My heart expands / 'tis grown a bulge in't / inspired by / your beauty effulgent.

William ,'Conversations with Dead People'


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.


billytea - Dec 01, 2010 8:13:23 pm PST #8150 of 26134
You were a wrong baby who grew up wrong. The wrong kind of wrong. It's better you hear it from a friend.

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.)


-t - Dec 01, 2010 8:22:29 pm PST #8151 of 26134
I am a woman of various inclinations and only some of the time are they to burn everything down in frustration

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.


Liese S. - Dec 01, 2010 8:27:58 pm PST #8152 of 26134
"Faded like the lilac, he thought."

BSG

Wow. I'm new here, but I'm gonna go out on a limb and say this is bad. I am experiencing fear.


omnis_audis - Dec 01, 2010 9:39:58 pm PST #8153 of 26134
omnis, pursue. That's an order from a shy woman who can use M-16. - Shir

the good thing about fear... it reminds you, you are still alive!


billytea - Dec 01, 2010 10:50:25 pm PST #8154 of 26134
You were a wrong baby who grew up wrong. The wrong kind of wrong. It's better you hear it from a friend.

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.


billytea - Dec 01, 2010 11:06:46 pm PST #8155 of 26134
You were a wrong baby who grew up wrong. The wrong kind of wrong. It's better you hear it from a friend.

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!


megan walker - Dec 02, 2010 5:30:33 am PST #8156 of 26134
"What kind of magical sunshine and lollipop world do you live in? Because you need to be medicated."-SFist

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.)


megan walker - Dec 02, 2010 5:31:32 am PST #8157 of 26134
"What kind of magical sunshine and lollipop world do you live in? Because you need to be medicated."-SFist

BSG

End-of-turn Summary
Round 1.2 - Helo

Locations and Hands
Baltar: Sickbay; 4 cards
Helo: Caprica; 8 cards
Starbuck: Hangar Deck; 3 cards
Chief: Hangar Deck; 3 cards
Adama: Admiral's Quarters; 3 cards

Sectors
Sector 1: 1 Basestar, 3 Raiders, 2 Heavy Raiders
Sector 2: 1 Basestar, 4 Raiders
Sector 3: 2 Heavy Raiders
Sector 4: Civilians A B C
Sector 5: 1 RSV, Civilians D E
Sector 6: 1 RSV

Resources
Fuel: 8
Food: 8
Morale: 9
Population: 12
Viper Reserves: 6
Damaged Vipers: 0
Raptors: 4
Boarding Party: 0

Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 0
Galactica Damage: FTL Control

(Please check with your data, to make sure there is nothing out of whack. If any discrepancy, please contact me immediately.)


megan walker - Dec 02, 2010 5:47:27 am PST #8158 of 26134
"What kind of magical sunshine and lollipop world do you live in? Because you need to be medicated."-SFist

BSG

So, there's nothing to be done about this crisis, or am I missing something?

Sorry, I know how frustrating Helo's first turn can be. On the upside, you're almost rid of your negative ability while most others last the whole game.

Starbuck, please post whether you'd like to draw 1 blue or 1 green for your turn. Then I'll send your complete draw and you can post your move and action.


Laga - Dec 02, 2010 6:49:18 am PST #8159 of 26134
You should know I'm a big deal in the Resistance.

BSG

1 Green, please. I'm itching to get up in the air but I'm also scared of the next crisis. Would anyone else like to voice an opinion before I decide?