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Author Topic: Battlestar Galactica (Round 7)  (Read 127009 times)

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WinterSpartan

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Re: Battlestar Galactica (Turn 2)
« Reply #550 on: March 19, 2013, 08:59:22 am »

In other words, Zarek, aren't you supposted to be on a Quorum meeting? Leave the flying to the vets, please.

Sorry - had 5 and 6 backwards mentally.

I'd love to be in on a Quorum meeting, but Baltar changed the locks on me. So I stand here and tell stories to the news networks all day. They say there's no such thing as bad publicity, but I remain skeptical.

Have I told you all about my friends from the Soylent Green corporation yet? If food stocks get low, I may be able to convince them to fire up production again. The media would be the first to tour their facility, of course...
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Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #551 on: March 19, 2013, 09:17:04 am »

In other words, Zarek, aren't you supposted to be on a Quorum meeting? Leave the flying to the vets, please.

Sorry - had 5 and 6 backwards mentally.

I'd love to be in on a Quorum meeting, but Baltar changed the locks on me. So I stand here and tell stories to the news networks all day. They say there's no such thing as bad publicity, but I remain skeptical.

Have I told you all about my friends from the Soylent Green corporation yet? If food stocks get low, I may be able to convince them to fire up production again. The media would be the first to tour their facility, of course...


Front of Galactica is 1, than you proceed clockwise with numbers.
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Qvist

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Re: Battlestar Galactica (Turn 2)
« Reply #552 on: March 19, 2013, 09:20:43 am »



VII in 6, II in 5.

So be it.
## Activate Command twice and launch a Viper MK-VII in space 6 and a Viper MK-II in space 5

Davio

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Re: Battlestar Galactica (Turn 2)
« Reply #553 on: March 19, 2013, 09:21:31 am »

You get two activations per use of Command, right?

So you could shoot out even more Vipers.
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Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #554 on: March 19, 2013, 09:25:23 am »

#Jump Mk VII
#Use CAG to activate the unmanned in Sector 5 to escort the civilian ship
#USE TAC Launch Scout - 1
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Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #555 on: March 19, 2013, 09:25:31 am »

#Jump in the other viper
#Use CAG to activate the unmanned to escort the civie
#USE TAC Launch Scout - 1
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Qvist

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Re: Battlestar Galactica (Turn 2)
« Reply #556 on: March 19, 2013, 09:25:57 am »

You get two activations per use of Command, right?

So you could shoot out even more Vipers.

Oh man, I still have to look up the locations like a million times. I forgot about the "twice" clause.
Would that make sense to send out 2 more vipers? I guess it then would be 2 more MK-II as we only have one MK-VII left.

Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #557 on: March 19, 2013, 09:26:12 am »

Ugh, third time the charm:

#Jump Mk VII
#Use CAG to activate the unmanned in Sector 5 to escort the civilian ship
#USE TAC Launch Scout - 1
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Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #558 on: March 19, 2013, 09:26:58 am »

That is, I can do that only if you sent out Mark II first, I guess.
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Re: Battlestar Galactica (Turn 2)
« Reply #559 on: March 19, 2013, 09:32:04 am »

Launch Scout 3+: 1d8 : 8, total 8
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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 2)
« Reply #560 on: March 19, 2013, 09:32:13 am »

Destinations or Crisis?
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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 2)
« Reply #561 on: March 19, 2013, 09:33:01 am »

O always forget I can do destinations... We need a 2 to get to sleepers..

Let's just to Crisis.
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Re: Battlestar Galactica (Turn 2)
« Reply #562 on: March 19, 2013, 09:40:16 am »

Apollo leaves the crisis on top.

Boomer has one more action
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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 2)
« Reply #563 on: March 19, 2013, 09:46:24 am »

You get two activations per use of Command, right?

So you could shoot out even more Vipers.

Oh man, I still have to look up the locations like a million times. I forgot about the "twice" clause.
Would that make sense to send out 2 more vipers? I guess it then would be 2 more MK-II as we only have one MK-VII left.

I'd send out one more and move the Mk. II that's already out to Sector 4 (where the civilian is).
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Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #564 on: March 19, 2013, 09:51:38 am »

I though we agreed that you leave the birds to the pros?

That being said, Zarek is right.
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Qvist

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Re: Battlestar Galactica (Turn 2)
« Reply #565 on: March 19, 2013, 11:36:48 am »



I currently fell more being played than playing. I hope it gets better soon. But what you say makes more sense, so here you go.
## Activate the Command another time and launch a MK-II in sector 5 and then move it to sector 4.

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Re: Battlestar Galactica (Turn 2)
« Reply #566 on: March 19, 2013, 12:28:13 pm »

"I've planted a nuclear warhead aboard one of your ships." - Leoben Conoy

CRISIS: Bomb Threat

Current Player Chooses
Skill check: POL/LEA/TAC = 13
PASS: No Effect
FAIL: -1 Morale and draw a civilian ship and destroy it.

OR

Roll a die; on a 4 or less, trigger the FAIL condition of this Crisis.

POST CRISIS: Activate Raiders, +1 Jump Prep

Adama, how would you like to handle the Bomb Threat?
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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 2)
« Reply #567 on: March 19, 2013, 12:34:28 pm »

FWIW, I left it on top cuz it had Jump. I hate burying jumps.
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Davio

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Re: Battlestar Galactica (Turn 2)
« Reply #568 on: March 19, 2013, 02:34:22 pm »

I could contribute pretty well to the skill check.

On the other hand I can make the die roll less scary, thoughts?
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theorel

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Re: Battlestar Galactica (Turn 2)
« Reply #569 on: March 19, 2013, 03:04:51 pm »

I think the check should be doable, and I don't see a good reason to risk even a 1/4 chance of morale loss/civvie destruction when we don't have to.
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Davio

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Re: Battlestar Galactica (Turn 2)
« Reply #570 on: March 19, 2013, 03:16:17 pm »

 ## Take the skill check, pass on interrupts
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theorel

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Re: Battlestar Galactica (Turn 2)
« Reply #571 on: March 19, 2013, 03:20:28 pm »

Oooh, I'll play...no how about...okay fine I'll ##pass on everything...hoarding my skill cards for the good of the fleet.  (or y'know not having any :P)

Yay, I get to draw some cards soon...maybe I won't have to discard them all immediately this time.
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Grujah

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Re: Battlestar Galactica (Turn 2)
« Reply #572 on: March 19, 2013, 03:35:47 pm »

££pass on interrupts
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Re: Battlestar Galactica (Turn 2)
« Reply #573 on: March 19, 2013, 03:41:39 pm »

Quote from: INTERRUPT Token
Bomb Threat  13 YGP
   
Please Post or PM for any of the following:
Investigative Committee
Scientific Research
Pass

Remember, Adama's Inspirational Leadership is in effect
Chief:
Apollo: Pass
Zarek:
Adama: Pass
Baltar: Pass (no cards)
Boomer:
 
Consider CO's for the following:
Declare Emergency
Skill Check itself
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?
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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.

Jorbles

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Re: Battlestar Galactica (Turn 2)
« Reply #574 on: March 19, 2013, 03:42:39 pm »

Should I use my IC here?
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