BSG
Excellent. This time we find out we are cylons because we hear the voice of Michael Jackson in our heads.
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BSG
Excellent. This time we find out we are cylons because we hear the voice of Michael Jackson in our heads.
BSG
Am I reading it right that the raiders need three activations before the civvies are in danger? In that case I would be in favor of Dee moving to Weapons Control.
BSG
Excellent. This time we find out we are cylons because we hear the voice of Michael Jackson in our heads.
You'll know you've been a bad Cylon if you hear "Ben".
BSG
While I think of it, note that your starting resources are lower than normal (8/7/9/10). This is because we are playing the No Sympathiser variant. There will be no Sympathiser in this game; to offset the advantage this gives the humans, you start with lower resources, and revealed Cylons draw three cards on their turn instead of two.
BSG
And with only 2 Civ ships in peril, Dee's superpower doesn't make a difference right now. So shooting could be good.
BSG
Shooting at the Basestar probably is probably our best option right now.
I was going to suggest someone could XO me to get airborne so I could shoot a raider right away (Action to launch into Sector 6, Bonus Action for Launching to move into Sector 1, Second action from XO to shoot at Raiders) and then take advantage of my super pilot dual action ability to hopefully mop up the rest when it gets to my turn.
However, looking at our crew roster, the only folks likely to have an XO who will actually get to act this round (Sorry, Admiral Castaway), are Dee and Mr. Gaeta. Considering I don't really want to be floating out there with the raiders taking potshots at me through everyone else's turn and Gaeta goes right before me--which is a big no-no when we don't know who's a toaster right now--that's probably not such a great plan right at the moment.
Which is a shame, because I'm itching to shoot stuff.
BSG
I forgot about the xo strategy- if ND has an XO he should play it... I could move to weapons.
BSG
I also think it would be a good idea for someone to get over to Pegasus. Being able to work the Engine Room in conjunction with Scouting Missions seems like it would work quite well. I'm happy to do that since I can use my FTL ability from anywhere. (I can, right?)
BSG
I'm happy to do that since I can use my FTL ability from anywhere. (I can, right?)
That is correct.
BSG
Well, XOing someone to move somewhere and then act isn't always the best use of a card, unless the person playing it has a good reason to stay where they are or there's an advantage to having someone move outside of their turn (if they're in Sickbay, for example).
It's much more useful when the person you're XOing is already where they need to be and can act twice.
That said, XOing Mr. Gaeta over to Weapons isn't a bad plan, since it keeps Dee at Comms where she can do the most good if we get more Civvies on the board (and reading Gaeta's character description, it sounds like his re-roll ability works no matter who's turn it is or where he's located, so there's no reason to keep him hovering over the Jump button, especially with our jump track still at 0.)
ETA: X-post on Gaeta's jumpy ability.