Skill Check [12] Politics + Leadership + Tactics
Pass: +1 morale
Fail: -1 morale and the current player is sent to "Sickbay".
Consequence: The current player chooses another player to send to "Sickbay".
After Crisis: Activate Heavy Raiders, Advance Jump Preparation
Bait requires one civilian ship be placed behind Galactica. Dradis Contact places two raiders in front of Galactica. These cards also trigger the skill check Consequence. Cutfang, choose a human player, excluding yourself, to send to Sickbay.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
I wish we could wait to use that on a crisis with a no effect pass, but I think we need it now. Also, probably send Cain to Sickbay. Longest time until her turn, probably get an XO out if it matters.
Right... already forgot Adama had that card. Well, hmm... stupid heavy raiders. "Hey guys! We trying to kill humans? Here, let us shamble along." "Go away heavies, the regular raiders were doing just fine."
Cutfang elects Helena Cain (Professor Phobos) to be moved to Sickbay.
Tenek plays Leadership 5 - Change of Plans to change the pass result to "each human player draws 2 Skill Cards". The following cards are drawn:
Sherman "Doc" Cottle (Cutfang) - 2 Tactics cards; the Tactics deck is depleted after Cutfang's draw and the discards are shuffled into a new deck.
Romo Lampkin (blahmcblah) - 2 Tactics cards.
Louanne "Kat" Katraine (Grunt's Ghosts) - 1 Leadership and 1 Tactics card.
Lee Adama, Daybreak ver. (Tenek) - 2 Leadership cards.
Helena Cain (Professor Phobos) - 1 Leadership and 1 Tactics card.
With strength of spirit, the human fleet manages to brace through the Cylons' attack and prepares for a counterattack. However, the Admiral is injured and sent to Galactica for treatment.
After Crisis: One Heavy Raider is launched from the Fore (9 o'clock) basestar. The Centurion advances to level 2 - three steps until Cylon victory. Jump Preparation advances to Level 5 - Jump available at some risk (-1 Population on roll of 6 or less).
Active Quorum Cards:
Accept Prophecy - Prevent transfer of President title via the Administration location or increase difficulty of Admiral's Quarters checks against the President by 2; card is used once before discarded.
Ship Reserves: 4 Viper Mk II, 1 Raptor, and 1 Assault Raptor available; 2 Viper Mk. IIs and 4 Viper Mk VIIs damaged.
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Damn, no Critical Situation. I was really hoping to be able to do two things. So now my options are: 1. Scout crisis deck in hopes of ensuring jump prep/no activate raiders (but more likely just jump prep); 2. Scout destination deck in hopes of ensuring 2-distance jump that doesn't also kill us; or 3. Activate Quorum Chamber in hopes of finding Brutal Force or Resources for Galactica. I ranked those in order of how good a move I think they are right now, but I'm pretty sure everything sucks and we're kinda screwed anyway.
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Looking for feedback from fellow humans before taking my turn, if that wasn't clear.
I agree with scout crisis deck. Pegasus can still soak up some death so a raider activation may not be too deadly.
Dancing Bagel
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Oh hey, if it's activate raiders, I think we only get shot at 3 times if we activate Aft last. Hooray for civvy distractions!
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Alright, that's 2 votes for scout crisis. I don't trust Kat, and Cain is outnumbered if she votes nay (unless she has a special trick that changes my mind, in which case she has a very short time to announce it).
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blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Oh right, there was supposed to be a question there. Worth using SP on the scout roll? I'm thinking yes, could be the biggest scout roll of the game.
So, (revealed) Cylon buddy. Assuming they're going for the scout and succeed and jump... What's the plan?
Fast-pursuit seems to be the obvious choice. Since none of the raiders are off the board, I think we can safely force civilian placement? Once the cylon fleet jumps in, a single raider activation is game if there are 4 unescorted civs on the board. The only way that's happening on my turn, though, is if they let GG out, because your first pursuit + Tenek's + Phobos crisis won't cut it.
Alternatives? Crisis deck for fuel loss, since they're bound to be down to 1, though I think Change of Plans flushed that down the toilet with so many new cards on hand for them. And we wouldn't want to give them jump tracks...
Guess there's also fleet activation to place the 2nd base-star so that SOMETHING jumps in the first launch/missiles crisis. At the very least - fore.
If Heavy Raiders on Romo's crisis - advance centurion. Armory is up and they have strat plannings up the arse, but it's a turn wasted for them dealing with the centurion instead of space/repairs. Is it worth for you to do heavy raiders anyway? Centurion will be half-way. With up to 3 crisis (if they let Kat out) between your turn and mine for a heavy raiders, it could be game on my turn.
Posts
Crisis Step: In the Ring
Skill Check [12] Politics + Leadership + Tactics
Pass: +1 morale
Fail: -1 morale and the current player is sent to "Sickbay".
Consequence: The current player chooses another player to send to "Sickbay".
After Crisis: Activate Heavy Raiders, Advance Jump Preparation
Skill Check Contributions
Destiny Deck - 2 cards
Romo Lampkin (blahmcblah) - 2 cards
Gaius Baltar, Daybreak ver. (Phyphor) - 1 card
Louanne "Kat" Katraine (Grunt's Ghosts) - 1 card
Lee Adama, Daybreak ver. (Tenek) - 2 cards
Helena Cain (Professor Phobos) - 2 cards
D'Anna Biers (Kaneski) - 1 card
Sherman "Doc" Cottle (Cutfang) - 3 cards
Politics 1 - Consolidate Power
Politics 3 - Investigative Committee
Politics 5 - Investigative Committee
Leadership 1 - Executive Order
Leadership 1 - Executive Order
Leadership 3 - Declare Emergency
Tactics 1 - Launch Scout
Tactics 1 - Launch Scout
Tactics 2 - Launch Scout
Tactics 3 - Unorthodox Plan
Engineering 2 - Repair
Treachery 0 - Bait
Treachery 0 - Dradis Contact
Treachery 0 - Dradis Contact
9 + 5 + 7 - 2 - 0 = 19, Pass. +1 Morale.
Bait requires one civilian ship be placed behind Galactica. Dradis Contact places two raiders in front of Galactica. These cards also trigger the skill check Consequence. Cutfang, choose a human player, excluding yourself, to send to Sickbay.
Send Helena Cain to Sick Bay
2 Leadership Tactics
Sadly, gotta be from within your skill set, @Cutfang
Cutfang elects Helena Cain (Professor Phobos) to be moved to Sickbay.
Tenek plays Leadership 5 - Change of Plans to change the pass result to "each human player draws 2 Skill Cards". The following cards are drawn:
Sherman "Doc" Cottle (Cutfang) - 2 Tactics cards; the Tactics deck is depleted after Cutfang's draw and the discards are shuffled into a new deck.
Romo Lampkin (blahmcblah) - 2 Tactics cards.
Louanne "Kat" Katraine (Grunt's Ghosts) - 1 Leadership and 1 Tactics card.
Lee Adama, Daybreak ver. (Tenek) - 2 Leadership cards.
Helena Cain (Professor Phobos) - 1 Leadership and 1 Tactics card.
With strength of spirit, the human fleet manages to brace through the Cylons' attack and prepares for a counterattack. However, the Admiral is injured and sent to Galactica for treatment.
After Crisis: One Heavy Raider is launched from the Fore (9 o'clock) basestar. The Centurion advances to level 2 - three steps until Cylon victory. Jump Preparation advances to Level 5 - Jump available at some risk (-1 Population on roll of 6 or less).
Receive Skills Step: Romo Lampkin (blahmcblah) draws 3 Politics and 2 Tactics cards.
Current Situation:
Jump Preparation: Level 5 - Jump available at some risk (-1 Population on roll of 6 or less).
Pursuit Track: Level 1.
Distance Covered: 8
Galactica: FTL Control, Weapons Control, and Hangar Deck damaged, 1 Centurion (Step 2).
Pegasus: Engine Room damaged.
Nuke Tokens: 1 remains.
Quorum Cards: 4 in hand.
Active Quorum Cards:
Accept Prophecy - Prevent transfer of President title via the Administration location or increase difficulty of Admiral's Quarters checks against the President by 2; card is used once before discarded.
Ship Reserves: 4 Viper Mk II, 1 Raptor, and 1 Assault Raptor available; 2 Viper Mk. IIs and 4 Viper Mk VIIs damaged.
Characters:
Samuel "Doc" Cottle (Cutfang) - Command (4 Skill Cards, 1 Mutiny Card)
President Romo Lampkin (blahmcblah) - Quorum Chamber (9 Skill Cards, 1 Mutiny Card, Mutineer)
Gaius Baltar, Daybreak ver. (Phyphor) - Basestar Bridge (2 Skill Cards)
Louanne "Kat" Katraine (Grunt's Ghosts) - Brig (7 Skill Cards, 1 Miracle Token)
Lee Adama, Daybreak ver. (Tenek) - Brig (4 Skill Cards, 1 Mutiny Card, 1 Miracle Token)
Admiral-CAG Helena Cain (Professor Phobos) - Main Batteries (10 Skill Cards, 1 Miracle Token)
D'Anna Biers (Kaneski) - Resurrection Ship (1 Skill Card, 2 Super Crisis Cards)
Galactica Space:
Fore (9 o'clock) - 1 Basestar, 2 Raiders, 1 Heavy Raider.
Starboard-bow (11 o'clock) - 2 Raiders.
Starboard-quarter (1 o'clock) - 7 Raiders.
Aft (3 o'clock) - 4 Raiders, 1 Civilian Ship.
Port-quarter (5 o'clock) - 3 Raiders.
Port-bow (7 o'clock) - 1 Raider.
Cylon Space:
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - None.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - None.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - None.
Fast-pursuit seems to be the obvious choice. Since none of the raiders are off the board, I think we can safely force civilian placement? Once the cylon fleet jumps in, a single raider activation is game if there are 4 unescorted civs on the board. The only way that's happening on my turn, though, is if they let GG out, because your first pursuit + Tenek's + Phobos crisis won't cut it.
Alternatives? Crisis deck for fuel loss, since they're bound to be down to 1, though I think Change of Plans flushed that down the toilet with so many new cards on hand for them. And we wouldn't want to give them jump tracks...
Guess there's also fleet activation to place the 2nd base-star so that SOMETHING jumps in the first launch/missiles crisis. At the very least - fore.
If Heavy Raiders on Romo's crisis - advance centurion. Armory is up and they have strat plannings up the arse, but it's a turn wasted for them dealing with the centurion instead of space/repairs. Is it worth for you to do heavy raiders anyway? Centurion will be half-way. With up to 3 crisis (if they let Kat out) between your turn and mine for a heavy raiders, it could be game on my turn.
Thoughts?
I don't know what SP is so I'm sure I don't have it.
The humans have been way too lucky with jump preps so far... there has to be a streak of nothing eventually!