As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

[BSG Boardgame] Game 4 - Game Over: Cylon Victory

13468917

Posts

  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Not a bad choice at all; getting an enemy fleet (with massive deployment) that early in a jump cycle can be rough.

    On the other hand, when I jump into a viper, I get to take an additional action right then, so I could have jumped in and then either played a card or moved myself into position to take out some raiders.

    Regardless, we'll see what's coming down the pipe.

    Darian on
  • RendRend Registered User regular
    edited January 2009
    Really it's a toss up. I mean, the abilities are there to be used, but we probably could have handled it.

    But hey, it's not having to handle it that saves us that civilian ship or two, eh? Especially with the rotten rolling we've had so far. I mean, seriously, our die needs an attitude adjustment.

    Rend on
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 11: Admiral William Adama (Rend)

    Crisis Step: Cylon Swarm

    1) Activate Basestars
    2) Combat Setup
    Fore (9 o'clock): 1 Basestar, 5 Raiders
    Starboard-Bow (11 o'clock): 1 Heavy Raider
    Aft (3 o'clock): 1 Civilian Ship
    Port-Quarter (5 o'clock): 1 Viper, 1 Civilian Ship
    Port-Bow (7 o'clock): 1 Viper, 1 Civilian Ship
    3) Special Rule – Massive Deployment
    Keep this card in play until the fleet jumps. Each time a Basestar launches raiders of heavy raiders, it launches 1 additional ship of the same type.

    abotkin makes use of Secret Destiny to discard the Crisis and draw a new one.

    Starbuck gets a feeling that something is amiss with the Raptor's disappearance and asks that the fleet redirect their current course of action, avoiding the presence of a Cylon patrol fleet...


    Crisis Step: Build Cylon Detector

    Admiral William Adama (Rend) must choose:
    A) Discard 1 nuke token.
    OR
    B) -1 morale and William Adama (Rend) discards 2 Skill Cards.


    After Crisis: Activate Heavy Raiders

    MrBlarney on
    4463rwiq7r47.png
  • RendRend Registered User regular
    edited January 2009
    I discard the nuke token.

    Rend on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    I hate this crisis, just because it's such a tease. You think all "Oh hey, this could be...wait, what? We just get fucked but get to choose how so?"

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • RendRend Registered User regular
    edited January 2009
    Its also a reason to hang on to at least 1 nuke token as long as possible -_-

    Rend on
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 11: Admiral William Adama (Rend)

    Crisis Step: Build Cylon Detector

    Admiral William Adama (Rend) must choose:
    A) Discard 1 nuke token.
    OR
    B) -1 morale and William Adama (Rend) discards 2 Skill Cards.

    The Admiral decides to provide the research labs with a nuclear warhead for the development of a Cylon detector... who knows if the investment will bear any fruit?


    After Crisis: Activate Heavy Raiders
    No Basestars or Heavy Raiders to activate.


    Turn 12: Lee "Apollo" Adama (Darian)

    Receive Skills Step: Darian draws 1 Tactics, 2 Piloting, 1 Leadership, and 1 Politics card.

    Current Situation:

    PA-BSG-Game04-Turn12.jpg
    Resources: Fuel - 6, Food - 6, Morale - 9, Population - 13.

    Jump Marker: Level 2 - Jump Unavailable

    Distance Covered: 2

    Galactica: Hangar Deck and Armory damaged, no boarding parties.

    Nuke Tokens: None remain.

    Quorum Cards: 1 in hand.

    Ship Reserves: 8 Vipers and 3 Raptors available.

    Characters:
    Admiral William Adama (Rend) - Weapons Control, 6 cards in hand.
    Lee "Apollo" Adama (Darian) - Hangar Deck, 7 cards in hand.
    Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 2 cards in hand.
    Gaius Baltar (Maddoc) - President's Office, 4 cards in hand.
    President Tom Zarek (DevoutlyApathetic) - Administration, 2 cards in hand.

    Space:
    All Clear.

    MrBlarney on
    4463rwiq7r47.png
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    MrBlarney wrote: »
    The Admiral decides to provide the research labs with a nuclear warhead for the development of a Cylon detector... who knows if the investment will bear any fruit?

    Yeah, I've seen that season. D:

    Darian on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    Hey, it totally worked, at least once, correctly.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Anyway, no repair cards for me, and I've not heard peep from Starbuck that she can repair anything either. I'll just move to command and launch two vipers, one fore and one aft.

    I guess they're using different tubes than the ones Starbuck and I launch out of. I will not choose to launch myself at this time.

    Darian on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Hey, it totally worked, at least once, correctly.

    But that's not what he used the nuke for.

    Darian on
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 12: Lee "Apollo" Adama (Darian)

    Movement Step: Move to Command.
    Action Step: Two Vipers are launched, one to the port-bow (7 o'clock) and one to the port-quarter (5 o'clock).

    Apollo requests the launch of vipers in case of a Cylon attack.


    Crisis Step: Rescue the Fleet

    Admiral William Adama (Rend) must choose:
    A) -2 Population
    OR
    B) -1 morale. Place 1 Basestar and 3 Raiders in front of Galactica and 3 Civilian Ships behind it.


    After Crisis: Activate Raiders, Advance Jump Preparation

    MrBlarney on
    4463rwiq7r47.png
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    Hmmm.....
    Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    Hmm....tough choice.

    I'd probably go with the pop loss since we've got extra right now but I'm not at all certain of that. The lull would be nice but that doesn't look like lots of horribly opposition. Of course, I say that now not knowing what comes next in the crisis deck.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Hmmm.....
    Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....

    I cannot remember how to do realspoilers, but consider yourself warned:
    He gave it to the six that was rescued from the Pegasus, and she used it to blow up a civilian ship.

    Darian on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    Darian wrote: »
    Hmmm.....
    Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....

    I cannot remember how to do realspoilers, but consider yourself warned:
    He gave it to the six that was rescued from the Pegasus, and she used it to blow up a civilian ship.

    I don't think we have them anymore, but yes, these are serious spoilers.
    Oh, I knew what happened to the bomb, I was just trying to remember why Gaius ended up with it at all. I know he got it for the detector but why....did he really think he needed it or was it one of Head Six's "Do this shit or I will beat you senseless for GOD!" bits.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • RendRend Registered User regular
    edited January 2009
    Population is to be spent, and right now we're 3 or 4 in the green. We will lose the population. We've done an outstanding job saving pop thusfar, also, cylons? No thanks, thanks.

    Rend on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Darian wrote: »
    Hmmm.....
    Was the whole getting the nuke thing a head Six errand? I thought he had actually used it in some way (even just as a source of radiation or something but now that I try and remember it's all fuzzy....

    I cannot remember how to do realspoilers, but consider yourself warned:
    He gave it to the six that was rescued from the Pegasus, and she used it to blow up a civilian ship.

    I don't think we have them anymore, but yes, these are serious spoilers.
    Oh, I knew what happened to the bomb, I was just trying to remember why Gaius ended up with it at all. I know he got it for the detector but why....did he really think he needed it or was it one of Head Six's "Do this shit or I will beat you senseless for GOD!" bits.
    Yeah, it was the six-in-his-head's idea.

    Darian on
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 12: Lee "Apollo" Adama (Darian)

    Crisis Step: Rescue the Fleet

    Admiral William Adama (Rend) must choose:
    A) -2 Population
    OR
    B) -1 morale. Place 1 Basestar and 3 Raiders in front of Galactica and 3 Civilian Ships behind it.

    With heavy heart, William Adama has to leave behind a part of the fleet that got separated after the previous changes in orders.


    After Crisis: Activate Raiders, Advance Jump Preparation
    No Basestars or Raiders to activate.
    Jump Preparation advances to Level 3 - Jump is still not available.


    Turn 13: Kara "Starbuck" Thrace (abotkin)

    Current Situation:

    PA-BSG-Game04-Turn13.jpg
    Resources: Fuel - 6, Food - 6, Morale - 9, Population - 11.

    Jump Marker: Level 3 - Jump Unavailable

    Distance Covered: 2

    Galactica: Hangar Deck and Armory damaged, no boarding parties.

    Nuke Tokens: None remain.

    Quorum Cards: 1 in hand.

    Ship Reserves: 6 Vipers and 3 Raptors available.

    Characters:
    Admiral William Adama (Rend) - Weapons Control, 6 cards in hand.
    Lee "Apollo" Adama (Darian) - Command, 7 cards in hand.
    Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 2 cards in hand.
    Gaius Baltar (Maddoc) - President's Office, 4 cards in hand.
    President Tom Zarek (DevoutlyApathetic) - Administration, 2 cards in hand.

    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) - 1 Unmanned Viper.
    Port-bow (7 o'clock) - 1 Unmanned Viper.

    abotkin, Skill Card selections, Movement, Actions.

    MrBlarney on
    4463rwiq7r47.png
  • abotkinabotkin Registered User regular
    edited January 2009
    I will take an additional Engineering card, stay where I am and play Engineering 2 to repair the Hangar Deck.

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 13: Kara "Starbuck" Thrace (abotkin)

    Receive Skills Step: abotkin draws 2 Tactics, 2 Piloting, and 1 Engineering card.
    Movement Step: Remain in Hangar Deck.
    Action Step: Play Engineering 2 to repair Hangar Deck location.

    With the fleet clear of combat, Starbuck oversees the restoration of the Hangar Deck to full operation.


    Crisis Step: Crippled Raider
    Kara "Starbuck" Thrace (abotkin) must choose:
    A) Skill Check [10] Tactics + Engineering
    Pass: Increase the Jump Preparation track by 1.
    Fail: -1 population.
    OR
    B) Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.


    After Crisis: Activate Raiders, Advance Jump Preparation

    MrBlarney on
    4463rwiq7r47.png
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    I can, if need be, contribute a little bit to this check.

    I'd imagine we would still need quite a bit of luck to pass it, however, and considering it's three raiders with no basestar I would lean in favor of the second option unless anyone else is terribly optimistic of our chances with the skill check.

    Maddoc on
  • abotkinabotkin Registered User regular
    edited January 2009
    Let's go with option A. Even if we fail, 1 pop loss is about as mild as we can get right now.

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    While I can't say I enjoy our chances here...

    Contributing two cards.

    Maddoc on
  • RendRend Registered User regular
    edited January 2009
    I can contribute a bit, especially if it's for the good of the jump track.

    Rend on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    This is as good a place as any to empty my hand. This check is a pretty decent one to pass, putting us a single step away from auto-jump and in the -1 space so even if Maddoc pulls some absolutely horrible assault we can still just leave.

    I contribute 2 cards, that'd be all that is left in my hand.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    I can help out a good bit if needed.

    Darian on
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 13: Kara "Starbuck" Thrace (abotkin)

    Crisis Step: Crippled Raider
    Kara "Starbuck" Thrace (abotkin) must choose:
    A) Skill Check [10] Tactics + Engineering
    Pass: Increase the Jump Preparation track by 1.
    Fail: -1 population.
    OR
    B) Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.

    abotkin chooses option A.

    Skill Card Contributions
    Destiny Deck: 2
    Maddoc: 2
    DevoutlyApathetic: 2
    Rend: 3
    Darian: 1
    abotkin: ???


    After Crisis: Activate Raiders, Advance Jump Preparation

    MrBlarney on
    4463rwiq7r47.png
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Adding one card. Wish we had an investigative committee for this one, though. Feels like we're going to overshoot.

    Darian on
  • abotkinabotkin Registered User regular
    edited January 2009
    Adding one card. I was tempted not to add anything with the number out there, but if we have a cylon in our midst, now seems like a decent time to start working against us, particularly with the number of cards added here.

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 13: Kara "Starbuck" Thrace (abotkin)

    Crisis Step: Crippled Raider
    Kara "Starbuck" Thrace (abotkin) must choose:
    A) Skill Check [10] Tactics + Engineering
    Pass: Increase the Jump Preparation track by 1.
    Fail: -1 population.
    OR
    B) Roll a die. If 4 or lower, place 3 Raiders in front of Galactica and 1 Civilian Ship behind it.

    abotkin chooses option A.

    Skill Card Contributions
    Destiny Deck: 2
    Maddoc: 2
    DevoutlyApathetic: 2
    Rend: 3
    Darian: 1
    abotkin: 1

    Skill Cards and Result
    Tactics 1
    Tactics 1
    Tactics 1
    Tactics 2
    Tactics 2
    Tactics 2
    Tactics 3
    Tactics 4
    Engineering 1
    Engineering 2

    Politics 2

    19 - 2 = 17, Pass: Increase the Jump Preparation track by 1.

    The crippled Raider is successfully captured without incident. Analysis of the craft allows the fleet to make minor advances in their ability to jump.


    After Crisis: Activate Raiders, Advance Jump Preparation
    No Basestars or Raiders to activate.
    Jump Preparation advances to Level 5 - Jump is possible with some risks.


    Turn 14: Gaius Baltar (Maddoc)

    Receive Skills Step: Maddoc draws 2 Politics, 1 Leadership, and 1 Engineering card. (The Politics Deck is reshuffled after the first card draw.)

    Current Situation:

    PA-BSG-Game04-Turn14.jpg
    Resources: Fuel - 6, Food - 6, Morale - 9, Population - 11.

    Jump Marker: Level 5 - Jump Available; Risk -1 population on roll of 6 or less.

    Distance Covered: 2

    Galactica: Armory damaged, no boarding parties.

    Nuke Tokens: None remain.

    Quorum Cards: 1 in hand.

    Ship Reserves: 6 Vipers and 3 Raptors available.

    Characters:
    Admiral William Adama (Rend) - Weapons Control, 3 cards in hand.
    Lee "Apollo" Adama (Darian) - Command, 6 cards in hand.
    Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 5 cards in hand.
    Gaius Baltar (Maddoc) - President's Office, 6 cards in hand.
    President Tom Zarek (DevoutlyApathetic) - Administration, 0 cards in hand.

    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) - 1 Unmanned Viper.
    Port-bow (7 o'clock) - 1 Unmanned Viper.

    MrBlarney on
    4463rwiq7r47.png
  • abotkinabotkin Registered User regular
    edited January 2009
    So if we have a cylon in our midst already, they're playing it really cool so far. And/or we are also getting really lucky with the destiny deck.

    abotkin on
    steam_sig.png
    3DS: 0963-0539-4405
  • RendRend Registered User regular
    edited January 2009
    Indeed. Very much indeed. There's 2 cylons in the deck, so either we're going to get railed at 4-5 distance, or we have some serious phalla players in our midst.

    Rend on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    abotkin wrote: »
    So if we have a cylon in our midst already, they're playing it really cool so far. And/or we are also getting really lucky with the destiny deck.
    The first batch of Destiny Deck draws were pretty transparent to me given the Investigative Committee and limited group of people who contributed to certain checks and what those people had the option of drawing.

    I haven't detected even a hint of somebody fucking up the checks yet.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • RendRend Registered User regular
    edited January 2009
    Keep in mind that disrupting the checks is the second most overt thing a cylon can do without revealing.

    Rend on
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    So it appears that we have a moment to breathe, at least for the time being.

    I suppose somebody should take upon themselves the dreary task of speaking with the media about the most recent turn of events.

    Moving to the Press Room, activating it to draw 2 Politics

    Maddoc on
  • MrBlarneyMrBlarney Registered User regular
    edited February 2009
    Turn 14: Gaius Baltar (Maddoc)

    Movement Step: Move to Press Room
    Action Step: Activate Press Room to draw 2 Politics cards.


    Crisis Step: Weapon Malfunction

    Skill Check [10] Tactics + Piloting + Engineering
    Pass: No effect.
    Fail: Damage 2 vipers in space areas. All characters in the “Weapons Control” location are sent to “Sickbay.”


    After Crisis: Launch Raiders


    Skill Card Contributions
    Destiny Deck: 2
    DevoutlyApathetic: 0 (no cards in hand)
    Rend: ???
    Darian: ???
    abotkin: ???
    Maddoc: ???

    MrBlarney on
    4463rwiq7r47.png
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited February 2009
    I have nothing for this check. I will also note that failing this basically costs just 4 cards from Rend.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
  • MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited February 2009
    Drawing Tactics for Delusional Intuition

    Maddoc on
  • DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited February 2009
    Actually, depending on how willing y'all are to gamble on my drawing an executive order next turn we could get rid of this crisis for a single card.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
Sign In or Register to comment.