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Author Topic: Battlestar Galactica (Round 7)  (Read 127417 times)

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  • Margrave
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Re: Battlestar Galactica (Turn 1)
« Reply #350 on: March 11, 2013, 09:18:56 am »

Boomer draws 2 TAC, 2 PIL, 1 ENG

Current Player:   Boomer (Qvist)
   
Distance:   0
   
Fuel: 8   Food: 6
Morale: 10   Population: 10

   
"Chief" Galen Tyrol:   Weapons Control
Skill Cards: 4,    Loyalty Cards: 1
OPG available: Yes   
   
CAG Lee "Apollo" Adama:   Sickbay
Skill Cards: 3,    Loyalty Cards: 1
OPG available: Yes   
   
Tom Zarek:   Press Room
Skill Cards: 5,    Loyalty Cards: 1
OPG available: Yes   
   
Admiral William Adama:   Command
Skill Cards: 4,    Loyalty Cards: 1
OPG available: Yes   
   
President Gaius Baltar:   President's Office
Skill Cards: 3,    Loyalty Cards: 2
OPG available: Yes   
   
Sharon "Boomer" Valerii:   Armory
Skill Cards: 7,    Loyalty Cards: 1
OPG available: Yes   
   
Destroyed Civvies:   None
   
Decks   
Politics Deck:   11
Leadership Deck:   8
Tactics Deck:   11
Piloting Deck:   18
Engineering Deck:   18
Destiny Deck:   6
   
Crisis Deck:   96
Quorum Deck:   17
   
Totals:   
Viper MK II:   5 (+1 damaged)
Viper MK VII:   2 (+2 damaged)
Raptors:   4
Civvies:   12
   
   
Locations   
FTL Control    -
Weapons Control    - "Chief" Galen Tyrol
Command    - William Adama
Admiral's Quarters    -
Hangar Deck    -
Armory    - Sharon "Boomer" Valerii
Communications    -
Research Lab    -
Sickbay    - Lee "Apollo" Adama
Brig    -
   
Press Room    - Tom Zarek
President's Office    - Gaius Baltar
Administration    -
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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 #351 on: March 11, 2013, 09:33:16 am »

Ouch. I'm guessing those top 3 are the 3 you wanted to keep, Baltar?
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #352 on: March 11, 2013, 10:06:06 am »

Our jump prep is now 3, right? 5 is auto jump?
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theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #353 on: March 11, 2013, 10:07:01 am »

Ouch. I'm guessing those top 3 are the 3 you wanted to keep, Baltar?
Yep, that hurts...
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Re: Battlestar Galactica (Turn 1)
« Reply #354 on: March 11, 2013, 10:10:23 am »

Our jump prep is now 3, right? 5 is auto jump?

Correct. This is the point where a jump attempt can be made from FTL control, risking 3 population.
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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.

Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #355 on: March 11, 2013, 10:32:29 am »

I can draw pol. Discarding does seem to have less negative impact, esp if you average value is less than 4. I think we can also deduce some destiny to see how friendly it will be.
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #356 on: March 11, 2013, 12:16:52 pm »



Ok, any ideas what I should do?
I'm planning to go to the Hangar and start a Viper.

Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #357 on: March 11, 2013, 01:02:09 pm »

That seems reasonable. You could also do something to try and get more cards?

(Sorry I was away this weekend guys, I would have said I could have helped with the potential Crisis skill check, but that my help would not necessarily have been enough.)
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #358 on: March 11, 2013, 01:15:37 pm »

My preference would be for you to go to Command and activate it to launch a couple of vipers in sector 6, Boomer - just because that gets Apollo out of sickbay thanks to his ability and does a lot of good in space (it's as good as an XO in this case). You jumping in a viper is probably my second choice, but it's definitely a distant second.
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Ozle

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Re: Battlestar Galactica (Turn 1)
« Reply #359 on: March 11, 2013, 01:47:25 pm »

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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #360 on: March 11, 2013, 02:34:02 pm »

Vote Ozle

With this PBF the (2003) TV series has been playing in my head as well. I keep trying to pinpoint why I loved it so much. Maybe because it was so ominous. You always knew there would eventually be some sort of happy ending, but it always felt like it was years away, never around the corner.

Cylon takeover of New Caprica was such an inevitable downer and it lasted for what seemed like an eternity.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #361 on: March 11, 2013, 03:17:06 pm »

Ouch. I'm guessing those top 3 are the 3 you wanted to keep, Baltar?
Yep, that hurts...

Just saw  this, last post was on phone so I missed it.

Yeah, those were some monsters there, esp the 6.
Yeah, firing 2 vipers is way better than you firing yourself because it gets me out of sickbay, and I need to get on your turn or Jorbles's or I draw only card. And we get a pilot in the air in any case. (I am also the CAG, so i'm a bit more useful out there).
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #362 on: March 11, 2013, 06:01:25 pm »

only one card*.

To make it more clear- it's way better to activate command, launch a Mark II and Mark VII, that way we still get a pilot in air, I get out of sickbay and we get extra action due to my CAGness.
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #363 on: March 11, 2013, 06:02:13 pm »

just because that gets Apollo out of sickbay thanks to his ability

hm? I don't know what you are refering to, but it sounds good.

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Re: Battlestar Galactica (Turn 1)
« Reply #364 on: March 11, 2013, 06:08:11 pm »

just because that gets Apollo out of sickbay thanks to his ability

hm? I don't know what you are refering to, but it sounds good.

My first ability says:
"Alert Viper Pilot -- When a Viper is placed in a space area from the Reserves, you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the Brig."

So, if you go to command, and launch a Mark II and Mark VII, I can choose to pilot Mark VII and hence, get out of the Sickbay.
I can than use my CAG card to activate that one viper in sector 6 and escort a civie, and than move to 4.

You can move to 4 too, but than I stay in sickbay which is bad. (and we don't escort anything).
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #365 on: March 11, 2013, 06:16:24 pm »

Yeah. Makes sense. One thing I don't understand yet. Why a Mark II and a Mark VII and not 2 Mark VIIs or 2 Mark IIs?

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Re: Battlestar Galactica (Turn 1)
« Reply #366 on: March 11, 2013, 06:22:46 pm »

Yeah. Makes sense. One thing I don't understand yet. Why a Mark II and a Mark VII and not 2 Mark VIIs or 2 Mark IIs?

You want to leave one Mark VII in so you can launch in it, if needed. :)
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #367 on: March 11, 2013, 06:23:10 pm »

Mark VII is generally better than Mark II, to be clear.
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #368 on: March 11, 2013, 06:28:38 pm »



## Go to the Command and start a Mark II and a Mark VII viper

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Re: Battlestar Galactica (Turn 1)
« Reply #369 on: March 11, 2013, 06:35:17 pm »

Where to? Which one first (yes this does matter)?
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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.

Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #370 on: March 11, 2013, 06:36:34 pm »

Probably both are best at 5, methihnks.
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #371 on: March 11, 2013, 06:50:05 pm »



I can put them either at 5 or at 6, then 5 makes more sense, methinks too.
I don't know how order could matter though.

## Go to the Command and start a Mark II and a Mark VII viper (in this order) to space 5

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Re: Battlestar Galactica (Turn 1)
« Reply #372 on: March 11, 2013, 06:58:53 pm »

Well strictly speaking, I should make you wait until you've launched the first before the second. It's mainly because Apollo could jump into the second, then reveal or other crazy stuff etc. etc.
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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 #373 on: March 11, 2013, 07:01:08 pm »

Sorry :( I'm trying to learn.

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Re: Battlestar Galactica (Turn 1)
« Reply #374 on: March 11, 2013, 07:03:48 pm »

##Use AVP to launch into Mark II and take another action
##Use CAG to activate unmanned in 6 and take another action
## move to 4
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