Gaming 1: You are likely to be eaten by a grue
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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.)
BSG
Did it hit or miss?
Dang it, I knew I forgot something. Sorry about that gang.
Random die roll is a
4.
When a Basestar fires on Galactica, 4-8 =
damaged!
Random pick, and we have a damaged
Admirals Quarters!
Looks like the Admiral will have to sleep it off somewhere else. No rest for the weaving. Actually. What that means is, we can't send someone to the Brig through that location. I believe Quorum cards can do the trick. And certainly some Crisis Cards will. Not a huge deal in this battle situation. Unless, of course, you suspect someone of being a Cylon and want to prevent sabotage.
I'll scroll up and update the end of turn summery. Again, sorry about that.
BSG
OK, housekeeping is done.
Now, back to the current round. Admiral, you are moved to Weapons, but we have not done an action, as you (barely) solicited advice. Do you want to
- belay the order, and go with something that was discussed?
- Or plow ahead, play your interrupt and fire on a Basestar?
BSG
Question, isn't the civilian ship in sector 6 in danger from all the ships in sector 1? Or not, because there are vipers there?
BSG
Question, isn't the civilian ship in sector 6 in danger from all the ships in sector 1? Or not, because there are vipers there?
It's not in immediate danger. It will take one raider activation for them to reach Sector 1 and another activation to destroy the civvie. On that activation, they first have to chew through the two RSVs in their way. We have three pilots potentially drawing Evasive Maneouvres to help protect the RSVs (though I am sadly depleted on cards) We would be unlucky not to have three or four turns before it could be destroyed. (Bad luck happens - witness that Zarek was unable to XO me, despite actually having an XO the turn before and drawing two new Green on his turn - but when facing multiple threats, you don't have much choice but to play the odds.)
In the meantime, we can activate Comms to move said civvie to Sector 5, where it can be protected by Apollo. Alternatively, someone in Command (if Chief wants to move there, say) could receive an XO to shoot at them four times. Apollo could likewise tear into them with a Maximum Firepower (though I think it's better to have him ready to defend the more numerous civvies in Sector 4).
Ideally, we have someone stationed in Comms and someone in Command, and we're looking good to fight off those raiders. We can give XOs to attack four times, or move four civvies at a time. With our other tricks, we're in pretty good shape.
BSG
Billytea, I really appreciate your tactical knowledge of this game and offering suggestions, but you spent three posts basically telling three other players what to do, when they have not asked for advice. And you guys know each other better, maybe that's cool with you guys, but it's not with me. (If I ask for advice, and I will, that's another thing.) You are not the only person playing the game, and folks need to learn to make their own decisions. _I_ need to learn to make my own decisions, or I don't learn how the game works. Yes, I've played this game before, but there is still a lot of stuff to track, and I learn best by doing, and I respond very poorly to being lectured or bullied.
And in the end, it is JUST a game. If a decision made turns out to be poor, then we learn from it and move on.
That said, clearly I have committed a horrendous faux pas by not asking for more advice than I did. I apologize for not understanding how people are expected to act here. The coldness of plain text may not be carrying this off in the way I want it to; I'm not meaning to sound snarky; I'm apologizing, sincerely. I did wrong by you guys, I'm sorry. I was trying to make a fast decision in the interests of time, since I am not always online as the same time as everyone else, and I did not want my turn to take two days' realtime.
Regarding XOs: The card confuses me. I forget that it's a "move and an action" OR "two actions." I'm sorry; I will double check the card rules next time.
Regarding hitting basestars: Right now, because of Massive Deployment, which lasts until we jump, if a Basestar launches new raiders or heavy raiders, they launch an extra ship. There are two basestars. That's two extra ships in addition to whatever any ships are called for. There are already a crapton of ships on the board. The fewer that are likely to show up in the future, the better. That was my reasoning. Also, our ship's already taken damage, that's not good.
I'm aware of the skill card issue and not having enough cards for skill checks, but losing skill checks is not the only way to take damage/lose resources, and I'm not sure I want a character who's got a better chance than most to be a Cylon to sit there with all the Yellow cards in hand.
The problem is, there's a lot of "ifs" here. If we get a skill check on the next Crisis, that could be a problem. But it could also just be a "you choose" scenario or a "yet more Cylons pile on top of us" card. Any of these cards could activate all kinds of Cylon activity.
All that said: you folks seem to be pushing for a do-over. I'm used to a "no take backs" culture--I declared an action, I should stick with it, even if I forgot something.
What is most fair--should I wait for further suggestions and do my turn over, or should I move on with my action as said?
If I were to be in character, I'd definitely shoot the Basestar. Tigh never admits he's wrong, and those frakkin' Cylons just shot a gaping hole in my wife's clothes closet, and now I'm not going to stop hearing about it for three frakkin' weeks.
BSG
All that said: you folks seem to be pushing for a do-over.
For what it's worth, I'm not. I was (and am) perfectly happy with your move.
I'm used to a "no take backs" culture--I declared an action, I should stick with it, even if I forgot something.
Also, this.
BSG
We'll see how this turn plays out before I decide what to do on my turn. I have an XO to use if that ends up our best option, but things could change depending on the next crisis.
DQ, I was perfectly fine with your action, and it was very much in-character for Tigh.
I'm cool with BTs little instructionals, but I can also see where they could be off-putting.
The Chief is less than happy about the toasters putting holes in his ship, but is amused that Tigh's booze supply likely just got sucked into space along with his unmentionables.