Gaming 1: You are likely to be eaten by a grue
A thread for the discussion of games: board, LARP, MMORPG, video, tabletop RPG, game theory etc. etc. and all attendant news, developments and ancillary subjects thereof, as well as coordinating/scheduling games either online or IRL. All are welcome to chime in, talk about their favorite games or learn about gaming of any sort.
PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
BSG
Sorry for the delay the library's closed Friday & Sunday and my roommates were in a play on Saturday of which it was neccesary to attend both performances.
I feel like we ought to be shooting at those basestars. Perhaps I should XO Tigh to use a nuke? Or would someone like to move to Weapons Control?
I don't want to waste what might be an important turn making a snap decision without input from others. I'm behind in bitches so I don't know how Apollo is doing irl, he might still be in 'sickbay'{{{Apollo}}}. I'm going to sleep on this one and beg for advice from other humans. I'm considering
- xo-ing Tigh in the hopes that he is human and will use the xo to fire on a base star
- drawing more quorum cards
- scouting the crisis deck
what say ye?
I believe Apollo may be in sickbay for much of the week. (Note also that I will be away in the Great White North from Thursday morning to Tuesday morning, but I will probably be able to connect from Friday evening to Monday morning.)
As for your turn, I'd say this would be my order of preference:
1) xo-ing Tigh (I do "owe" him one)
2) scouting the crisis deck
3) drawing more quorum cards
BSG
An XO to the Admiral could be a good idea. A nuke stands a chance of destroying the raiders with the basestar too.
BSG
I can definitely help with those nukes.
Do you suggest I fire both of them? I would like to hold onto 1, but I could use my second action to draw blue (in case we take more damage and something happens to chief?) or move to weapons or hangar bay for future action.
BSG
We definitely shouldn't waste them both here. I'm kind of on the fence about even using one, as it doesn't seem quite dire enough. But moving to Weapons Control, or Communications with the second "action" would be useful. If we can get Helo to XO someone in Weapons Control and take advantage of his re-roll ability, that'd be really helpful.
BSG
One rules point: an XO can grant you a move and then an action, or two actions. It doesn't grant an action and then a move. Moving to Weaps or Comms would be a good idea, but you'd have to do that before taking an action.
I would suggest too, it could be a significant risk for Helo to XO the Admiral. Tigh goes right after Helo, so if Helo XOs him and he turns out to be a Cylon, he would get three actions in a row without us being able to do anything. (I don't think he is a Cylon, it's just a basic precaution.)
As an FYI, I could XO someone to do something, but I agree that I'd rather that person not be Tigh for the reasons that billytea states.
I don't know about using the nuke, but I definitely don't think we should use two.
BSG
I agree, two nukes would probably be overkill right now. If the Admiral can scout, that could make a useful second action.
BSG
Just a reminder of a room often forgotten. Communications.
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s).
Since nobody is in that room, it would be either a move for the President, which would be a card loss since he is on Air Force One.
So then it would be an XO, with a move to the room and one action. But you could look at two of the ships. Then have them.
Just an idea for those who are hesitant to use nukes.