BSG
But, but, I had planned to move to this other part of Caprica and sacrifice to Demeter since I'm on fertility detail.
So, there's nothing to be done about this crisis, or am I missing something?
'Lineage'
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BSG
But, but, I had planned to move to this other part of Caprica and sacrifice to Demeter since I'm on fertility detail.
So, there's nothing to be done about this crisis, or am I missing something?
BSG
Well, it's about to get a lot worse. Only your second crisis and it’s a doozy. Cylon Attack: Boarding Parties. Yikes!
Slumber party!
So, there's nothing to be done about this crisis, or am I missing something?
Almost nothing. You do have one choice to make: the Cylon activation is heavy raiders. Since there are none on the board (at the activation stage at least), the basestar launches one into Sector 1. The card then adds four more heavy raiders; however, there are only four heavy raiders in the game, so one of them can't be placed. In such a situation, it's the current player's choice (i.e. you) which ship doesn't get put on the board.
The upshot is that you can choose either of the following outcomes:
2 heavy raiders in Sector 1, 2 heavy raiders in Sector 3
3 heavy raiders in Sector 1, 1 heavy raider in Sector 3
The heavies in Sector 1 are closer to boarding (BAD THING). If you're human, it would be better to take the first option. It means one heavy raider will take longer to board Galactica and KILL US ALL.
Of course, if you're a Cylon, you'll just have to decide whether you want everyone to know that yet.
I see. Quick possibly dumb question - how are the sectors numbered? I'm looking at the pictures of the board and I'm think I'm picturing everything wrong.
BSG
Sectors are numbered clockwise, starting from the bow of Galactica. That means Sector 1 is at the front, Sectors 2 and 3 are on the top, Sector 4 is at the rear of Galactica, and Sectors 5 and 6 are at the bottom, where the launch tubes are. Sector 6 borders Sector 1.
This means that heavy raiders in Sector 1 will move: S1 -> S6 -> Board. Heavy raiders in Sector 3 will move: S3 -> S4 -> S5 -> Board. (They move towards the closest launch tubes and board Galactica from there.)
BSG
Thanks, I definitely had my mental numbering wrong. Fixed now.
And, yeah, let's delay that boarding as long as possible and put the "extra" heavy raider in Sector 3.
BSG
Wow. I'm new here, but I'm gonna go out on a limb and say this is bad. I am experiencing fear.
the good thing about fear... it reminds you, you are still alive!
BSG
I am experiencing fear.
Fetch the gom jabbar!
Let's take a look at where the risks are. Every Crisis Card has a Cylon activation. Here's what might happen.
1. Basestars. We have two of them now. Every time they activate (20% of the time), they shoot at Galactica. If we wind up at six damage, the Cylons win (and we can't use damaged locations). We have one damage, FTL Control. They can also launch new ships.
Things we can do: Weapons Control lets us shoot back. If things get really bad, I can launch a nuke at one. We can also use Blue skill cards to repair damage. Three crew members draw Blue, and we have quite a lot of it right now.
2. Raiders. They will chase after the nearest civilian ships when they activate (half of the time), and destroy them if they can. They move one space at a time, which means they're currently at least two turns away from reaching the civvies, and another turn before they could destroy any.
Things we can do: our best weapon against the raiders are Galactica's vipers. There are two in space already. We can use Command to activate them to move or shoot at raiders. They also provide cover - raiders have to get rid of vipers before they can destroy civvies. We also have a hotshot pilot, Starbuck, and an auxiliary backup pilot (you). Finally, we can also use Communications to move the civvies and keep them away from the raiders.
We have at least three turns before the raiders can threaten any raiders, so we have some time to defend against them.
3. Heavy raiders. These guys don't shoot; they try to land Centurions on Galactica, who will then try to take over the ship. If they do so, we lose. They're tough to destroy.
What we can do about it: the vipers, again, can shoot at them. But they only activate 20% of the time. Often, the best way to deal with them is simply to jump before they can land.
We have at least three turns before the raiders can hurt us, and two turns before any heavies land. This should still be ok. If we get any more attacks we might start to worry though.
BSG
Here are some ideas for Starbuck's turn. Starbuck - you know, Starbuck, you're just like the son I never had. Starbuck, if you activate the Hangar Deck to launch into Sector 5 or 6, you get a bonus action. If you draw Green, you could possibly give an XO. The only person I'd suggest for an XO (much as it pains me to say it) is the President. He's currently stuck in Sickbay; if he's still there at the start of his turn, he only gets one card instead of his usual draw. He could go to Communications and move some ships from S4 to S5 (so you can defend them better), or Command to order a couple of vipers around.
Alternatively, you could launch a scout to take a peek at the Crisis deck. We don't want any more attacks, and it'd be good to ensure we get a jump icon.
I'd suggest Sector 5, if you want to launch. We can move all the civvies into there and then you can guard them all at once.
Don't bother XOing me. You're not the boss of me! I'm the boss of you! I put it on my hat, it says "BOSS OF YOU". Plus, I'm stuck in the Admiral's Quarters, which I can't even use. It's not fair, they're my quarters! Instead I get everyone else tramping through here, and I can't even brig them. Bah.
Well, that's about it. Hugs!
BSG
It's nice to see you bonding.
Sorry for ducking out last night before sending the end-of-turn summary, but I realized that GMing on 3 martinis was probably not a good idea. (Let's just say it was lucky everything I posted and sent last night was set up in the morning.)