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BSG
That's not what I thought was happening. We had the crisis card, Omnis did his end of round summary, then he dealt out the cards to Apollo for his turn. I don't know how after that, we can go back and do something on Chief's turn, when it was already over.
BSG
That's not what I thought was happening. We had the crisis card, Omnis did his end of round summary, then he dealt out the cards to Apollo for his turn. I don't know how after that, we can go back and do something on Chief's turn, when it was already over.
Well, because Apollo's ability lets him interrupt when new ships get placed on the board, as happened with Chief's Crisis Card. But the whole card got resolved in a single post, and we were onto his turn six minutes later. He didn't get a chance to interrupt until after then.
BSG
Sorry for all the confusion. bt recapped perfectly. I forgot about Apollo's special ability to hop in a viper placed via crisis card, so then there was some back tracking that needed doing.
We are back on target. We are waiting for Apollo to announce his
MOVE
and
ACTION
.
BSG
So what are the options for firing on the basestars? I didn't think vipers were that great against them. We don't have anyone in weapons control.
BSG
I'm not in front of a manual, but I want to say you need perfect rolls to damage.
You could XO someone to go to weaps.
BSG
Unfortunately I do not have an XO to use.
I will move my viper into Sector 5 with the civilian ship and then play an additional P1 to again scout the crisis deck.
BSG
So what are the options for firing on the basestars? I didn't think vipers were that great against them. We don't have anyone in weapons control.
You're reading it right (and one of my fondest memories from running the game is watching Random McApollo convincing Boomer to take her lone viper up against a basestar and use two Max Firepowers on it). We have these options for hitting basestars:
1. Weapons Control. Hits on 5+.
2. A viper. Hits only on 8+, so not very likely.
3. The Admiral can fire a nuke. Results:
1-2: Damage the basestar twice. (One token does double damage, so there's still a 50% chance of causing 3 damage and destroying it.)
3-6: Destroy the basestar.
7+: Destroy the basestar,
and
up to 3 raiders in the same sector.
Pity we only get two of them, huh?
Oh, and finally:
Pass on interrupts.
Boomer:
Pass
Zarek:
Helo:
Tigh:
Chief:
Apollo:
BSG
Stop me if this sounds familiar. Who wants play a P 3-5 Strategic Planning to help with this die roll?
Some CO's are in hand:
Pass on interrupts
Boomer:
Pass
Zarek:
Helo:
Tigh:
Pass
Chief:
Pass
Apollo:
Pass
BSG
I had not yet sent in any COs. Now, I have decided to pass, but I hadn't actually said that yet.
If the basestars start launching a ton of stuff, consider XOing me to launch a nuke. I don't want to waste them, but they are an option.