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As the fleet makes its way towards its destiny, the panic gives way to sorrow as the humans' losses become impossible to ignore.
Loss of a Friend
9 Politics, Leadership
Pass No Effect
7+ The current player disards 2 Skill Cards
Fail -1 morale and the current player discards 2 Skill Cards. (activate heavy raiders) (jump prep)
A skill check of 9 isn't too hard to beat - especially since most of us have recieved pol/ldr cards during our initial draws. Unless Cavil and the destiny deck are unusual cruel to us it should be sufficient for each of us to submit only one or maybe two relevant cards.
As Admiral of the Fleet, I stand behind our President in this moment of sorrow and contribute 1 card. So say we all!
For the sake of game pase while I attend to other matters of life, I have already notified Tenek of my contribution - should you guys go for the skill check, that is.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Turn Progress:
1. Receive Skills - 3 Ldr, 2 Tac
2. Movement Step - Stay in Admiral's Quarters
3. Action Step - Launch a nuke at 9:00
4. Crisis Step - The Black Market
5. Activate Cylon Ships Step - [strike](activate raiders)[/strike]
6. Prepare for Jump Step - (jump prep)
Confronted by the loss of their dear friends, the people of the fleet have turned their despair into a bitter resolve to survive and avenge the fallen. With a basestar within striking distance of the fleet, is Admiral Adama ready to take command?
With the unmistakable signature of a basestar and an incoming wave of raiders accompanied by a heavy raider present on the DRADIS display, the Admiral quickly ponders his options.
I am tempted to move to Command and launch 2 vipers at port-bow, thus giving us the ability to activate Command later again and intercept the raiders and heavy raider should they be activated in the following turns.
My options are many - launch vipers, provide cover for the civillian ships, go straight for the basestar etc. - and I'm interested in some feedback before I make my decision - not as much as to help me make up my mind as to get a sense of the crew's thoughts.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
It doesn't seem like the raiders are as big a threat, after all it will take at least 3 activations before they threaten a civie. On the other hand, the basestar might attack you guys on galactica right now. It almost did last turn if not for my Religious Visions.
I am holding a state funeral right now to assuage the moral, so its up to you if the risk is worth it.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
You may have already thought about this, Admiral, but this seems like a good time for a nuke. With a good shot, you can take out those 3 Raiders and the Basestar right now.
It's the heavy raider that concerns me. I'd prefer to see it blown into tiny pieces before it reaches the boardning party track - I've lost quite a few games where the heavy raiders where ignored or overlooked by my team.
At first I thought about using a nuke, but dismissed it quickly - there WILL be a moment where we will regret not having it around. However, after going through my hand a second time, the odds of pulling it off may be in our favour after all. At any rate, I thank you for the feedback - otherwise, I would have overlooked the cards at my disposal.
Launch a nuke at the basestar in front of Galactica.
Also before the die roll,
I use4 Tactics - Strategic Planning - Play before any die roll to add 2 to the result, thus removing it from my hand.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
I'd lean away from the nuke. It's not a big threat yet, and I think we'll need it later.
The Pegasus CIC isn't too bad, especially with a Strategic planning. If we don't have one of those, I think the Weapons Control is the best idea.
EDIT: Well, I guess I was a little late.
Without compromising the game's key element of secrecy: If I pull it off, then you will see why I took the risk.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Adama orders a nuclear strike on the basestar, after carefully analyzing the basestar for weaknesses.
As the basestar opens its launch bay to unleash more raiders, the fleet watches a small missile streak past the Cylons. Seconds later, the basestar erupts in a blinding explosion, disintegrating the poorly-armored raiders as well.
Adama plays 1 Leadership - Major Victory. 1d8 = 3 - No effect
Supplies are scarce in the fleet, and some have turned to less savory means of acquiring what's left.
The Black Market
13 Politics, Leadership, Tactics and all strength 1 cards Current Player Chooses
Pass +1 food
Fail -2 food, -1 morale
OR -1 food and each player discards 1 Skill Card and draws 1 Treachery Card. (activate raiders) (jump prep)
If we go for the skill check, how do people feel about contributing? I can help a lot and it seems worth it for the extra resource. However, it would all be for naught if we're unable to muster the neseccary cards and hit the penalty. On the plus side, all strength 1 skill cards would count positive for this skill check due to my general ability.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Is food that important late game generally? I would think avoiding the treachery cards alone would be worth it. We can make this check and come out ahead.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
RE: Major Victory
Ok, I'm willing to say that that was a reasonable decision, Adama. Well played.
I can play a large amount towars this check, if we go for it. Also, a bit of a buffer on the food would be nice when the inevitable food/water shortages come out would be kinda nice.
I can't do much for this one. It's your call, but the penalty if we fail is awfully harsh. Treachery cards aren't good, but we can find a skill check to dump them later if necessary.
Does anyone have guts and initiative (no destiny)? becuase I think that would be huge here as we know that there is no trechery in hands (even cavil does not have one) and with that I can make sure everyone is honest and helpful should we go for the check. Having said that failure here is NOT AN OPTION because that is a lot of damage early and may even be worth blowing this check out of the water to pass even though in general I hate doing that but here the damage for potential failue is serveral crisis' worth of penalty and really should be avoided. Having said that I will not frown upon the non-check option though I am a little worried about the fact that we will have to be careful how we play many of the upcoming crisis' as any one of us could be spiking it with the treachery.
I've sent my play to Tenek in the event that the skill check is chosen. I'll be back Friday, either morning or late afternoon depending on our windy buddy Earl.
I'm confident that we can pass it. As long as you contribute, I'll make sure we come out unharmed. I second Zarek's notion on the usage of reckless cards. Should any of you possess such cards, feel free to use them before Boomer makes her contribution (since she's the one first up, if I'm not mistaken?).
RE: Major Victory
Ok, I'm willing to say that that was a reasonable decision, Adama. Well played.
Thank you, though it's a shame we didn't recieve the 1+ morale - would have made the loss of a nuke token much easier to swallow.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
13 Politics, Leadership, Tactics and all strength 1 cards Current Player Chooses
Pass +1 food
Fail -2 food, -1 morale
[strike]OR -1 food and each player discards 1 Skill Card and draws 1 Treachery Card. (activate raiders)[/strike] (jump prep)
A note on this and future skill checks: You can contribute out of order to speed things up, but you don't have to. Anything you contribute can be changed until the player before you adds their cards (or passes).
A note on this and future skill checks: You can contribute out of order to speed things up, but you don't have to. Anything you contribute can be changed until the player before you adds their cards (or passes).
Is this also the case when using reckless cards such as Guts and Initiative? The card discriptions states they are to be played before any cards are added to a skill check.
I wish both Dracil and GoodOmens well on their travels.
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Maybe I took a bit much of Critical Failures' common practice for granted. :P Generally - and in this game - you have to use any "before skill check" cards or abilities before you contribute. Right now, if you, Zarek, or Roslin plays a G&I, I'd reset the check and start over with Boomer, and everyone could change their contribution. Everyone else already chipped in, so they're stuck with what they played - Boomer can't use Support the People or Mysterious Intuition, etc.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
@Tenek: I appreciate your elaboration on the matter. Though familiar with the common practice regarding submitting cards for a skill check, I found myself unsure regarding the reckless cards. :P
Nicolo M on
Upon this, one has to remark that men ought either to be well treated or crushed, because they can avenge themselves of lighter injuries, of more serious ones they cannot.
Great, we traded all out scout raptors to the black market for food. :P
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
You could also do the research lab, after all those cards we "wasted." But less cylons is always great.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Posts
Loss of a Friend
9 Politics, Leadership
Pass No Effect
7+ The current player disards 2 Skill Cards
Fail -1 morale and the current player discards 2 Skill Cards.
(activate heavy raiders)
(jump prep)
Contributions:
Destiny Deck: 2 cards
Adama: 1 card
Boomer: 0 cards
Cavil: 0 cards
Zarek: 1 card
Tyrol: 1 card
Helo: 1 card
Roslin: 1 card
As Admiral of the Fleet, I stand behind our President in this moment of sorrow and contribute 1 card. So say we all!
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
1 card
IOS Game Center ID: Isotope-X
1 care for a little
Twitch Stream
9 Politics, Leadership
Pass No Effect
7+ The current player disards 2 Skill Cards
Fail -1 morale and the current player discards 2 Skill Cards.
Contributions:
2 Politics - Consolidate Power
2 Politics - Consolidate Power
2 Politics - Consolidate Power
5 Politics - Preventative Policy
2 Leadership - Executive Order
3 Leadership - Declare Emergency
5 Tactics - Critical Situation
11 + 5 - 5 = 11 - Pass!
1 Heavy Raider launches at 9:00
Jump prep advances. Jump unavailable.
Turn Progress:
1. Receive Skills - 3 Ldr, 2 Tac
2. Movement Step - Stay in Admiral's Quarters
3. Action Step - Launch a nuke at 9:00
4. Crisis Step - The Black Market
5. Activate Cylon Ships Step - [strike](activate raiders)[/strike]
6. Prepare for Jump Step - (jump prep)
Confronted by the loss of their dear friends, the people of the fleet have turned their despair into a bitter resolve to survive and avenge the fallen. With a basestar within striking distance of the fleet, is Admiral Adama ready to take command?
I am tempted to move to Command and launch 2 vipers at port-bow, thus giving us the ability to activate Command later again and intercept the raiders and heavy raider should they be activated in the following turns.
My options are many - launch vipers, provide cover for the civillian ships, go straight for the basestar etc. - and I'm interested in some feedback before I make my decision - not as much as to help me make up my mind as to get a sense of the crew's thoughts.
I am holding a state funeral right now to assuage the moral, so its up to you if the risk is worth it.
IOS Game Center ID: Isotope-X
Rolling on weapons control may be enough to disable it sufficiently. I'm planning on dealing with the raiders on my turn anyway.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
At first I thought about using a nuke, but dismissed it quickly - there WILL be a moment where we will regret not having it around. However, after going through my hand a second time, the odds of pulling it off may be in our favour after all. At any rate, I thank you for the feedback - otherwise, I would have overlooked the cards at my disposal.
Launch a nuke at the basestar in front of Galactica.
Also before the die roll,
I use 4 Tactics - Strategic Planning - Play before any die roll to add 2 to the result, thus removing it from my hand.
The Pegasus CIC isn't too bad, especially with a Strategic planning. If we don't have one of those, I think the Weapons Control is the best idea.
EDIT: Well, I guess I was a little late.
Twitch Stream
Without compromising the game's key element of secrecy: If I pull it off, then you will see why I took the risk.
As the basestar opens its launch bay to unleash more raiders, the fleet watches a small missile streak past the Cylons. Seconds later, the basestar erupts in a blinding explosion, disintegrating the poorly-armored raiders as well.
1d8 = 6 + 2 = 8 - Basestar Destroyed! Raiders Destroyed!
Adama plays 1 Leadership - Major Victory. 1d8 = 3 - No effect
Supplies are scarce in the fleet, and some have turned to less savory means of acquiring what's left.
The Black Market
13 Politics, Leadership, Tactics and all strength 1 cards
Current Player Chooses
Pass +1 food
Fail -2 food, -1 morale
OR
-1 food and each player discards 1 Skill Card and draws 1 Treachery Card.
(activate raiders)
(jump prep)
Ok, I'm willing to say that that was a reasonable decision, Adama. Well played.
I can play a large amount towars this check, if we go for it. Also, a bit of a buffer on the food would be nice when the inevitable food/water shortages come out would be kinda nice.
Twitch Stream
I can't do much for this one. It's your call, but the penalty if we fail is awfully harsh. Treachery cards aren't good, but we can find a skill check to dump them later if necessary.
IOS Game Center ID: Isotope-X
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
IOS Game Center ID: Isotope-X
Go for the skill check.
Thank you, though it's a shame we didn't recieve the 1+ morale - would have made the loss of a nuke token much easier to swallow.
13 Politics, Leadership, Tactics and all strength 1 cards
Current Player Chooses
Pass +1 food
Fail -2 food, -1 morale
[strike]OR
-1 food and each player discards 1 Skill Card and draws 1 Treachery Card.
(activate raiders)[/strike]
(jump prep)
Contributions:
Destiny Deck - 2 cards
Boomer - 1 card
Cavil - 0 cards
Zarek - 0 cards
Tyrol - 1 card
Helo - 2 cards
Roslin - 3 cards
Adama - 4 cards
A note on this and future skill checks: You can contribute out of order to speed things up, but you don't have to. Anything you contribute can be changed until the player before you adds their cards (or passes).
FYI, I might have spotty internet for the rest of the week since I'll be at PAX, but I'll check as much as I can.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
Twitch Stream
Is this also the case when using reckless cards such as Guts and Initiative? The card discriptions states they are to be played before any cards are added to a skill check.
@Tenek: I appreciate your elaboration on the matter. Though familiar with the common practice regarding submitting cards for a skill check, I found myself unsure regarding the reckless cards. :P
13 Politics, Leadership, Tactics and all strength 1 cards
Current Player Chooses
Pass +1 food
Fail -2 food, -1 morale
Contributions:
4 Politics - Investigative Committee
4 Politics - Investigative Committee
1 Leadership - Executive Order
2 Leadership - Executive Order
2 Leadership - Executive Order
2 Leadership - Executive Order
1 Tactics - Launch Scout
1 Tactics - Launch Scout
1 Tactics - Launch Scout
2 Tactics - Launch Scout
2 Tactics - Launch Scout
4 Tactics - Critical Situation
3 Treachery - Human Weakness
8 + 7 + 11 - 3 = 23 - Pass! +1 Food
No raiders to activate
Jump prep advances. Jump unavailable.
Turn Progress:
1. Receive Skills - 2 Tac, 2 Pil, 1 Eng
2. Movement Step - Move to Research Lab
3. Action Step - Activate Research Lab to draw 1 Tactics
4. Crisis Step - Ambush
5. Activate Cylon Ships Step - n/a
6. Prepare for Jump Step - n/a
With the basestar destroyed and plenty of food available, Boomer has a moment to spare - but the Centurions still approach.
Switch: US 1651-2551-4335 JP 6310-4664-2624
MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide