• 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.
-1 food taken.

raider added to 8.

+1 Jump Prep.

Kingepyon draws Tactics/2, Piloting/2, Engineering/1
Tac Deck is shuffled.


Turn 27

Code:
[b][u]Player Status[/u][/b]
[i]Bolded player has the turn.[/i]
1. Jopi: President CAG Admiral Saul Tigh [9+2N+3Q] OPG USED
2. [b]Kingepyon : Starbuck [2+5][/b]
3. [color=red]Capt. Kiwi : "Chief" Galen Tyrol [6][/color]
4. [color=red]glasszon : Tory Foster [3+1S][/color]
5. Trinitrotoluen: "Kat" [10]  


Destiny Deck [02]

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

[b]Food[/b]       [COLOR="lime"]05/08[/COLOR]      [b]Vipers[/b]         0 Active, 3 in Reserve, 3 Damaged
[b]Fuel[/b]       [COLOR="lime"]05/08[/COLOR]      [b]Vipers VII[/b]     0 Active, 0 in Reserve, 4 Damaged
[b]Morale[/b]     [COLOR="lime"]08/10[/COLOR]      [b]Raptors[/b]        1 in Reserve
[b]Population[/b] [COLOR="red"]05/12[/COLOR]      

Cylon Boarding [1] - [COLOR="yellow"][ ][/COLOR]    - [COLOR="DarkOrange"][ ][/COLOR] - [COLOR="red"][ ][/COLOR]    -          [COLOR="Red"] [ DEATH  ][/COLOR]
Pursuit Track  [ ] - [COLOR="yellow"][ ] 1c[/COLOR] - [COLOR="DarkOrange"][ ][/COLOR] - [COLOR="red"][X] 2c[/COLOR] -          [COLOR="Red"] [ ATTACK ][/COLOR]
Jump Prep      [ ] - [COLOR="wheat"][ ][/COLOR]    - [COLOR="yellow"][X][/COLOR] - [COLOR="DarkOrange"][ ] 3p[/COLOR] - [COLOR="red"][ ] 1p[/COLOR] - [COLOR="Lime"] [ *JUMP* ][/COLOR]


Reserve   Civs  2
Active    Civs  3
Destroyed Civs  7


Ships and Resources Remaining
-- 1 Pop            x3
-- 1 Pop & 1 Morale x1
-- 2 Pop            x1
-- Galactica Fuel Damage Token 
-- Basestars x 0
-- Raiders x 3
-- Heavy x 0
-- Boarding Parties x3

Code:
[b]Galactica[/b]  (4/6 Damage)
[COLOR="Lime"]*[/COLOR] [i]FTL Control[/i] 
[COLOR="red"]*[/COLOR] [i]Weapons Control[/i]
[COLOR="red"]*[/COLOR] [i]Command[/i] 
[i]Communications[/i] 
[COLOR="Lime"]*[/COLOR] [i]Admiral’s Quarters[/i]
[i]Research Lab[/i]  Kingepyon : Starbuck
[COLOR="red"]*[/COLOR] [i]Hangar Deck[/i] 
[COLOR="red"]*[/COLOR] [i]Armory[/i]  
[i]Sickbay[/i]  
[i]Brig[/i]  Trinitrotoluen: "Kat"

[b]Pegasus[/b] (2/4 Damage)
[COLOR="red"]*[/COLOR] [i]Pegasus CIC[/i] 
[COLOR="Lime"]*[/COLOR] [i]Airlock[/i] 
[COLOR="Lime"]*[/COLOR] [i]Main Batteries[/i] 
[COLOR="red"]*[/COLOR] [i]Engine Room[/i]
Code:
[b]Colonial One[/b]
[COLOR="Lime"][i]Press Room[/i][/color] 
[COLOR="Lime"][i]President’s Office[/i][/color] Jopi: President CAG Admiral Saul Tigh
[COLOR="Lime"][i]Administration[/i][/color] 

[b]Cylon Locations[/b]
[i]Caprica[/i]  [color=red]Capt. Kiwi : "Chief" Tyrol [/color]
[i]Cylon Fleet[/i] 
[i]Human Fleet[/i]  
[i]Resurrection Ship[/i][color=red] glasszon : Tory Foster [/color] 
[i]BaseStar Bridge[/i] 


[b]Off-ship:[/b]

Main Board
Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \Civx1 | Civx1/
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | / Civx1      E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \      
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \

TLRTCx1 Is the raider that refused to miss a single shot.

Cylon Fleet Board
Code:
CYLON FLEET

\      5-6     |      3       /  
 \             |             /
  \            | BaseStarx1 /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
            \  |  /   
7 Heavyx2    \ | /            
| Basestarx1  \|/               1
8 Raidersx2   /|\                      
             / | \   
            /  |  \            
           /   |   \  
          /    |    \    
         /     |     \    
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   / Heavyx2   |Raidersx13 \
  / TLRTCx1    |            \
 /  Raidersx1  |             \
/       4      |      2       \



Cards in play:

PROBATION on Starbuck

Action: Give this card to any player. After he plays cards into a skill check, you may discard this card to look at the cards he played.


Action queue:
=>King Turn
 
Code:
CRISIS: Civilian Ship Nuked 

President Chooses: 
Draw 1 Civilian Ship and destroy it. Then each player discards 1 Skill Card and draws 1 Treachery Card
OR 
Draw 2 Civilian Ships and destroy them.

POST CRISIS: Activate Raiders, +1 Jump Prep

It looks like those Cylons have been busy hiding some nukes on your ships.
 
Repairing either Armory or Hangar Deck would have been better. The weapons control is not going to matter (except as a damage sponge). Any Basestar that shows its ugly face should get nuked instead.

But yes, my suggestion would be to go with the first option.
 
This is a bit of a series here, as I am triggering turn preloads from both Cylons as well.

Civilian ship destroyed. -1 pop and -1 morale lost.

Die roll is an 8, raider added to 8.

Cylon Fleet attacks.

Capt. Kiwi draws Treachery/1, Piloting/1

Preloads trigger:

Capt. Kiwi said:
If the cylon fleet jumps in as it should, preload Basestar Bridge:

-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.

Hitting FTL if possible, then Weapons Control, or Admiral's Quarters if I don't get either of those two.

That should be all bases covered.
.

First Die roll does not matter as 8 is less then the 18 raiders on the main board.

Kiwi blows up FTL Control.

Messing with the tracks is a 2: -1 jump prep.

Glass Preload:

*If kiwi is going to basestar bridge to roll on pursuit track and direct a damage token on galactica, then please do the following:
Play Super-Crisis, enforce turn order to the extent that me and Kiwi have at least 24 hours to play into the skill check after the last Human player. (I don't care the order Humans put their card in, just want to make sure team Cylon will have enough time to play if the Humans ended up discussing this super-crisis forever since it is huge)*

Code:
SUPER CRISIS: Fire All Missiles 

Skill check: TAC/PIL = 22
PASS: No Effect 
FAIL: Draw 2 civilian ships to destroy

CONSEQUENCE: Damage Galactica twice

Not going to run this super crisis as Kiwi throws in a Broadcast location for his play, as per his planning with Glass(Have a TRE card with Consequence ready to throw in, and I don't see him not playing it and taking the chance that it ends the game right there), triggering the Consequence effect that does end the game.

The two damaged locations from that turned out to be Weapons Control and Admiral’s Quarters, completely missing the fuel damage token.

With that, Galactica now has 6 damage on it and it explodes, costing the humans the game.


Cylon Victory!

Capt. Kiwi and glasszon win the game.

I pull up the next few crisis cards so people can see how bad things were going to get from here on in.


Next 5 crisis cards:

CRISIS: Prisoner Revolt

Skill check: POL/LEA/TAC = 11
PASS: No Effect
6+: -1 Population
FAIL: -1 Population and the President chooses another player to receive the President title.

POST CRISIS: Activate Heavies, +1 Jump Prep

---

CRISIS: Cylon Screenings

Current Player Chooses
Skill check: POL/LEA = 9
PASS: No Effect
FAIL: -1 Morale and the current player looks at a random Loyalty Card belonging to the President or Admiral.

OR

Each player discards 2 Skill Cards

POST CRISIS: Activate Raiders, NO JUMP PREP

---

CRISIS: Unwelcome Faces

Admiral Chooses:
The Admiral must discard all of his Skill Cards and then choose a character to send to the Brig.
OR
-1 Morale and damage Galactica once.

POST CRISIS: Activate Raiders, +1 Jump Prep

---

CRISIS: Rescue The Fleet

Admiral Chooses
-2 Population
OR
-1 Morale. Setup: ALPHA: Basestar DELTA: 3 Civilian Ships

POST CRISIS: Activate Raiders, +1 Jump Prep

---

CRISIS: Temple of the Five

Skill check: TAC/ENG = 9
PASS: The current player may draw 2 Skill Cards.
FAIL: -1 Jump Prep

POST CRISIS: Launch Raiders, NO JUMP PREP

---

Next 2 Dest cards

Derelict Basestar

Distance 2
Lose 1 Fuel. Then place 2 civilian ships in DELTA and 1 basestar in ALPHA. Damage the basestar once.

---

Gas Giant

Distance 1
The Admiral may destroy 1 viper to gain 1 Fuel.

---

I can pull up anything else that other people want.
 
I think the turning point of this game was when someone decided to choose 7 extra raiders on the board rather than a bit of repairable damage :p
 
I think the turning point of this game was when someone decided to choose 7 extra raiders on the board rather than a bit of repairable damage :p

It does show the danger of raider stacks getting too large. You need to shoot at the stacks when the numbers start to reach 8 when Cylon is revealed or you will get an autodamage. I don't really see that many better options on the fleet then an auto damage, and that got used a lot this game. The tracks was nothing compared to blowing the ship up.
 
:)

I got away pretty lucky there, up until the sleeper phase I hadn't done a great job. It did help that both my reveal and my super crisis, and glasszon's super crisis, did damage - but then those raiders should have got more hits than they did, so to an extent it comes out a little more even.

That super stack of raiders was really crucial, they completely wiped out your defences. A couple of lucky brig the current player crisis cards stopped you from doing much about it.

Good game all :)
 
Well a part of that was me not thinking when placing a civvie. I could've had the whole raider army running back and forth around galactica, but I placed the civvies close to it instead.

I've never been a human before, so I wasn't paying attention to things I should have been. Oh well, I learned for next game.
 
Well a part of that was me not thinking when placing a civvie. I could've had the whole raider army running back and forth around galactica, but I placed the civvies close to it instead.

I've never been a human before, so I wasn't paying attention to things I should have been. Oh well, I learned for next game.

Your repair choice was not perfect either, when you repaired that Admiral's Quarters I could have thrown you straight back into the Brig using the Political Prowess that I was holding, I really wanted to do it given how ironic it is, but since I think reveal will give me a better chance of winning I revealed instead :p.

EDIT: I was really surprised Humans ended up losing so fast after sleeper phase when at sleeper phase they were in such great position, I feel bad being turned into a cylon at sleeper phase because I think I am the one that can do most damage (arrest order in hand + "by your command" along with ways to make a check reckless). I think the first by your command hurt the Humans really bad and there was no way they could have prevented it from happening.

Kiwi: You did get lucky with me drawing that "by your command" when I make a check reckless before sleeper phase and you dump "special destiny" in to force everyone to draw a treachery, I think the first "by your command" is the turning point of the game by far, moving the pursuit track up by 2 to force an auto-attack is MASSIVE when the cylon fleet was so huge.