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#211
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Ah, gotcha.
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#212
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You know, I shuffled the deck 3 times, then saw this come up. I thought, do I shuffle again to give them a break, or leave it to show just how brutal BSG can be. Guess which one I chose.
Crisis Step Admiral, the Cylons must have an inside source telling us where we're jumping to! Lt. Gaeta, hop over to the brig for interrogation! Heavy Assault Cylon Attack Step 1: Activate Raiders, Step 2, Setup: Bow: basestar, Starboard-Bow: basestar, Aft: civvy, Port-Aft: civvy, Port-Bow: civvy, viper. Step 3: Special Rule: Heavy Bombardment, each Basestar immediately attacks Galactica. Jump Prep: no With no Raiders on the board, Step 1 is ignored. Apollo, would you like to jump into the Viper? If so, what's your second action? Basestar 1 attacks: 8, a hit. Command is damaged again. Basestar 2 attacks: 5, a hit. Hanger Deck is damaged. Boomer, you're sent to Sickbay (and Apollo if he wants to stay behind). |
#213
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Turn 11, Boomer
Character Locations and Current Hand Size Destiny Deck: 4 cards Quorum Hand: 3 cards Boomer: Sickbay, 2 cards Admiral Helo: FTL Control, 4 cards President Baltar: President's Office, 5 cards Apollo: Port-Bow (for now), 5 cards Chief: FTL Control, 8 cards Board Status Galactica: 5/6, Armory damaged Colonial One: Rocking Civilian Ships: 12/12, 0 in play Raptors: 4 Vipers: (1 in play, 4 in reserves, 2 damaged, 1 destroyed) Resource Dials (Fuel, Food, Morale, Population: 6, 9, 8, 10 Jump Prep: [start] [X] [X] [-3] [-1] [auto] Boarding Party: nonexistent Distance: 2 Ship locations Bow of Galactica: Basestar Port-Bow: Manned Viper (Apollo), Civvy Port-Aft: Civvy Aft: Civvy Starboard-Aft: Clear Starboard-Bow: Basestar Boomer, since you're in Sickbay from the explosive decompression in the Hanger Deck, you only get 1 skill card this turn. What category would you like to take from? |
#214
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Aw, should've waited till my turn to jump!
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#215
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Wouldn't have helped, since Thirty-Three was shuffled back in the deck. On the second shuffle the top card was a different Cylon Attack, and I said to myself, "good thing they get another shuffle, having an attack come right after a jump can be devastating". And here we are.
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#216
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Well frak, that's shitty luck.
I really hope you can fix Hangar, Boomer. If not I hope you're drawing blue. |
#217
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Quote:
Can this game cut me a break, please? |
#218
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Frack it all to hell, yeah I'll jump in to the Viper that's out there. Then I'll fly out to the nearest Basestar.
You know, the one good thing about this is that we haven't had a whole lot of resource drain, plus these Cylon attacks haven't been too bad. Knock on wood. |
#219
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This one looks worse than it is. There's no raiders, and Galactica's guns are still working. It's good to fly around, but Galactica is the best way to take down basestars.
Plus your Admiral still has his nukes. |
#220
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Can Vipers pick up Civvy ships in the base game? Because I didn't actually consider the possibility that they can't.
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#221
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Pick up, as in remove from the board? I'm pretty sure civvies are on the board till you jump. I wasn't aware that changed in any expansion. Unless the new-model Vipers can do it.
Looked it up, it's an Exodus rule used when playing with the Cylon Fleet option. |
#222
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You have to activate Communications to move ships around. You pick 2, I'll assign values to them and let you know, then you can move them to adjacent spaces.
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#223
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Yeah, I guess I was referring to an Exodus thing, but that's also good to know.
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#224
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You were. In Exodus, when the fleet jumps the civvies stay on the board, then a pilot with the new CAG (captain of the air group) role has to escort them to safety. With both of the expansions, they add a ton more regular skill cards, so there can be more rounds in between cylon attacks. Base BSG is probably harder than with Pegasus, but the Cylon Fleet of Exodus is probably on par or harder.
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#225
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Do I get to leave sickbay? I can't remember.
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#226
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Sickbay only limits your card draws at turn's start. You can move out of it at will.
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#227
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Fellow non-cylons! Should I go to Weapons Control to attack the Basestars, or repair the Hangar Deck?
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#228
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Shooting the Basestar I'm not camping at may disable it in some way, but there's also a chance that you'll fail. We are starting to get a touch damagEd though.
So I'd probably say Basestar, but either would be fine. |
#229
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Repair! We'll want to be able to launch Vipers if more Raiders show up.
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#230
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#231
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I, uh, I trust my VP to make the right choice.
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#232
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I think I'll take a shot at the Basestar off the starboard bow and politely ask my fellow humans to executive order me to do it again (and again)
7! Basestar is damaged |
#233
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Alright, basestar is damaged, with... 2 hits! One more hit, and the Basestar is gone for good.
On to Crisis Step! |
#234
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Crisis Step
What's that, President? You say something's going on in the Research Lab? But how do you know all the way over in Colonial One? Detector Sabotage Check of 8, Green and Purple (Lea, Tac) Pass: No Effect, Fail: All characters at the Research Lab are sent to Sickbay. Keep card in play, players may not look at other players loyalty cards. Heavy Raiders Activated, both Basestars launch one Heavy. Jump Prep: Yes Contribution Order: Destiny: 2 Cards Helo: 3 cards Baltar: 1 card Apollo: 1 card Chief: Boomer: 0 cards Last edited by John; 09-17-2011 at 08:23 AM. |
#235
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Putting in three cards.
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#236
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Nothing to offer
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#237
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I got one card.
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#238
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Apollo added in one tiny card.
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#239
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Waiting on PM contribution from Baltar, and Chief to make up his mind.
Last edited by John; 09-17-2011 at 10:06 AM. |
#240
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Chief should be off his road trip to the casino planet soon, and will be posting this afternoon.
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