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Anyway, two shots at the raiders for Helo. If anyone had given me standing orders for Strategic Planning, I would have happily seen them used for these. But as it is... on with the game!
Helo's first shot hits, but he misses with the second: (2d8=3,2)
Crisis time! The fleet demands a party. Do you choose to attempt to throw it for them, Bill? Or will you wuss out?
Colonial Day
10 Politics, Tactics
Current Player Chooses
Pass +1 morale
Fail -2 morale
OR
-1 morale (activate basestars) (jump prep)
El SkidThe frozen white northRegistered Userregular
edited March 2009
I can't help too much on this. Going for the check and failing = game over, but succeeding at it would be awesome. option b is bad, but not game ending.
given the jump prep we get regardless, it looks like we're one jump prep and one action away from victory.
I say we just take the -1 morale. Seems the safest bet at the moment. Who would like an XO? Keep in mind that we need to make sure we get a Jump Prep on the next crisis.
I say we just take the -1 morale. Seems the safest bet at the moment. Who would like an XO? Keep in mind that we need to make sure we get a Jump Prep on the next crisis.
If we do it like this, it's going to suck when the Cylons get a crisis that allows them to choose "-1 morale." Also, it's worth noting that all 1-strength cards count positive during this crisis.
Also, I vote me for the XO. I can move the civvy ships away from the raiders. We really don't want to find out that one of those is a morale or fuel loss.
Thanatos on
0
El SkidThe frozen white northRegistered Userregular
edited March 2009
I'll note that I still have my moral compass ability to use- so the cylons have to choose -1 morale twice for us to lose. The 1-strength cards counting as positive is certainly something to consider, though...It does mean I can help more, though still in the "a little" range.
Turn 43 - Valkun - President Laura Roslin
Current Board Setup:
Players:
1. Valkun - President Laura Roslin - FTL Control - 5 cards in hand 2. Hippie - Lee "Red-Eye" Adama - Caprica - 3 cards in hand
3. El Skid - Karl "Helo" Agathon - Hangar Deck - 5 cards in hand 4. PolloDiablo - Tom Zarek - Caprica - 2 cards in hand
5. noneoftheabove - Admiral Galen "Chief" Tyrol - Weapons Control - 4 cards in hand
6. Thanatos - William "Husker" Adama - Communications- 7 cards in hand
Spoilered board is not updated; sorry Chief.
Resources: Fuel 2.Food 4.Morale 1.Population 7 Jump Track: [Start][No Jump]B][COLOR="Red"]No Jump[/COLOR][/B[-3][-1][Auto] Distance Moved: 8 Boarding Party: Clear Raptors: 1 In Reserve Vipers: 2 in use, 6 in Reserve, 0 Damaged, 0 Destroyed Nukes: 0 Quorum Hand: 2 cards Galactica Damage: Admiral's Quarters
Space: Newly updated to reflect Bill's communications actions this turn
1 O'Clock: 2 Civilians (A and C)
3 O'Clock: 1 Basestar
5 O'Clock: 4 raiders,2 Vipers
7 O'Clock: 4 Raiders
9 O'Clock: 1 Civilian (B)
11 O'Clock: clear Special rule: Training new pilots: Keep this card in play until the fleet jumps. Each unmanned viper suffers a -2 penalty to its attack rolls. Bomb on Colonial 1 - Keep this card in play until the end of the game. Players may not move to or activate any locations on Colonial 1. Ships in stock off the board: 8 raiders, 9 civilian ships
Turn Progress:
1. Receive Skills Step - 3 Politics, 2 Leadership
2. Movement Step -
3. Action Step -
4. Crisis Step -
5. Activate Cylon Ships Step (if necessary) -
6. Prepare for Jump Step (if necessary) -
7. Discard and Check for Human Defeat.
President Roslin, this is the moment. What say you?
Board update? Civilian ships A/C are at 1 o'clock, B is at 9 o'clock. All other board elements are the same as at the start of your turn.
And here it comes:
Admiral Grilled
9 Politics, Leadership Current Player Chooses A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards OR B. -1 morale (activate raiders) (jump prep)
Admiral Grilled
9 Politics, Leadership Current Player Chooses A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards OR B. -1 morale (activate raiders) (jump prep)
This could be for the game; please play any Investigative Committees or Scientific Research cards at this time, before we go any further. Then PM me your contributions.
Investigative committee is in effect. I'm going to make an executive decision to go ahead and check the human's hands for Scientific research; there being none available, no Scientific research is played. Check will be revealed in order, but feel free to send in your contribution (or conditional orders) to me via PM at any time.
Admiral Grilled
9 Politics, Leadership Current Player Chooses A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards OR B. -1 morale (activate raiders) (jump prep)
This could be for the game; Investigative Committee is in effect.
Admiral Grilled
9 Politics, Leadership Current Player Chooses A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards OR B. -1 morale (activate raiders) (jump prep)
Positive Cards: 1 Leadership - Executive Order 1 Leadership - Executive Order 2 Leadership - Executive Order 3 Leadership - Declare Emergency 3 Leadership - Declare Emergency 3 Leadership - Declare Emergency 4 Leadership - Declare Emergency 1 Politics - Consolidate Power 2 Politics - Consolidate Power
Cylon Raiders activate; Laura, do you have any preference as to in what order I activate them?
edit: Doesn't seem to matter much. 4 raiders at 7 o'clock move to 9 o'clock.
4 raiders at 5 o'clock will attempt to kill the vipers present, then move clockwise toward 9 o'clock.
The first two raiders both hit their targets (6,5); I don't have any contingencies that would apply to this situation, so no evasive maneuvers are played. The remaining two vipers move from 5 o'clock to 7 o'clock.
Jump prep advances; jumping is now possible at heavy civilian risk.
That was a joke, I was saying activate that after the game ends. (Two turns from now with any luck). From what I can tell, it doesn't matter what order they're activated in.
Turn 44 - Hippie - Lee "Red-Eye" Adama
Current Board Setup:
Players:
1. Valkun - President Laura Roslin - FTL Control - 2 cards in hand 2. Hippie - Lee "Red-Eye" Adama - Caprica - 5 cards in hand
3. El Skid - Karl "Helo" Agathon - Hangar Deck - 4 cards in hand 4. PolloDiablo - Tom Zarek - Caprica - 1 cards in hand
5. noneoftheabove - Admiral Galen "Chief" Tyrol - Weapons Control - 3 cards in hand
6. Thanatos - William "Husker" Adama - Communications- 2 cards in hand
Spoilered board is not updated; sorry Chief.
Resources: Fuel 2.Food 4.Morale 1.Population 7 Jump Track: [Start][No Jump][No Jump]B][COLOR="Lime"]-3[/COLOR][/B[-1][Auto] Distance Moved: 8 Boarding Party: Clear Raptors: 1 In Reserve Vipers: 2 in use, 6 in Reserve, 0 Damaged, 0 Destroyed Nukes: 0 Quorum Hand: 2 cards Galactica Damage: Admiral's Quarters
Space: Newly updated to reflect Bill's communications actions this turn
1 O'Clock: 2 Civilians (A and C)
3 O'Clock: 1 Basestar
5 O'Clock: 2 raiders,
7 O'Clock: 2 Raiders
9 O'Clock: 4 raiders,, 1 Civilian (B)
11 O'Clock: clear Special rule: Training new pilots: Keep this card in play until the fleet jumps. Each unmanned viper suffers a -2 penalty to its attack rolls. Bomb on Colonial 1 - Keep this card in play until the end of the game. Players may not move to or activate any locations on Colonial 1. Ships in stock off the board: 8 raiders, 9 civilian ships
Turn Progress:
1. Receive Skills Step - Engineering, Piloting and Tactics; new destiny deck built before draw
2. Movement Step -
3. Action Step -
4. Crisis Step -
5. Activate Cylon Ships Step (if necessary) - none
6. Prepare for Jump Step (if necessary) - none
7. Discard and Check for Human Defeat.
Posts
I sadly do not play a Maximum Firepower, because as far as I can tell they are not in the deck
Anyway, two shots at the raiders for Helo. If anyone had given me standing orders for Strategic Planning, I would have happily seen them used for these. But as it is... on with the game!
Helo's first shot hits, but he misses with the second: (2d8=3,2)
Crisis time! The fleet demands a party. Do you choose to attempt to throw it for them, Bill? Or will you wuss out?
Colonial Day
10 Politics, Tactics
Current Player Chooses
Pass +1 morale
Fail -2 morale
OR
-1 morale
(activate basestars)
(jump prep)
given the jump prep we get regardless, it looks like we're one jump prep and one action away from victory.
10 Politics, Tactics
Current Player Chooses
Pass +1 morale
Fail -2 morale
OR
-1 morale
(activate basestars)
(jump prep)
Bill, I need to know your decision at some point. Attempt the skill check or take the morale hit?
The fact that the game may very well depend on this check makes it kinda important.
We'll take the -1 morale.
10 Politics, Tactics
Current Player Chooses
A. Pass +1 morale
Fail -2 morale
OR
B. -1 morale
(activate basestars)
(jump prep)
Bill decides this really isn't the best time for a party; colonial day celebrations are denied, to the consternation of the fleet (-1 morale).
The basestar opens fire on Galactica: a grazing hit (1d8=4), damaging the Admiral's Quarters.
Jump prep advances, but there is still no jump possible
[Start][No Jump]B][COLOR="Red"]No Jump[/COLOR][/B[-3][-1][Auto]
Current Board Setup:
Players:
1. Valkun - President Laura Roslin - FTL Control - 5 cards in hand
2. Hippie - Lee "Red-Eye" Adama - Caprica - 3 cards in hand
3. El Skid - Karl "Helo" Agathon - Hangar Deck - 5 cards in hand
4. PolloDiablo - Tom Zarek - Caprica - 2 cards in hand
5. noneoftheabove - Admiral Galen "Chief" Tyrol - Weapons Control - 4 cards in hand
6. Thanatos - William "Husker" Adama - Communications- 7 cards in hand
Spoilered board is not updated; sorry Chief.
Resources:
Fuel 2. Food 4. Morale 1. Population 7
Jump Track: [Start][No Jump]B][COLOR="Red"]No Jump[/COLOR][/B[-3][-1][Auto]
Distance Moved: 8
Boarding Party: Clear
Raptors: 1 In Reserve
Vipers: 2 in use, 6 in Reserve, 0 Damaged, 0 Destroyed
Nukes: 0
Quorum Hand: 2 cards
Galactica Damage: Admiral's Quarters
Space: Newly updated to reflect Bill's communications actions this turn
1 O'Clock: 2 Civilians (A and C)
3 O'Clock: 1 Basestar
5 O'Clock: 4 raiders, 2 Vipers
7 O'Clock: 4 Raiders
9 O'Clock: 1 Civilian (B)
11 O'Clock: clear
Special rule: Training new pilots: Keep this card in play until the fleet jumps. Each unmanned viper suffers a -2 penalty to its attack rolls.
Bomb on Colonial 1 - Keep this card in play until the end of the game. Players may not move to or activate any locations on Colonial 1.
Ships in stock off the board: 8 raiders, 9 civilian ships
Turn Progress:
1. Receive Skills Step - 3 Politics, 2 Leadership
2. Movement Step -
3. Action Step -
4. Crisis Step -
5. Activate Cylon Ships Step (if necessary) -
6. Prepare for Jump Step (if necessary) -
7. Discard and Check for Human Defeat.
President Roslin, this is the moment. What say you?
Ship information sent; you now have a second action in your current location.
Future XOs should go to Helo or Chief.
Ship information sent; Civilian ships A&C are located at 1 o'clock, while civilian ship B is now at 9 o'clock.
Crisis choices sent to Laura for her visions of disaster.
Edit: Nevermind. This is going to suck, but we need the Jump Prep.
And here it comes:
Admiral Grilled
9 Politics, Leadership
Current Player Chooses
A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards
OR
B. -1 morale
(activate raiders)
(jump prep)
Are you taking the skill check or the game loss?
9 Politics, Leadership
Current Player Chooses
A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards
OR
B. -1 morale
(activate raiders)
(jump prep)
This could be for the game; please play any Investigative Committees or Scientific Research cards at this time, before we go any further. Then PM me your contributions.
Investigative committee is in effect. I'm going to make an executive decision to go ahead and check the human's hands for Scientific research; there being none available, no Scientific research is played. Check will be revealed in order, but feel free to send in your contribution (or conditional orders) to me via PM at any time.
Cards contributed:
Destiny Deck: 2 cards (final two cards from this destiny deck)
2 Leadership - Executive Order
1 Tactics - Launch Scout
Red-Eye: 1 card (max 1)
4 Tactics - Strategic Planning
Helo: 1 card
3 Leadership - Declare Emergency
Zarek: 1 card (max 1)
5 Tactics - Strategic Planning
Chief: ???
Bill: ???
Laura: ???
Still need to hear from Chief, Bill, and Laura
9 Politics, Leadership
Current Player Chooses
A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards
OR
B. -1 morale
(activate raiders)
(jump prep)
This could be for the game; Investigative Committee is in effect.
Cards contributed:
Destiny Deck: 2 cards (final two cards from this destiny deck)
2 Leadership - Executive Order
1 Tactics - Launch Scout
Red-Eye: 1 card (max 1)
4 Tactics - Strategic Planning
Helo: 1 card
3 Leadership - Declare Emergency
Zarek: 1 card (max 1)
5 Tactics - Strategic Planning
Chief: 1 card
1 Politics - Consolidate Power
Bill: 5 cards
3 Leadership - Declare Emergency
3 Leadership - Declare Emergency
1 Leadership - Executive Order
1 Leadership - Executive Order
4 Leadership - Declare Emergency
Laura: 1 card
2 Politics - Consolidate Power
edit: I could have sworn I just saw Chief post his contribution here. Oh, there it is.
3 Leadership - Declare Emergency
3 Leadership - Declare Emergency
1 Leadership - Executive Order
1 Leadership - Executive Order
4 Leadership - Declare Emergency.
Hope you can cover the last one, Roslin.
That should put us above the needed amount, yes?
9 Politics, Leadership
Current Player Chooses
A. Pass No Effect
Fail -1 morale and the Admiral discards 2 Skill Cards
OR
B. -1 morale
(activate raiders)
(jump prep)
Positive Cards:
1 Leadership - Executive Order
1 Leadership - Executive Order
2 Leadership - Executive Order
3 Leadership - Declare Emergency
3 Leadership - Declare Emergency
3 Leadership - Declare Emergency
4 Leadership - Declare Emergency
1 Politics - Consolidate Power
2 Politics - Consolidate Power
Negative Cards:
1 Tactics - Launch Scout
4 Tactics - Strategic Planning
5 Tactics - Strategic Planning
Total: +20 -10 = 10; success! No effect.
Cylon Raiders activate; Laura, do you have any preference as to in what order I activate them?
edit: Doesn't seem to matter much. 4 raiders at 7 o'clock move to 9 o'clock.
4 raiders at 5 o'clock will attempt to kill the vipers present, then move clockwise toward 9 o'clock.
The first two raiders both hit their targets (6,5); I don't have any contingencies that would apply to this situation, so no evasive maneuvers are played. The remaining two vipers move from 5 o'clock to 7 o'clock.
Jump prep advances; jumping is now possible at heavy civilian risk.
edit: Raider activations are above.
Current Board Setup:
Players:
1. Valkun - President Laura Roslin - FTL Control - 2 cards in hand
2. Hippie - Lee "Red-Eye" Adama - Caprica - 5 cards in hand
3. El Skid - Karl "Helo" Agathon - Hangar Deck - 4 cards in hand
4. PolloDiablo - Tom Zarek - Caprica - 1 cards in hand
5. noneoftheabove - Admiral Galen "Chief" Tyrol - Weapons Control - 3 cards in hand
6. Thanatos - William "Husker" Adama - Communications- 2 cards in hand
Spoilered board is not updated; sorry Chief.
Resources:
Fuel 2. Food 4. Morale 1. Population 7
Jump Track: [Start][No Jump][No Jump]B][COLOR="Lime"]-3[/COLOR][/B[-1][Auto]
Distance Moved: 8
Boarding Party: Clear
Raptors: 1 In Reserve
Vipers: 2 in use, 6 in Reserve, 0 Damaged, 0 Destroyed
Nukes: 0
Quorum Hand: 2 cards
Galactica Damage: Admiral's Quarters
Space: Newly updated to reflect Bill's communications actions this turn
1 O'Clock: 2 Civilians (A and C)
3 O'Clock: 1 Basestar
5 O'Clock: 2 raiders,
7 O'Clock: 2 Raiders
9 O'Clock: 4 raiders,, 1 Civilian (B)
11 O'Clock: clear
Special rule: Training new pilots: Keep this card in play until the fleet jumps. Each unmanned viper suffers a -2 penalty to its attack rolls.
Bomb on Colonial 1 - Keep this card in play until the end of the game. Players may not move to or activate any locations on Colonial 1.
Ships in stock off the board: 8 raiders, 9 civilian ships
Turn Progress:
1. Receive Skills Step - Engineering, Piloting and Tactics; new destiny deck built before draw
2. Movement Step -
3. Action Step -
4. Crisis Step -
5. Activate Cylon Ships Step (if necessary) - none
6. Prepare for Jump Step (if necessary) - none
7. Discard and Check for Human Defeat.
Red-Eye, what mischief do you have planned?
Hit me with them crisis cards.