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
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
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.
BSG
Since Pegasus was mentioned, here's a summary of the locations available on that ship:
Pegasus CIC:
Good for shooting at basestars. Can produce more powerful outcomes than Weapons Control, but at the risk of damaging Pegasus itself.
Airlock:
Pass a skill check to execute the player of your choice. Their character, anyway.
Main Batteries:
A powerful option against raiders - can destroy up to 4 raiders in one burst. However, risks hitting civvies or vipers.
Engine Room:
discard cards to guarantee advancing the jump track.
Pegasus CIC and Main Batteries each involve a die roll, and thus can be modified by an SP.
BSG
I remembered that XOs were important, I just spaced on
how
they're important. No sense Dee using one up now if we don't get the extra action out of it. So yeah, I think the best course of action is for Dee to move to Weapons.
BSG
Also concerning Pegasus: it costs a card to move between ships, including to and from Pegasus.
BSG
Okay, I'm going to move to weapons control and fire on the basestar.
BSG
Ah yes, I play an SP-3.
Dee, aim for the air vent!
BSG
The first die to be rolled in anger this game! And the result is...
3 + 2 = 5.
Hit!
Not just any hit.
Critical Hit!
One more hit will destroy this basestar.
Unfortunately, with this display of competence, and the Admiral still sunning himself on Caprica's shores, the fleet is getting complacent, and the supply channels are slowing down. Can the Admiral do something from his holiday spot? Dee's Crisis is:
Pressure the Supply Ships
Admiral's Choice
Admiral Helo, when you're ready, please post your choice.
BSG
Nice shooting, Dee!
Admiral, you have a tough choice before you. More Food would certainly be nice, but we seem to have many opportunities for losing Morale. Since you can't do anything down there on Caprica, you are in kind of a good position to rebuild your hand, so losing those skill cards might not be so bad. OTOH, treachery cards will suddenly dominate your hand, which seems problematic. I'm honestly not sure which is best.
I'm so presidential. *cough*