BSG
Excellent idea. That's the spirit.
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BSG
Excellent idea. That's the spirit.
BSG
Correction to the end of turn wrap ups. Apollo is listed as 6. Should be 5. Sorry about that. Love this sheet. It has great possibilities, but I'm really wishing I had just set the board up manually and tracked it that way. Ah, the joys of newbie GM. Putting faith in technology. Clearly I didn't learn from Adama.
OK, folks. We are in the homestretch. Let's pump it up for the last dance!
BSG
I'll be figuring out my move in the morning but suggestions are welcome.
I'd say priorities are getting rid of the basestar, regrouping the civilian ships, and scouting crisis cards for jump icons. Not necessarily in that order.
First question is, I suppose, should you move from Colonial One? Drawing yellow is always nice, but I don't know, you could also move to Communications and regroup the civvies. If you could scout, I might move to the Press Room, but scout as an action.
If you have an XO, you could XO me to scout, but then I'm not sure what I would do for my other action. It might be better for me to launch myself on my turn and scout as my extra action (esp. with my reroll).
If Tigh could scout, with an XO, he could also launch some RSVs to prep for that basestar launching raiders.
I do have an x0.
Ooo! Does that mean we have an MOVE and ACTION??
t /wishful thinking
BSG
Or we could XO the Admiral to Nuke the basestar.
ETA: Although really, we can wait until there's some raiders to potentially take out with it as well. I just don't think it would be a "waste" at this point to use our last nuke since our next jump wins the game.
BSG
I was thinking of the nuke as well. But I wasn't sure how it worked. I see now it's on the Admiral card. Might be better to do it now, as there's no guarantee that we'd get a 7-8 and take out anything else. Do we have an SP to make destruction automatic?
BSG
I play a G1 to xo Admiral Tigh. I do not have an SP.
BSG
ACTION 1: Fire nuke at Basestar. I think nuking before it can launch ANYTHING isn't a bad idea.
ACTION 2: Activate Command. I make the RSV in Sector 5 move to Sector 4 and I launch another RSV into Sector 5.
BSG
Do you want to play a game? How about Thermo Nuclear War!
Let's remember, if we roll 1-2, we get 2x damage
3-6 that puppy is destroyed!
7-8 she's destroyed as well as raiders that aren't there.
And the roll is:
2.
Damage #1 = Critical Hit -2
Damage #2 = Weapons
However, 3 shots = Destroyed! Kiss that puppy goodbye!
Action 2: Done. Ships have been moved around and added to the board.
Crisis phase!
Loss of a Friend
9YG
eta: there is a partial pass on this card.
Details to be e-mailed shortly.