Scoop, given Grund leaving that card on top it may be interesting to use the Human fleet location to take a look at it and either leave it there (unlikely) or move it to the bottom of the deck. I'd suggest either that or the basestar bridge to place more raiders then decrease the jump/increase the pusuit tracks. I think I'd risk the crisis being good for them and go ahead and place the raider in zone 4 and then hitting the jump/pusuit. If the pursuit track goes up then all our friends come out to play and if the crisis activates the raiders.......fun fun fun.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
Cylon Helo/Scoop will move to to the Basestar Bridge and perform the following:
1. Place 3 raiders in Sector 4 on the cylon fleet pursuit board.
2. Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1.
Cylon Helo rolls an 8 his Basestar bridge roll, causing the pursuit track to increase to position 5, causing all Cylon Fleet board ships to jump to the Galactica board.
Apollo must choose 1 skill card since he started his turn in sickbay.
Zurai, I'd strongly recommend drawing a leadership card, to get executive order. Though if you already have an executive order card, then whatever's fine.
Grund, do you have a repair card? The ideal turn would be for Apollo (after moving) to executive order Boomer, and then Boomer then repairs the FTL control and then immediately jumps.
If there's no executive order and/or no repair, then I'll have to rethink.
El Guapo wrote:Zurai, I'd strongly recommend drawing a leadership card, to get executive order. Though if you already have an executive order card, then whatever's fine.
Grund, do you have a repair card? The ideal turn would be for Apollo (after moving) to executive order Boomer, and then Boomer then repairs the FTL control and then immediately jumps.
If there's no executive order and/or no repair, then I'll have to rethink.
Seeing as Zurai has 0 cards I doubt he already has an XO.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
El Guapo wrote:Zurai, I'd strongly recommend drawing a leadership card, to get executive order. Though if you already have an executive order card, then whatever's fine.
Grund, do you have a repair card? The ideal turn would be for Apollo (after moving) to executive order Boomer, and then Boomer then repairs the FTL control and then immediately jumps.
If there's no executive order and/or no repair, then I'll have to rethink.
Seeing as Zurai has 0 cards I doubt he already has an XO.
That's his "hand size", not his "up his sleeve size".
Crap! Scoop, I just noticed you have a Super Crisis still. You need to keep that in mind in case there is a good time for you to play that in place of any other action on your turn.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
I guess if Boomer doesn't have a repair, probably the best thing if you do draw an XO would be to XO me, so that I get out of sickbay before my turn. I'd probably move to communications and move the two civvies that are immediately in harms way.
If no XO, probably either move to communications and move a couple civvies, or launch in a viper and do some CAG stuff to get vipers into place. And actually it'd be good to move the CAG title over to Boomer anyhow so that Apollos isn't clogging up three titles - ideally we'll get the CAG title to boomer and the President title over to me, and leave Apollo with the admiralty.
With that cough I don't know that you should be up and about, young woman. You need to stay put and get some rest.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
El Guapo wrote:Grund, do you have a repair card? The ideal turn would be for Apollo (after moving) to executive order Boomer, and then Boomer then repairs the FTL control and then immediately jumps.
Remus West wrote:Crap! Scoop, I just noticed you have a Super Crisis still. You need to keep that in mind in case there is a good time for you to play that in place of any other action on your turn.
Zurai, re: destinations, I think our best shot at winning is to choose a 3 distance destination even if it costs three fuel, and then just hope to hell that we jump again before we lose a fuel to a crisis.
That is, if a 3 distance destination is available.
I agree. Hopefully you have 2 distance 1s to choose from.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
Yeah, I think we have to gamble in order to win right now. My other option just doesn't give us much of a chance to win the game, IMO. This one's a real risk, but I think we have to take it.
CAGmiralident Apollo chooses the following destination:
Cylon Raiders
Distance: 3
Lose 2 fuel and place 3 raiders behind (sector 4) Galactica.
That gets us to distance 8 with 2 fuel remaining, but there's an extremely high chance we'll lose 1 civilian (which may have fuel or morale) in the near future and a decent chance we'll lose two.
Player hand sizes: 1. El Guapo - Tory: 2 2. Remus West - Cylon Cally: 4 3. Grundbegriff - Boomer: 2 4. Scoop20906 - Cylon Helo: 4 Supercrisis: 1 5. Zurai - Apollo: 0 Quorum: 0 6. Lars - Sympathetic Cylon Dee: 1
Ongoing Card effects:
Turn 41 Crisis: Keep Tabs on Visitor CURRENT PLAYER CHOOSES Skill Check: 12 - Politics, Leadership, and Tactics
Pass: No effect
Fail: Roll a die. if 4 or lower, -2 population. OR
The current player discards 4 random skill cards. Raiders Activate Jump Track Advancement
Apollo chooses to discard four of his nonexistent skill cards.
And, hey, jump advancement. Hopefully that ship isn't carrying fuel and isn't a party ship. We can afford to lose population and, to a lesser degree, food.
For Dee, I'd suggest leadership, engineering, and one other (tactics, I guess). An XO could be used on me (who could then launch Apollo out on a viper), or a repair card could be used to repair the Pegasus Engine room.
In any event, this turn should be very revealing in terms of what Dee's agenda is. Fingers crossed that it's "Join the Colonials"!
Yep. First raider shoots the civie then the other 2 move to sector 5.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
Great! -1 population is no problem. Oh, and my condolences to the families involved.
Also good news for Lars if his agenda is the "humans win and morale and population must be within 2 of each other" one.
Ideally if Dee draws an executive order, she can hit me with it, I can get out of sickbay, and then I can use command to both get Apollo into a viper in sector 5, and then he can use his ability and his CAG goodness to get some unmanned vipers out and get the CAG title to Boomer.
Though Dee fixing the Pegasus Engine Room is also appealing, naturally.