Naw, it doesn't matter. Both destinations take 2+ fuel.
[COLOR="#red"]Cylons Win![/COLOR]
The next 2 destinations:
Barren Planet
Distance 2
Lose 2 Fuel.
A Civilian Convoy
Distance 3
Lose 3 Fuel and gain 1 Population. The Admiral may choose to lose 1 Morale to gain 1 Fuel.
With the crisis:
CRISIS: Weapon Malfunction
Skill check: TAC/PIL/ENG = 11
PASS: No Effect
FAIL: Damage 2 Vipers in space areas. All characters in Weapons Control are sent to Sickbay.
POST CRISIS: Launch Raiders, NO JUMP PREP
If scouting would have happened...the next 4 destinations are:
Dying Star
Distance 2
Lose 1 Fuel and damage Galactica once.
Desolate Moon
Distance 3
Lose 3 Fuel.
Remote Planet
Distance 2
Lose 1 Fuel and destroy one raptor.
Asteroid Field
Distance 3
Lose 2 Fuel. Then draw 1 civilian ship and destroy it, losing the resources on the back.
But would that really have helped, seeing as the next 5 crisis cards are:
CRISIS: Raiders Inbound
CAG Chooses:
-1 Population and damage Galactica once.
OR
The CAG and the Admiral must each discard 3 Skill Cards.
POST CRISIS: Activate Heavies, NO JUMP PREP
CRISIS: Threat of Super Nova
Skill check: LEA/PIL/ENG = 10
PASS: No Effect
FAIL: -1 Population and damage Galactica.
CONSEQUENCE: Launch Nukes
POST CRISIS: Activate Heavies, +1 Jump Prep
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
CRISIS: Cylon Genocide
Current Player Chooses:
Skill check: POL/LEA/TAC/ENG = 21
PASS: Destroy all Cylon ships currently on the main game board.
FAIL: -1 Morale, then: Launch Nukes, Launch Raiders, Activate Heavies
OR
Roll a die. If 4 or lower, the current player is sent to the Brig.
POST CRISIS: Activate Raiders, +1 Jump Prep
CRISIS: Return to Duty
CAG Chooses:
Any character on Galactica with piloting in his skill set may immediately launch himself in a viper. Then Launch Raiders.
OR
Launch Nukes
POST CRISIS: Activate Raiders, NO JUMP PREP