• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Anymore chit chat time needed before crisis?
 
Awesome. More fun choices for the players.:D


---------------------------
CRISIS: Rescue Mission



Admiral Chooses

-1 morale and the current player is moved to sickbay

OR

-1 fuel and destroy 1 raptor



Post-Crisis: Launch Nukes, +1 Jump Prep
---------------------------


Action Queue
Admiral Lord strange~decide which bad option to take.
Others~talk it over
 
Oh come on.....
So more experienced people, which is a better option?
I'm thinking the fuel and raptor...
 
Oh come on.....
So more experienced people, which is a better option?
I'm thinking the fuel and raptor...

Fuel and Raptor is good, we need to keep an eye on morale, well I don't recall using raptors that much in our last game.

Also I suggest that we have the basestar that is about to attack us shoot at Pegasus, we don't want to take the chance that we could lose the ability to early jump, should it hit us. That saved us one time last game, and will likely do it again this game.
 
I say we can spend a Raptor, but I am not experienced so dont trust me on it.
 
That's one annoying crisis.


Morale - "The new fuel" as Jopi said at some point. Without the Pegasus expansion this would be a nobrainer, go for morale, XO me back into the office before it's my turn again, and hopefully I draw an inspirational speech to get morale back up.
Fuel was a rather dire resource to lose as we have 8 fuel and destination cards tend to lose slightly less than 1 fuel per distance (on average, depends on what destinations are chosen of course).

In the expansion however fuel has become less of an issue. Not many crisis cards lose us fuel and the required distance is reduced to 7, making the target easier to hit.
Morale, on the other hand .. plenty of NC crisis cards hit morale. So many that Jopi was desperate to conserve morale last game, as in game 3 morale became rather low. That's what lost us the game in the end. (Well, that, and Jacob doing a triple-crisis-whammy at a time that nobody had any cards to play into them anymore :p)

If we choose morale we lose an XO and whatever card I need to lose to move back into the presidents office at a minimum, plus possibly a strategic planning for an inspirational speech. (Which would then have a decent chance to get us our morale back, though.)
Alternatively you could leave me in sickbay and I lose 3 cards on my turn draw as well as the card required to move back into the president's office. Plus the strat planning, etc.

Speaking of which:
## Draw TAC for my extra Baltar crisis skill draw please

If we choose fuel we lose a resource that is harder to regain, but is also less often targeted by crisis. The raptor is not really easily replaceble either. There are one or two crisis and maybe one destination that lets us regain it, but that's about it.
On the upside raptors rarely run out to begin with :)

Honestly there is a case for both choices. Both of them are annoyingly bad. ;-)
 
Also I suggest that we have the basestar that is about to attack us shoot at Pegasus, we don't want to take the chance that we could lose the ability to early jump, should it hit us. That saved us one time last game, and will likely do it again this game.

True. Besides, we have the chief over there. Good chance that whatever gets hit is something he can repair for us :)

## Preload target pegasus with the basestar.
 
Ok, I will go with the
Fuel and Raptor.

Hope this doesn't come back to bite us...
 
-1 fuel and 1 destroyed raptor it is. Cylon basestar fires. Roll of 3, colonial luck holds and no damage. Sorry to be brief. :eek:o


Turn 4

Player Status

Bolded player has the turn.

Kriszo -- Chief Tyrol [3]
Lord Strange -- Admiral Adama [5, 2N]
Randakar -- Baltar [6, 3Q]
Jopi -- Caprica 6 [1+2]
Eternaly Lost -- Helo [3]
Saintis -- Starbuck [2]

Destiny Deck [10]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       0/7

[b]Food[/b]       07/08      [b]Vipers[/b]         2 Active, 6 in Reserve, 0 Damaged
[b]Fuel[/b]       07/08      [b]Raptors[/b]        3 in Reserve
[b]Morale[/b]     10/10      [b]Jump Prep[/b]      3/5 (Cannot jump)
[b]Population[/b] 12/12      [b]Cylon Boarding[/b] None

Reserve   Civs 10
Active    Civs 2
Destroyed Civs 0

Ships and Resources Remaining
-- 1 Pop            x6
-- 1 Pop & 1 Morale x1
-- 2 Pop            x2
-- 1 Pop & 1 Fuel   x1
-- Empty            x2
-- 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] 
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] ~Saintis/Starbuck
[i]Armory[/i] 
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (1/4 Damage)
[i]Pegasus CIC[/i]  ~Lord Strange/Admiral Adama
[i]Airlock[/i]
[i]Main Batteries[/i] ~Kriszo/Chief
[i][COLOR="Red"]Engine Room[/COLOR][/i]<<boom
Code:
[b]Colonial One[/b] 
[i]Press Room[/i]
[i]President’s Office[/i] ~Randakar/President Baltar
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i]  --Jopi/Caprica 6
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i]

[b]Off-ship:N/A~Eternaly Lost/Helo[/b]

Code:
\      BRAVO   |   CHARLIE    /  
 \   Raider x1 |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P   Basestar  \|/   Civ x2    L
H             /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /   Viper    |   Viper    \
 /             |             \
/    FOXTROT   |   ECHO       \


Action queue:
GM~Stuff
Jopi-turn and card draw pick
 
I'll draw treachery. Instead of movement, I'll use my ability to draw a card from Baltar's hand, make him draw Treachery. Then, as my action, I activate Caprica.
 
You know Caprica, you disappoint me. That was .. predictable.
Regrettable of course .. but predictable.

baltar-and-six.jpg
 
You know Caprica, you disappoint me. That was .. predictable.
Regrettable of course .. but predictable.

baltar-and-six.jpg

Every crisis you face, every toil you must endure lifts you in the eyes of God. Can't you really see this, Gaius? I expected more from a man as gifted as you. Or is it that you do not want to see it? God has a plan for you, too, Gaius; even if you wish to close your eyes from it. You're special, Gaius. You know it, and have no doubt that God, too, sees it.
 
Lies! All lies! If Gods' plan is so great, why did it have to involve killing so many people?!
I am going to ignore you now.

---

Activating Caprica, for the record, means this:

Code:
[i]Caprica[/i]
[B]Action[/B]: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, 
and bury the other on the bottom of the deck. 
Cylon Activations are not triggered after this Crisis.
 
Jacob send me my new card. Jopi took a strong card from me, but that was kinda unavoidable I guess ;-)
Now the waiting is for Jopi, I presume.
 
Jacob sent me my new card. Jopi took a strong card from me, but that was kinda unavoidable I guess ;-)
Now the waiting is for Jopi, I presume.
Yeah jopi needs to pick his crisis.
 
Yeah jopi needs to pick his crisis.

We are effectily getting three crisis in a row now right? Jopi picks one of the two he drew, We get a crisis at the end of his turn and then I draw and we then get another crisis becuase I skip my first turn right?
 
We are effectily getting three crisis in a row now right? Jopi picks one of the two he drew, We get a crisis at the end of his turn and then I draw and we then get another crisis becuase I skip my first turn right?

No. We get 1 crisis chosen by Jopi from the 2 drawn, but he's a cylon - cylons don't draw any crisis cards unless they use the Caprica location (or the NC equivalent) or are infiltrating the fleet.

After that crisis it's your turn. You draw skill cards as normal, and then we get your crisis.
It sucks a bit though, Jopi doesn't seem like the helpful type of Cylon leader so he's bound to throw something nasty at us, and since you don't get an action we may have to suffer an activation on your turn without us being able to do anything about it.
If he gets anything nasty, that is..
 
Let's give you a chance to re-evaluate your last decision :D

Code:
CRISIS: Rescue Mission


Admiral Chooses

-1 morale and the current player is moved to sickbay

OR

-1 fuel and destroy 1 raptor.


Post-Crisis: Activate Raiders, +1 Jump Prep
 
Last edited: