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[BSG:BG] Exodus Game 3 - Game Complete.

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Posts

  • MrBlarneyMrBlarney Registered User regular
    edited March 2011
    Turn 24: Lee "Apollo" Adama (Dracil)

    Movement Step: Dracil remains in the Brig.
    Action Step: Dracil plays Leadership 2 - Executive Order on Stiles. Stiles plays Engineering 1 - Repair with his first action, repairing the FTL Control location, and with his second action activates the location. Stiles plays Tactics 3 - Strategic Planning to aid the roll.

    FTL Control Roll: 5+2 = 7, Pass. No population lost.

    The human fleet has made its final jump. Players reveal their unfulfilled personal goals: Dracil reveals You Are Not a Cylon: Personal Goal: Political Intrigue: The President is in the "Brig", -1 Food, reducing the resource level to 2.
    Action: Reveal this card if the President is in the "Brig".

    Then, if distance is 6 or less, shuffle 1 "You Are Not a Cylon" card into the Loyalty deck and draw a new Loyalty Card.

    If you are a human player and this card has not been revealed by the end of the game, lose 1 Food.

    Lee tells his supporters to help Dee prepare for jump. Engineers work feverishly to repair the FTL computers, and as soon as their work is done, President Dualla orders the jump to be made. The entire fleet jumps away from the Ionian Nebula, leaving the Cylons behind once again. humanity continues to survive, and the journey to find Earth continues.

    With a final jump without reducing any resource to 0, Human Victory has been achieved on Turn 24!

    MrBlarney on
    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    edited March 2011
    Game Summary

    PA-BSGBG-GameE03.gif

    MrBlarney on
    chirisigtext.png
  • StilesStiles Registered User regular
    edited March 2011
    Good game everyone, big thanks to MrBlarney for hosting

    I thought Dee would be a good choice with the Cylon Fleet module to move civilians around, but escorting them off is a far more useful, so her ability wasn't half as good as I anticipated. Even so, fun stuff! I think I'll have to pick up a copy of Exodus.

    Stiles on
  • Professor PhobosProfessor Phobos Registered User regular
    edited March 2011
    Again! Again! Again!

    Professor Phobos on
  • DarianDarian Registered User regular
    edited March 2011
    Great game, guys. Were both of you Cylons from the start, or was at least one of you post-sleeper?

    Darian on
  • PlutoniumPlutonium Registered User regular
    edited March 2011
    Eh, blowouts like this one aren't good games. The humans won without doing a single thing. In fact, all three of the humans were brigged or executed without a single cylon being touched, and they still won handily.

    I've played a few games of Exodus now, and I just don't like most of the new mechanics or characters very much. I feel it really puts the advantage into the human column.

    Replacing the Cylon Assaults with the Cylon fleet board not only removes a lot of the swinginess that can come when a good situation that can turn bad very quickly, but it also significantly increases the incidence of jump prep in the crises deck, and if it's timed right, the humans can almost always jump at little to no risk just after the cylons jump in, resetting both tracks.

    Also, I think Gaeta's ability is very degenerate and can completely break the game open, effectively reducing the jump track to three. Cally's OPG is dumb as well, to the point where it's disadvantageous for a cylon to execute someone because they can just pick Cally and execute them right back. Overall, I think that the one morale drop for executing a human is way too light, and at the very least an executed human should lose their OPG.

    Plutonium on
  • Professor PhobosProfessor Phobos Registered User regular
    edited March 2011
    Darian wrote: »
    Great game, guys. Were both of you Cylons from the start, or was at least one of you post-sleeper?

    I was post-sleeper. It was my good human admiraling that got you as far as you did.

    Professor Phobos on
  • StilesStiles Registered User regular
    edited March 2011
    Yeah, we got rather lucky with our destinations, probably would have been a very different game had we not gotten that other 3. On the other hand, I don't think one skill check got sabotaged by the cylons, so that's always helpful for the humans as well.

    Stiles on
  • DracilDracil Registered User regular
    edited March 2011
    Thanks for the game MrBlarney!

    This is technically the 2nd Exodus game I've finished since I played a f2f game while this was going on where we (the Cylons) destroyed the humans via boarding party at distance 5 (2 jumps) and Galactica already had 4 damage on it as well with 3 on Pegasus so I'm not convinced about the game being imbalanced towards humans. The Conflicted Loyalties definitely makes things harder for humans and the general consensus is Cylon Fleet makes things harder for he humans as well. The swinginess of the deck made games *boring* pretty often.

    Cally is good for either team depending on who has her. Her mere presence is a threat to make Cylons actually have to stay subtle instead of just being blatant about it all, and if a Cylon, executing a human and exposing their Final Five cards at a critical point sounds awesome.

    Dracil on
    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
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  • PlutoniumPlutonium Registered User regular
    edited March 2011
    Exodus just gives too many tools to benefit the humans, and few to none to the cylons. I've never seen trauma knock anybody but a cylon out of the game. The CAG and escorting off civ ships allows a much better defense against raiders. There's no chance you'll suddenly lose six or seven population out of nowhere. There's more 3 distance jumps and a significantly higher % of jump prep cards in the crises deck without assaults. The new 6 strength cards give massive powers to the humans as well - the fuel one singlehandedly won a game I was in for the humans because it was drawn twice.

    You must be out of your mind if you think that the swings and panic due to assaults made the game boring. That's what made it exciting.

    What's boring is knowing exactly when and where the cylons will jump in, and being able to plan the game around it.

    Plutonium on
  • TenekTenek Registered User regular
    edited March 2011
    I'm under the impression that the new 'CAG chooses' crises are so awful to compensate for the missing assault cards. Also, that the Cylons have some new tools available and learning to (ab)use them will help balance things out.

    Tenek on
  • DracilDracil Registered User regular
    edited March 2011
    Plutonium wrote: »
    Exodus just gives too many tools to benefit the humans, and few to none to the cylons. I've never seen trauma knock anybody but a cylon out of the game. The CAG and escorting off civ ships allows a much better defense against raiders. There's no chance you'll suddenly lose six or seven population out of nowhere. There's more 3 distance jumps and a significantly higher % of jump prep cards in the crises deck without assaults. The new 6 strength cards give massive powers to the humans as well - the fuel one singlehandedly won a game I was in for the humans because it was drawn twice.

    You must be out of your mind if you think that the swings and panic due to assaults made the game boring. That's what made it exciting.

    What's boring is knowing exactly when and where the cylons will jump in, and being able to plan the game around it.

    You're the one out of your mind if you think a game where nothing jumps in is exciting. Fuck that shit.

    What I've found is humans escorting civ ships off all the time = boom galactica.

    Dracil on
    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
    MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
  • DarianDarian Registered User regular
    edited March 2011
    Yeah, it's definitely tempting fate to not leave at least one civilian on the board.

    Darian on
  • Professor PhobosProfessor Phobos Registered User regular
    edited March 2011
    I've found for the Cylon Fleet to really be worth it you need a Cylon from the start out there, hitting those buttons.

    In the old days, the hidden cylons could at least hope that a Cylon Attack card would eventually show up. Now, they've gotta take control. Or have a Cylon leader, I suppose.

    Professor Phobos on
  • DracilDracil Registered User regular
    edited March 2011
    Apparently one of my friends got 24 raider activations during Crossroads phase (5 hits) with no civilians in their last game. Galactica blew up on the cylon's turn.

    Dracil on
    3DS: 2105-8644-6304
    Switch: US 1651-2551-4335 JP 6310-4664-2624
    MH3U Monster Cheat Sheet / MH3U Veggie Elder Ticket Guide
  • StilesStiles Registered User regular
    edited March 2011
    The main thing I don't like about the Cylon Fleet is that sometimes a Basestar can jump in if you get too many launch raiders/basestar activations, and it only brings a few ships with it and completely stops the pursuit track, so the humans can coast to safety and do what they need to do to keep population up, increasing manual jumps because population isn't ever in as much danger.

    The main thing I don't like about the attack cards is was that they constantly gravitated towards each other in the crisis deck, and it'd always seem like there'd be none for twenty or thirty crises, and then four attacks within seven or eight cards.

    In this game I think we just got really lucky with the destinations, and the cylons didn't sabotage enough checks. Plus the string of jump preps were also helpful. Sometimes the die just rolls your way I guess. Even so, it was pretty fun. Kind of wish I had chosen a pilot or something in hindsight, but it was still a lot of fun.

    Stiles on
  • XiVXiV Registered User regular
    edited March 2011
    The theme of the Cylon Fleet board is giving both sides more things to do (manually launching and escorting ships vs manually spamming enemy ships with the basestar bridge). Instead of relying on attack cards to reduce population, Cylons can strategize it (and the humans can devise a plan to counter the attack before it comes). It's easily the addition that most changes the way the game is played.

    Re: jump prep percentage:

    Base game + Pegasus have 50 out of 90 crisis cards with jump prep (55%).
    Base + Pegasus + Exodus Cylon Fleet have 73 out of 117 crisis cards with jump prep (63%)

    The increases is not significant - optimistically assuming 30 crisis are drawn throughout the game, and assuming no buried crisis, there should only be 2 or 3 more jump preps than normal. Don't forget Cylons can use the Basestar bridge for a 38% chance of reducing jump prep by 1 (13% with strategic planning), so if that ability resolves even once, the whole thing sorta evens out statistically.

    XiV on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited March 2011
    Yeah, I find Exodus puts way less emphasis on cylons remaining among the humans and covertly disrupting things.

    I mean, sure it's easier to stay hidden now that looking at loyalty cards is actually painful alot of the time, and also that killing random humans to prove they are human is much less effective... But staying hidden means you aren't directing the cylon fleet, and that can mean an easy time of it for the humans.

    Like...if you're in the fleet you can decrease jump prep, have a supercrisis, and generally be alot more effective.

    El Skid on
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