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Author Topic: Battlestar Galactica (Round 7)  (Read 126857 times)

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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #200 on: March 07, 2013, 08:10:00 am »



## Pass Skill Check

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Re: Battlestar Galactica (Turn 1)
« Reply #201 on: March 07, 2013, 08:32:35 am »

Quote from: Skill check
Chief's Great Brig Escape  5 YP
   
Skill check is face down and in player order starting with Zarek, please post number of cards and PM cards played.
 
Destiny: 2 cards
Zarek (WinterSpartan): 4 cards (CO)
Adama (Davio): Pass
Baltar (theorel): Pass
Boomer (Qvist): Pass
Chief (Jorbles): Pass (CO)
Apollo (Grujah): 2 cards (CO)

Consider CO's for the following:
Declare Emergency
Does Chief use Blind Devotion to zero a Colour? If so, which one?
Does Adama use Command Authority to take all skill cards into hand?

Totalling strength now.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Battlestar Galactica (Turn 1)
« Reply #202 on: March 07, 2013, 08:35:49 am »

POL-1 (Consolidate Power)
POL-2 (Consolidate Power)
POL-2 (Consolidate Power)
POL-3 (Investigative Committee)

TAC-1 (Launch Scout)
TAC-1 (Launch Scout)


LEA-1 (Executive Order)
PIL-2 (Evasive Maneuvers)

Total: 7 - Pass

Chief moves to Weapons Control and plays a 2-Launch Scout

Rolled 1d8>2 : 4, total 4
« Last Edit: March 07, 2013, 08:37:42 am by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Battlestar Galactica (Turn 1)
« Reply #203 on: March 07, 2013, 08:36:11 am »

Chief, please choose what you wish to scout
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #204 on: March 07, 2013, 08:41:33 am »

A value of 10 for a skill check of 5 seems like a lot or is this quite common?

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Re: Battlestar Galactica (Turn 1)
« Reply #205 on: March 07, 2013, 08:45:09 am »

It's certainly not unusual. Destiny is a real spanner in the works, makes it really hard to get precise, and you'd normally want to play it a little safe. On top of that you don't know what other people are playing in, or even if it's positive.
Also it was only a total of 7 thrown in - 10 positive points, and 3 negative.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #206 on: March 07, 2013, 08:46:07 am »

Well, the final value was only 7 (because there were 2 cards not aligned with the check).  These cards were presumably the destiny cards, because it would be risky for Zarek/Apollo to play cards to the check that didn't help it pass.

Since we don't know what the destiny cards are, it's hard to judge exactly how much strength you should add to cover them.

PPE: Ninja'd by Tables
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #207 on: March 07, 2013, 08:53:09 am »

This is the best argument for Investigative Committees - because they DO show you exactly what the Destiny cards are. I'm quite happy with this check, though. Overshooting by two isn't bad at all.
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #208 on: March 07, 2013, 08:57:26 am »

Ok, I'm just trying to get a hang of that to know what is normal and what is unusual.

Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #209 on: March 07, 2013, 10:33:42 am »

# Scout Crisis deck.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #210 on: March 07, 2013, 12:28:03 pm »

This is the best argument for Investigative Committees - because they DO show you exactly what the Destiny cards are. I'm quite happy with this check, though. Overshooting by two isn't bad at all.

Overshooting by two is actually great.

Especially during early game, when people are still sleeper / acting too humany - I had checks of 12 shoot up to 25 or so, regularly. You can't really get THAT much better than overshoot by two.

Sure, if destiny was positive, it would have been a greater overshoot, but you must play as if it will be bad (and it had more chances to be bad this time)
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #211 on: March 07, 2013, 12:29:23 pm »

And it's usually better to play it a bit on the safe side than on risky side, as if you played it risky not only do you lose cards but resources too.

Especially now when things aren't that bad, you can give yourself a little bit of breathing room.
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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #212 on: March 07, 2013, 07:49:39 pm »

Scouts caught sight of something bad. We should avoid it.

# Puts Crisis card on bottom.
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Re: Battlestar Galactica (Turn 1)
« Reply #213 on: March 07, 2013, 07:55:12 pm »

"Three 'clankers' just entered our kill zone" - Lee "Apollo Adama

CRISIS: Set a Trap

Current Player Chooses:
Skill check: LEA/TAC = 10
PASS: Destroy a centurion on the Boarding Party track.
FAIL: Place a centurion at the start of the Boarding Party track. The current player is sent to Sickbay.

OR

Roll a die. If 4 or lower, place a centurion at the start of the Boarding Party track.

POST CRISIS: Activate Raiders, NO JUMP PREP

Zarek, what would you like to do?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #214 on: March 07, 2013, 08:13:35 pm »

Well, this seems a pretty obvious "OR" thanks to the lack of a pass effect.

##Take the OR - roll a die

Before I or Tables roll, does anyone have a strategic planning?
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #215 on: March 07, 2013, 08:13:52 pm »

I could contribute a lot to the check.

Would prefer that we roll if somebody has Strategic Planning.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #216 on: March 07, 2013, 08:14:18 pm »

Edit: Ninja'd.
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #217 on: March 07, 2013, 08:14:50 pm »

Sorry, Apollo - normally I'd discuss this, but it seemed really really obvious.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #218 on: March 07, 2013, 08:16:58 pm »

It's on OK call, though we do have 2 Heavies so we need to get rid of raider ASAP.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #219 on: March 07, 2013, 08:17:10 pm »

Centurion.*
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Re: Battlestar Galactica (Turn 1)
« Reply #220 on: March 07, 2013, 08:22:02 pm »

I need to get a staple interrupt/skill check token generator on my spreadsheet. Blah.

Quote from: INTERRUPT Token
Dice roll - Set a Trap Bottom Option
   
Please Post or PM for any of the following:
Strategic Planning
Pass
 
Chief:
Apollo:
Zarek:
Adama: Pass (no cards)
Baltar: Pass (no tactics)
Boomer:

So for Qvist's benefit, to make this slightly less confusing: We're about to have a die roll. For most die rolls, I'll wait for players to pass or play the tactics card Strategic Planning which adds 2 to a dice roll (but must be played before the roll).

I say most dice rolls: By default I'm going to assume no strategic planning for certain rolls. These rolls are: Launch Scout if there are at least 2 Raptors left, All Cylon Ships, Vipers shooting Raiders. If you wish to play a strategic planning on any of these rolls you MUST leave a CO with me to that effect (or if you/someone leaves a note in the thread asking me to wait, I will)
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #221 on: March 07, 2013, 08:23:38 pm »


Quote from: INTERRUPT Token
Dice roll - Set a Trap Bottom Option
   
Please Post or PM for any of the following:
Strategic Planning
Pass
 
Chief:
Apollo:
Zarek: Pass
Adama: Pass (no cards)
Baltar: Pass (no tactics)
Boomer:
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #222 on: March 07, 2013, 09:34:37 pm »

Quote from: INTERRUPT Token
Dice roll - Set a Trap Bottom Option
   
Please Post or PM for any of the following:
Strategic Planning
Pass
 
Chief:
Apollo: Pass
Zarek: Pass
Adama: Pass (no cards)
Baltar: Pass (no tactics)
Boomer:
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #223 on: March 08, 2013, 03:32:44 am »

I need to get a staple interrupt/skill check token generator on my spreadsheet. Blah.

Quote from: INTERRUPT Token
Dice roll - Set a Trap Bottom Option
   
Please Post or PM for any of the following:
Strategic Planning
Pass
 
Chief:
Apollo:
Zarek:
Adama: Pass (no cards)
Baltar: Pass (no tactics)
Boomer:

So for Qvist's benefit, to make this slightly less confusing: We're about to have a die roll. For most die rolls, I'll wait for players to pass or play the tactics card Strategic Planning which adds 2 to a dice roll (but must be played before the roll).

I say most dice rolls: By default I'm going to assume no strategic planning for certain rolls. These rolls are: Launch Scout if there are at least 2 Raptors left, All Cylon Ships, Vipers shooting Raiders. If you wish to play a strategic planning on any of these rolls you MUST leave a CO with me to that effect (or if you/someone leaves a note in the thread asking me to wait, I will)

Thanks, but this time I understood everything.
Can anyone tell me hoe bad the crisis event is? So, would it be worth here to play Strategic Planning?

Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #224 on: March 08, 2013, 05:11:31 am »

@Davio:
http://i49.tinypic.com/14o6dyp.png

I am pretty sure I ordered that unmanned to move to 6, not 4.


@Qvist - Centurions are pain in the ass to kill (you need a 7 or 8), and this game has tendency to make things shitter in worst possible times (i.e. spawn more Centurions once you let one in) - so I'd say better prevent it from happening than wasting that same Strategic Planning on trying to kill the damn thing later.
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