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[BSG] Exodus Game 16 - Human and Cylon Leader win!

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    PredaPreda Registered User regular
    Pass
    @Fry

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    FryFry Registered User regular
    Well, I guess that's happening.

    Pass

    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Destiny adds two cards
    Contributions:
    Kara "Starbuck" Thrace (jdarksun): 0 cards
    Gaius Baltar (Capfalcon): 0 cards
    "Caprica" Six (Void Slayer): 0 cards
    Helena Cain (Professor Phobos): 0 cards
    God Emperor Brendan "Hot Dog" Costanza (Daemonis): 0 cards
    Ellen Tigh (Preda): 0 cards
    Callandra "Cally" Tyrol (Fry): 0 cards



    Pol 1 Consolidate Power
    Tre 3 Sabotage
    -1 - 3 = -4 FAIL
    Check is now RECKLESS due to total being negative
    Check result is fail
    Population decreases to 8
    Hotdog's memento ability activates
    Pil Deck is shuffled




    Turn 27

    Receive Skills Step: Callandra "Cally" Tyrol (Fry) draws 1 Lea 1 Tac 1 Pol 2 Eng

    Current Situation
    e16_state_101.png
    Resources: Fuel - 2, Food - 6, Morale - 4, Population - 8
    Jump Preparation: Level 2 - Jump unavailable.
    Pursuit Track: Level 3.
    Distance Covered: 8
    Galactica: No damage.
    Pegasus: No damage.
    Nuke Tokens: 0 remain.
    Quorum Cards: 4 in hand.
    Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged.
    Mission Status: Inactive
    Characters:
    Gaius Baltar (Capfalcon) in Command
    "Caprica" Six (Void Slayer) in Press Room
    Helena Cain (Professor Phobos) in Basestar Bridge
    God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
    Ellen Tigh (Preda) in Engine Room
    Callandra "Cally" Tyrol (Fry) in Engine Room <-- Current Player
    Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge

    Allies:
    Galactica Space:
    Fore (9 o'clock) - None.
    Starboard-bow (11 o'clock) - Basestar, 3 Raiders.
    Starboard-quarter (1 o'clock) - Basestar, 4 Raiders.
    Aft (3 o'clock) - 2 Civilian Ships, 3 Raiders.
    Port-quarter (5 o'clock) - None.
    Port-bow (7 o'clock) - 1 Mk II vipers, 1 Civilian Ships.

    Cylon Space:
    Fore (9 o'clock) - 1 Heavy Raiders.
    Starboard-bow (11 o'clock) - 1 Raiders.
    Starboard-quarter (1 o'clock) - 3 Raiders.
    Aft (3 o'clock) - None.
    Port-quarter (5 o'clock) - 2 Raiders.
    Port-bow (7 o'clock) - 3 Raiders.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    @jdarksun your draws?

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    FryFry Registered User regular
    @phyphor Looks like you skipped the jump prep and cylon ships steps of my turn

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Fry wrote: »
    phyphor Looks like you skipped the jump prep and cylon ships steps of my turn

    That bit is waiting on the memento resolution. It will happen

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Done
    A Heavy Raider launches in to sector Starboard Bow
    A Heavy Raider launches in to sector Starboard Aft
    Jump track increases to Level 3 - Risk loss of 3 population.
    Kara "Starbuck" Thrace (jdarksun) draws 1 Eng 1 Tre
    Waiting on Kara "Starbuck" Thrace (@jdarksun): movement step




    Turn 28

    Receive Skills Step: Kara "Starbuck" Thrace (jdarksun) draws 1 Eng 1 Tre

    Current Situation
    e16_state_102.png
    Resources: Fuel - 2, Food - 6, Morale - 4, Population - 8
    Jump Preparation: Level 3 - Risk loss of 3 population.
    Pursuit Track: Level 3.
    Distance Covered: 8
    Galactica: No damage.
    Pegasus: No damage.
    Nuke Tokens: 0 remain.
    Quorum Cards: 4 in hand.
    Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged.
    Mission Status: Inactive
    Characters:
    Gaius Baltar (Capfalcon) in Command
    "Caprica" Six (Void Slayer) in Press Room
    Helena Cain (Professor Phobos) in Basestar Bridge
    God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
    Ellen Tigh (Preda) in Engine Room
    Callandra "Cally" Tyrol (Fry) in Engine Room
    Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge <-- Current Player

    Allies:
    Galactica Space:
    Fore (9 o'clock) - None.
    Starboard-bow (11 o'clock) - Basestar, 1 Heavy Raiders, 3 Raiders.
    Starboard-quarter (1 o'clock) - Basestar, 1 Heavy Raiders, 4 Raiders.
    Aft (3 o'clock) - 2 Civilian Ships, 3 Raiders.
    Port-quarter (5 o'clock) - None.
    Port-bow (7 o'clock) - 1 Mk II vipers, 1 Civilian Ships.

    Cylon Space:
    Fore (9 o'clock) - 1 Heavy Raiders.
    Starboard-bow (11 o'clock) - 1 Raiders.
    Starboard-quarter (1 o'clock) - 3 Raiders.
    Aft (3 o'clock) - None.
    Port-quarter (5 o'clock) - 2 Raiders.
    Port-bow (7 o'clock) - 3 Raiders.

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    jdarksunjdarksun Struggler VARegistered User regular
    So the only way the Cylons don't lose on Capfalcon's turn is if the Humans can't trigger a jump (decrease the jump track or damage FTL Control).

    Move: (none)
    Action: Activate Basestar Bride
    Basestar Bridge Action 1: Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1.
    Basestar Bridge Action 2: Roll a die. If the result is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.

    There is a 37.5% chance of decreasing the jump track.
    There is (iirc) a 31% chance of drawing the FTL Control damage token.
    ...and something like a 56.8% chance that either one happens.
    So basically a coin flip at this point.

    Geth, roll 1d8 for decrease jump v increase pursuit
    @Phyphor to resolve Galactica damage tokens

    decrease jump v increase pursuit:
    1d8 1 [1d8=1]

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    The humans get a chance to SP your roll if they want to

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    FryFry Registered User regular
    I think we might want to Strategic Planning/Calculations the jump track/pursuit track roll (assuming Phyphor is going to be rolling the die), because if the jump track doesn't go down, we're pretty much guaranteed to win by the end of Six's turn.

    No Strategic Planning from me, though. :(

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    DaemonisDaemonis Registered User regular
    Tac 3 Strategic Planning

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Movement step: move to Basestar Bridge
    Kara "Starbuck" Thrace (jdarksun) activates Basestar Bridge
    God Emperor Brendan "Hot Dog" Costanza (Daemonis) plays Tac 3 Strategic Planning
    Strategic planning is played
    1d8 + 2 = 3 + 2 = 5
    Pursuit Track increases to Level 4 - Cylons Jump In.

    1d8 = 6
    6 < 19, damage occurs

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited January 2017
    Fuel decreases to 1
    Gaius Baltar (Capfalcon) draws 1 Lea 2 Pol 1 Eng
    Waiting on Gaius Baltar (@Capfalcon): movement step




    Turn 29

    Receive Skills Step: Gaius Baltar (Capfalcon) draws 1 Lea 2 Pol 1 Eng

    Current Situation
    e16_state_105.png
    Resources: Fuel - 1, Food - 6, Morale - 4, Population - 8
    Jump Preparation: Level 3 - Risk loss of 3 population.
    Pursuit Track: Level 0.
    Distance Covered: 8
    Galactica: No damage.
    Pegasus: No damage.
    Nuke Tokens: 0 remain.
    Quorum Cards: 4 in hand.
    Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged.
    Mission Status: Inactive
    Characters:
    Gaius Baltar (Capfalcon) in Command <-- Current Player
    "Caprica" Six (Void Slayer) in Press Room
    Helena Cain (Professor Phobos) in Basestar Bridge
    God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
    Ellen Tigh (Preda) in Engine Room
    Callandra "Cally" Tyrol (Fry) in Engine Room
    Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge

    Allies:
    Galactica Space:
    Fore (9 o'clock) - 1 Heavy Raiders.
    Starboard-bow (11 o'clock) - Basestar, 1 Heavy Raiders, 4 Raiders.
    Starboard-quarter (1 o'clock) - Basestar, 1 Heavy Raiders, 7 Raiders.
    Aft (3 o'clock) - 2 Civilian Ships, 3 Raiders.
    Port-quarter (5 o'clock) - 2 Raiders.
    Port-bow (7 o'clock) - 1 Mk II vipers, 1 Civilian Ships, 3 Raiders.

    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.

    Phyphor on
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    PredaPreda Registered User regular
    It's time to turn the key and push the big red button!

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    FryFry Registered User regular
    geegee

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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Time to reveal!
    ...My cunning plan to getting us out of here!

    Move to FTL and push the button.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Caprica Six reveals
    Pressure their Leaders - (Allegiance: Human) Reveal this card if the game is over and morale is 5 or less.

    Remove the Threat - (Allegiance: Human) Reveal this card if the game is over and at least 4 vipers are damaged or destroyed.

    combined with the previous No Unnecessary Force the Cylon Leader has accomplished their goals

    Human and Cylon Leader win!



    A few things:
    - phobos was almost boxed. I've never seen disasters explode so much into trauma

    - I've never seen so many of the +jump prep crises come out in one game! Speaking of which, I'm still not sure why phobos played the tac 6 into this one: http://forums.penny-arcade.com/discussion/comment/35530503/#Comment_35530503, it basically passed it for the humans

    - for the record (http://forums.penny-arcade.com/discussion/comment/35795418/#Comment_35795418) destination cards are resolved fully before the sleeper phase activates. See "Jumping the Fleet" section of the rules. Card is resolved in step 3, sleeper is step 4

    - even right at the very end the humans got pretty lucky. Civ A was fuel, so if the previous activation was raiders game over. Though -prep wouldn't have mattered, the next 2 activations were basestars

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    DaemonisDaemonis Registered User regular
    Thanks for the game everyone!

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    FryFry Registered User regular
    I had exact or nearly exact color distributions for almost everyone's hand for like the first half of the game, which always makes decisions a lot easier. I guess I was wrong about there not being a Cylon for the first part, and Cain was just not doing anything overtly hurtful at the beginning?

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    jdarksunjdarksun Struggler VARegistered User regular
    Fry wrote: »
    I guess I was wrong about there not being a Cylon for the first part, and Cain was just not doing anything overtly hurtful at the beginning?
    Not being too hurtful is an easy trap to fall for as a Cylon, especially one that starts out with a leadership role. The trouble is, you have to go hard from the word "go" if there's just the one of you.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    It was pretty unfortunate that Cain got both cards. You want to be a cylon Admiral but you need a partner

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    Void SlayerVoid Slayer Very Suspicious Registered User regular
    I was actually hoarding repair cards throughout the game so you couldn't fix any of the vipers or send out the advanced ones and keep the normal ones safe.

    It was also unfortunate that I got those two Allegiance: Human cards right away so I had 0 incentive to actually try and destroy the fleet even from the beginning.

    Just mess the fleet up a bit.

    Yeah, I still don't know why protecting the civilians was never a real priority...

    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!
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    Void SlayerVoid Slayer Very Suspicious Registered User regular
    Also getting that last viper killed was the real reason I wanted it moved to protect the civies. Did not even consider it could be a fuel ship.

    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!
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    CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    It was a great time! Thanks for running!

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    FryFry Registered User regular
    Yeah, I still don't know why protecting the civilians was never a real priority...

    The problem is it's really hard to meaningfully delay the destruction of civilians (particularly if your plan is "move a nugget in the way and hope it dodges shots"), and most of the civilians don't actually matter. Only two of the civilian ships have resources other than population, and you start with a massive buffer on population such that you can afford to lose most of them so long as you aren't repeatedly trying and failing at -3 FTL jumps.

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