draw cards would be the wisest course of action. Short on cards though we may be, I am more concerned about wasting some of these guys before they start shooting our civilians or trying to board. Or shooting Galactica.
Tempting though it may be, I think it would be unwise to use the nukes on the first round of the game.
Since the massive deployment ability makes basestars even WORSE than they usually are, I think that should be target priority, especially since the civvies aren't immediately in danger.
Move to Weapons Control. Fire on one of the basestars.
Are there any objections to me using Strategic Planning to boost the die roll?
bsg
Wow, I leave my desk for a meeting and my turn starts and finishes before I get back.
Wow, I leave my desk for a meeting and my turn starts and finishes before I get back.
that will teach you to go to a meeting. Ya snooze you loose.
Move to Weapons Control. Fire on one of the basestars.
Wow, that was quick. The admiral, playing to character, is asking for no advice, and plowing ahead. Being decisive. Rock on. I'll wait to fire until we hear if it's ok for you to play an interrupt.
BSG
Are there any objections to me using Strategic Planning to boost the die roll?
I have no problem with this. But the radiation here on Caprica may finally be getting to me.
BSG
Cylons Attack! Activation: Basestar!
Did it hit or miss?
FRAK!
Have a closer look - it's not so bad, really. The Cylons all turned up at the front end, they're still all bunched together; our civvies are mostly at the back, relatively safe. With the Fleet already two steps along the jump track, this attack is a nuisance, not a serious threat.
No, BillyBoomer, I don't think having you draw cards would be the wisest course of action. Short on cards though we may be, I am more concerned about wasting some of these guys before they start shooting our civilians or trying to board. Or shooting Galactica.
t sigh
I disagree. The raiders are still two activations away from being able to hit a civilian, and we have ample defences and options. On the other hand, we are very exposed to a bad Crisis Card - our capacity to manage skill checks is still poor.
I'll put this bluntly. If you (or anyone else) can play an XO, and there's someone in place to make use of it, you're wasting your turn to do anything else. Using XOs
doubles our actions.
Not using them hurts our chances.
Tempting though it may be, I think it would be unwise to use the nukes on the first round of the game.
With this I certainly agree, which leads to another criticism. I apologise for this being all after the fact (which leads to another point: next time, perhaps a little discussion before you act?)
The basestars are the least threatening Cylon ships on the board. They can launch more ships, which won't have time to reach our civvies - wasted time for them. They can fire on Galactica - but we have Chief Tyrol on board, repair monkey extraordinaire. Aside from that, they sit there and look pretty.
The raiders are a bigger threat (and even they, as noted, are a ways from doing damage). If you really wanted to pull a military action, you'd have been better served either staying in Command and moving vipers into Sector 4, or moving to Comms and pulling civvies into Sector 5.
I think you'd have been better off to stay in Command. If you get a raider activation on your Crisis, then on Chief's turn, he XOs you and you activate Command twice for four viper shots at the raiders.
Once again, I apologise for Monday morning quarterbacking. The point is that we will likely face further attacks down the road. It's easy to panic at the sight of Cylon ships. It's harder to visualise the other threats we face.
Pass on interrupts.
BSG
Chief, thinking ahead to your turn: if raiders activate on Tigh's Crisis Card, we'll need to do something about them in Sector 6. The Admiral is out of position to help, so I'm not sure if you'd have anything better than moving to Comms and ordering the civvie there to Sector 5 (along with one from Sector 4). You could order Apollo, but we also have raiders sneaking round the back, and he's in the best position to deal with them.
If we don't get a raider activation, then your choices are more open. Especially if we spent cards on Tigh's Crisis and you didn't draw an IC, XOing me is still on the table. (If you're going to do an XO, don't forget to move too.) You could XO Tigh for more shots at the basestars. You could go to Comms and move civvies (this is always a neat option).
BSG
Apollo, on your turn, there's a neat trick you can pull. It costs one card, but it's pretty nifty.
1. Land back on Galactica, moving to Command (this costs the one card. Normally your discards are random, but not for moving between ships, so you have control over your discard.)
2. Activate Command for two viper activations. Use the first one to shoot, move or launch a viper as you see fit. Use the second activation to launch a viper (Sector 5 or 6 as seems best).
3. Use your Alert Viper Pilot ability to jump into that viper and take a bonus action - attack (esp. with a Max Firepower), scout, move to protect civvies, or even XO Chief or Tigh for more actions. (Not me.)