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While Cylon Leader can spike the destiny, but he haven't drawn treachery yet so there is no way he would know what colors are bad for this crisis ahead of time.

You're assuming the top DD cards didn't already have tre.

You're also assuming I spiked it. I could have also stuck a few Pol cards into it, and now almost anything you do could really overshoot it.

Edit: It's more fun doing a bit of helping and a bit of sabotaging. That way, you never know what I'm going to do.

Also, I would suggest putting a few extra cards into this check :) DD isn't exactly nice.
 
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You're assuming the top DD cards didn't already have tre.

You're also assuming I spiked it. I could have also stuck a few Pol cards into it, and now almost anything you do could really overshoot it.

So let's just say you are not helping humans at all and just asking to be Brigged (not executed just in case you have the "show their true nature" agenda).

EDIT: I was drafting a much bigger reply but then after I finish writing I don't see much of a point. If the Cylon Leader is helping he would regardless what I say and vice versa.
 
I could provide 2 weak. Having said that, if a Raider activation comes up on randy's crisis that could end very badly for us. Alternatively randy could XO me on his turn but I don't know if he is willing to risk 3 activations in a row.
 
That sounds like the perfect place for a preventative policy, to be honest. Though perhaps tnt should have moved out of the way first :p
Why didn't we do something against the raiders this turn in the first place, by the way?
 
Looks like we are going for plan B (everyone contributing whatever they could), in that case an IC would be useful, hence:

Play Politics-3 (Investigative Committee)

GM, sorry if this is kind of played late, I wasn't sure whether I was going to solo this check with Guts and Initiative so I was waiting to see whether others can contribute at all. Let me know if this is not good and I will make sure next time I will play this as soon as the crisis pops up. In real life games we would normally talk about what to do before we start the check, which is made more difficult with this being played over the forum, so in some ways it is hard to ask for other people's opinion before playing investigative committee if we want to make sure it is played before anyone contributing cards.

EDIT: Investigative Committee is in play, please puts your contribution in face up.
 
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That sounds like the perfect place for a preventative policy, to be honest. Though perhaps tnt should have moved out of the way first :p
Why didn't we do something against the raiders this turn in the first place, by the way?

Because TNT doesn't have Max firepower so the only way we can have a chance to clear out those 3 raiders is with me moving to Main Batteries or you going to Main Batteries via my XO. The first plan means I won't be able to go back to President's Office for a long while and the second plan means I have to next-O you, which is something I am hesitant to do while we are still on our first turns.

EDIT: Remember we are NOT playing with Cylon Fleet Board, as a result the next jump track would mean we jump and the raiders will all go home, so it would be good if Cally can use the engine room. It would allow us to jump out when the next Crisis hits and all the Cylon fleet would disappear.

Rules question: I only played without Cylon Fleet Board once, so what happens if by chance Cally pulls a Cylon attack crisis after using control room during her turn? I know all Cylon attack crisis doesn't have jump tracks but can engine room over-ride that?
 
## Still playing 0 cards

edit:

Because TNT doesn't have Max firepower so the only way we can have a chance to clear out those 3 raiders is with me moving to Main Batteries or you going to Main Batteries via my XO.

Two shots at 3 raiders from TNT at least should thin the herd a bit. Taking all of them out isn't necessary, making sure the numbers don't grow to unmanagable size is.

The first plan means I won't be able to go back to President's Office for a long while and the second plan means I have to next-O you, which is something I am hesitant to do while we are still on our first turns.

Hmm, I guess that is understandable. The sentiment is pretty much likewise.

EDIT: Remember we are NOT playing with Cylon Fleet Board, as a result the next jump track would mean we jump and the raiders will all go home, so it would be good if Cally can use the engine room. It would allow us to jump out when the next Crisis hits and all the Cylon fleet would disappear.

Heh, I hadn't noticed that.
It depends a bit on my hand though - scouting might also be an option here. The engine room still eats two cards..

Rules question: I only played without Cylon Fleet Board once, so what happens if by chance Cally pulls a Cylon attack crisis after using control room during her turn? I know all Cylon attack crisis doesn't have jump tracks but can engine room over-ride that?

The engine room doesn't distinguish between types of crisis, now does it?
Frankly, if I activate the engine room that situation sounds pretty much ideal. Crisis jumps in a bunch of cylon ships, the jump icon makes us jump the hell away before these guys can even blink :D
 
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Because TNT doesn't have Max firepower so the only way we can have a chance to clear out those 3 raiders is with me moving to Main Batteries or you going to Main Batteries via my XO. The first plan means I won't be able to go back to President's Office for a long while and the second plan means I have to next-O you, which is something I am hesitant to do while we are still on our first turns.

Why would we have to completely clear the raiders? Reducing them by 2 should be more than sufficient to ensure that the civvies stay safe before a jump.

Also I am not a fan of the engine room option as those 2 cards + 1 card to move to Pegasus can just as easily be completely wasted. I'd rather see something more useful like e.g. Launch Scout if he doesn't want to XO me (which I don't expect).

As glasszon has talked about soloing the check with G&I and E_L has put in 2 strongs already it should not be a problem for me to hang on to my cards in case the raiders get activated in the near future.

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Why would we have to completely clear the raiders? Reducing them by 2 should be more than sufficient to ensure that the civvies stay safe before a jump.

Also I am not a fan of the engine room option as those 2 cards + 1 card to move to Pegasus can just as easily be completely wasted. I'd rather see something more useful like e.g. Launch Scout if he doesn't want to XO me (which I don't expect).

As glasszon has talked about soloing the check with G&I and E_L has put in 2 strongs already it should not be a problem for me to hang on to my cards in case the raiders get activated in the near future.

0 cards

If you do have two EM then chances are you should be able to stay alive against 2 raiders until your turn. At most it will be 1 raider activation before your turn and without extreme cylon manager interference, I don't see how 3 raiders can knock you down in 1 round when you have two EM. (Don't forget the reroll after EM have a -2 modifier to manned vipers)

Leoben says the destiny will be heavily against us, if this is true then I might have to unload my hand to pass this Crisis. I will wait for EL to announce what he puts in (since IC is in play) before I will add to this skill check, the whole point of IC was avoiding us to overkill on important Crisis (and avoid spiking by unrevealed Cylons)

I do agree with TNT about Launch Scouts, the only drawback I can see is if Cally is a Cylon, then she can bury a good Crisis where Engine Room's use is 100% pro-human with no way of sabotage.
 
I do agree with TNT about Launch Scouts, the only drawback I can see is if Cally is a Cylon, then she can bury a good Crisis where Engine Room's use is 100% pro-human with no way of sabotage.

Since I'm not a Cylon you have nothing to worry about there :rolleyes:
Frankly though it really highly depends on what I draw..

Speaking of which: Mr. GM, since I have stated my play already, can I get my draw for this turn so that I can preload? Thanks :)

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Leoben says the destiny will be heavily against us, if this is true then I might have to unload my hand to pass this Crisis. I will wait for EL to announce what he puts in (since IC is in play) before I will add to this skill check, the whole point of IC was avoiding us to overkill on important Crisis (and avoid spiking by unrevealed Cylons).

Ok, I may be a tad lazy here: What colours were in the previous check when he said that the DD was against us, and what did he draw to begin with?
Someone may be able to puzzle out what colours he could have put in here ..
 
TNT essentially Solo'ed this check, so my contribution will be quite light, if the destiny is more than -6 than the Cylon leader got seriously lucked out:
Play into skill check:
Leadership-2 (Executive Order)
Politics-1 (Consolidate Power)
Politics-1 (Consolidate Power)


## Preload Declare Emergency if required.
 
tnt essentially solo'ed this check, so my contribution will be quite light, if the destiny is more than -6 than the cylon leader got seriously lucked out:
play into skill check:
Leadership-2 (executive order)
politics-1 (consolidate power)
politics-1 (consolidate power)


## preload declare emergency if required.

tnt = el?
 
Since I'm not a Cylon you have nothing to worry about there :rolleyes:
Ok, I may be a tad lazy here: What colours were in the previous check when he said that the DD was against us, and what did he draw to begin with?
Someone may be able to puzzle out what colours he could have put in here ..

He draw 1 Pol and 1 Eng for both his starting hand and his first turn draw. Since he haven't drawn treachery there really isn't any way to spike future checks since treachery is the only card that is always negative for crisis skill checks (without at any cost). So if I were in his position most likely I would just look at destiny, pick up the good cards and leave the bad cards behind.

This is the first skill check that have the destiny seen by him since it is still in his first turn, so this is the first time we can test how truthful he is.
 
TNT essentially Solo'ed this check, so my contribution will be quite light, if the destiny is more than -6 than the Cylon leader got seriously lucked out:
Play into skill check:
Leadership-2 (Executive Order)
Politics-1 (Consolidate Power)
Politics-1 (Consolidate Power)


## Preload Declare Emergency if required.

Naw, now that everyone played, I can tell you that destiny deck is an even 0 :p

Though, if I didn't take that lovely card from it, I think it would have been heavily negative.