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Perhaps we should just jump and hope to SP/Calculations our way around the population hit? Then take any 2 distance destination that we can, and try and hold out for one last jump? Of course, fail the dice roll and we lose. If someone hs SP, together with Calculations we'd have a safe range of... 4-8. About 2/3 chance of not losing instantly. Hm.
 
Perhaps we should just jump and hope to SP/Calculations our way around the population hit? Then take any 2 distance destination that we can, and try and hold out for one last jump? Of course, fail the dice roll and we lose. If someone hs SP, together with Calculations we'd have a safe range of... 4-8. About 2/3 chance of not losing instantly. Hm.

Try again. It a D8, so that makes it a 1/2 chance. Do note that Jopi can not run FTL control as per his drawback.
 
4-8 is 5 out of 8 possibilities, or 0.625.

But yeah, I missed his drawback.

Yea my mistake. But that depends on you getting a Calculations. Without it, it only 50% and without the SP, even with the Cal it not in your favor by a lot. only a 6-8 is good enough, making it a 2/3 chance of failing.
 
Yea my mistake. But that depends on you getting a Calculations. Without it, it only 50% and without the SP, even with the Cal it not in your favor by a lot. only a 6-8 is good enough, making it a 2/3 chance of failing.

Considering I preloaded Calcuations on the quorum card I played... But yes, obviously it would only work with SP. And with Jopi's drawback, it won't work at all. That means that unless he XOs me in his proper turn we're going to have to wait for me anyway, by which time hopefully we'll have more jump prep from the crisis in Jopi's turn.
 
Considering I preloaded Calcuations on the quorum card I played... But yes, obviously it would only work with SP. And with Jopi's drawback, it won't work at all. That means that unless he XOs me in his proper turn we're going to have to wait for me anyway, by which time hopefully we'll have more jump prep from the crisis in Jopi's turn.

And hopefully you also don't have a raider activation, as that would very likely be instant lose for you. Given that half the crisis have activate raiders...
 
True. If he's not expecting to XO me in his second turn, he can move the civvies in Delta, but the one in Echo is gone. Unless he moves civvies in both his turns and ignores the boarders for now. We're only going to get one raider activation at most before my turn, and as long as we also get jump prep that's ok.

Of course, the crisis itself could be something along the lines of "die horribly".
 
True. If he's not expecting to XO me in his second turn, he can move the civvies in Delta, but the one in Echo is gone. Unless he moves civvies in both his turns and ignores the boarders for now. We're only going to get one raider activation at most before my turn, and as long as we also get jump prep that's ok.

Of course, the crisis itself could be something along the lines of "die horribly".

Given that all we cylons need to make it die horribly is a skill test... Unless the pass effect gives population you likely in trouble.
 
Right, then. This looks pretty bad. I guess my only chance is to move the Civilians in Delta to Charlie and hope for the best.

Move to Communications; look at the civilians in Delta; if they have resources, move them to Charlie; be lucky.
 
Be lucky is a very good order. We should use it more often.

Preload: Be lucky for my next turn.
 
Right, then. This looks pretty bad. I guess my only chance is to move the Civilians in Delta to Charlie and hope for the best.

Move to Communications; look at the civilians in Delta; if they have resources, move them to Charlie; be lucky.

IF you can, you might as well preload your turn Jopi as you are up now given there is no crisis...
 
IF you can, you might as well preload your turn Jopi as you are up now given there is no crisis...

Possibly. It may depend on whether he's waiting to see if he gets an XO, SP or other card that may significantly alter his options.
 
Possibly. It may depend on whether he's waiting to see if he gets an XO, SP or other card that may significantly alter his options.

I don't see that much changing when you take that into effect. After all, if I have a an XO but not an SP do X, but if I have both do Y and if I have neither do Z is a perfectly valid preload...
 
I don't see that much changing when you take that into effect. After all, if I have a an XO but not an SP do X, but if I have both do Y and if I have neither do Z is a perfectly valid preload...

I sent one of those with my last preload, and J-L only posts the relevant parts, so others don't know what you would have done otherwise.
 
Civvie A is left in delta and civvie B is moved to charlie.


Turn 33


Code:
[b][u]Player Status[/u][/b]
[i]Bolded player has the turn.[/i]


[COLOR="Red"]1: EL ~ Callandra "Cally" Tyrol   [7][/COLOR]
2: TNT ~ Louanne "Kat" Katraine  [10]
[B]3: Jopi ~ Helena Cain  [3+5,2N][/B]
4: Kiwi ~ "Chief" Galen Tyrol   [9,4Q]
5: Kingepyon ~ Laura Roslin [10]

Destiny Deck [6]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       6/8

[b]Food[/b]       03/08      [b]Vipers[/b]         0 Active, 6 in Reserve, 2 Damaged
[b]Fuel[/b]       06/08      [b]Raptors[/b]        0 in Reserve
[b]Morale[/b]     03/10      [b]Jump Prep[/b]      4/5 (Can jump risk 3)
[b]Population[/b] 03/12      [b]Cylon Boarding[/b] 1 at 1 and 1 at 2.  (die at 5)

Reserve   Civs  3
Active    Civs  3
Destroyed Civs  6

Ships and Resources Remaining
-- 1 Pop            x3
-- 1 Pop & 1 Morale x0
-- 2 Pop            x1
-- 1 Pop & 1 Fuel   x1
-- Empty            x1
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
Code:
[b]Galactica[/b]  (0/6 Damage)
[i]FTL Control[/i] 
[i]Weapons Control[/i]
[i]Command[/i]  
[i]Communications[/i]  ~ Jopi Admiral Helena Cain
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] 
[i]Armory[/i]  
[i]Sickbay[/i] 
[i]Brig[/i] ~  Kingepyon Roslin, ~TNT Kat 

[b]Pegasus[/b] (4/4 Damage)
[COLOR="Red"][i]Pegasus CIC[/i]  [/COLOR]
[COLOR="Red"][i]Airlock[/i][/COLOR]
[COLOR="Red"][i]Main Batteries[/i] [/COLOR]
[COLOR="Red"][i]Engine Room[/i][/COLOR]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i] 
[i]President’s Office[/i] ~ Kiwi President Chief 
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i] [COLOR="Red"]~ EL Cally[/COLOR]
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i] 

[b]Off-ship[/b]

Code:
\      BRAVO   |   CHARLIE    /  
 \             | Civvie      /
  \ Basestar   |            /
   \           |           /
    \ Rdrs x3  |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P  Basestar   \|/ Civvie      L
H             /|\ Rdrs x5     T
A  Rdrs x3   / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    / Rdrs x1  | Rdrs x4  \
   /           | Civvie    \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \


Alpha Basestar has disabled weapons.
Civvie A is in delta and B is in charlie.

Action queue:
GM~Stuff
Jopi~turn


Preloaded Fire an XO back at TNT if practicable. Practicable it is. XO-1