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Apr 16, 2011
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This is an interesting choice... I'm really tempted to go for the morale bonus. We're going to need morale for NC. Cally's turn is next, are you able to conduct repairs?

I have a repair, but then we already have two damaged locations, and two basestars about to jump in... it's a tough call. I'll leave it up to you, but if you choose the second option we will all have to manage ship damage very carefully for the next few turns. I think using a nuke would probably be essential.
 

unmerged(245849)

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That's a lot of damage, and repair cards are harder to come by with the deck expansions. That being said, a 2-morale swing in not insignificant. Easier for me to say from out in space as well.
 

jacob-Lundgren

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Sooner or later I "SHOULD" actually draw repair...
 

randakar

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It's pretty much a toss up. Damaging locations can lose us resources too, unless we put the damage on Pegasus.
The problem there is that those shooty locations are pretty good, but we have a lot of vipers in space and Starbuck out there. We -should- be fine, provided that Starbuck isn't a toaster..
 

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Let's make it interesting, then

Choose the +1 morale, 2 damage option.
 

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Alright. One damage on each ship is best, I suppose?

It says damage Galactica twice on the crisis card, do we really get to choose in that case? If yes, I suppose it's best to damage each ship once.
 

Eternaly_Lost

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It says damage Galactica twice on the crisis card, do we really get to choose in that case? If yes, I suppose it's best to damage each ship once.

Yes, as per the rules in the Pegasus exp. Whenever Galactica is damaged, Pegasus may be damaged in place of it. The only case that is not allowed is if the crisis card says that it is not allowed to damage Pegasus, only Galactica. None of them do, so you can always choose what to damage.
 

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SP LIT i t
 

jacob-Lundgren

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##Damage galactica once, Pegasus once

No civvie escorts Jacob?
Should leave 1 civvie for now so raiders chase it and don't risk the 8 roll of shooting at galactica. But yeah we could escort 1 or 2 out soon.
 

reis91

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Preferably after looking at comms, though.
 

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Damaging Galactica once, Pegasus once. +1 morale.

Galactica is hit in the Weapons Control, pegasus is hit in the Engine Room.

Raiders Activate! No Raiders on Board. Die roll is a 1, Raider added.

Cylon Fleet attacks!

+1 Jump prep.

Tmoiy draws Politics/1, Leadership/1, Tactics/1, Engineering/2

Turn 12

Code:
[b][u]Player Status[/u][/b]
[i]Bolded player has the turn.[/i]
1. Jacob-Lundgren: felix [4]
2. Randakar: Tory [3] 
3. Reis91: Admiral Helo [4+2N] 
4. Jopi: President Tom Zarek [0+3Q] 
5. mGraham: CAG Starbuck [8] 
[b]6. Tmoiy: Cally [2+5] [/b]


Destiny Deck [2]

Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       1/7

[b]Food[/b]       [COLOR="Blue"]07/08[/COLOR]      [b]Vipers[/b]         3 Active, 3 in Reserve, 0 Damaged
[b]Fuel[/b]       [COLOR="Blue"]08/08[/COLOR]      [b]Vipers VII[/b]     3 Active, 1 in Reserve, 0 Damaged
[b]Morale[/b]     [COLOR="Blue"]10/10[/COLOR]      [b]Raptors[/b]        4 in Reserve
[b]Population[/b] [COLOR="Blue"]11/12[/COLOR]      

Cylon Boarding [ ] - [COLOR="yellow"][ ][/COLOR]    - [COLOR="DarkOrange"][ ][/COLOR] - [COLOR="red"][ ][/COLOR]    -          [COLOR="Red"][ DEATH  ][/COLOR]
Pursuit Track  [X] - [COLOR="yellow"][ ] 1c[/COLOR] - [COLOR="DarkOrange"][ ][/COLOR] - [COLOR="red"][ ] 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  9
Active    Civs  3
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]  (2/6 Damage)
[COLOR="red"]*[/COLOR] [i]FTL Control[/i]
[COLOR="red"]*[/COLOR] [i]Weapons Control[/i]
[COLOR="Lime"]*[/COLOR] [i]Command[/i] ~~Jacob-Lundgren: felix
[i]Communications[/i]
[COLOR="Lime"]*[/COLOR] [i]Admiral’s Quarters[/i]
[i]Research Lab[/i]
[COLOR="Lime"]*[/COLOR] [i]Hangar Deck[/i] Tmoiy: Cally 
[COLOR="Lime"]*[/COLOR] [i]Armory[/i]
[i]Sickbay[/i] 
[i]Brig[/i]

[b]Pegasus[/b] (2/4 Damage)
[COLOR="Lime"]*[/COLOR] [i]Pegasus CIC[/i] ~~Reis91: Admiral Helo
[COLOR="red"]*[/COLOR] [i]Airlock[/i] ~~ Randakar: Tory
[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 Tom Zarek
[COLOR="Lime"][i]Administration[/i][/color] 

[b]Cylon Locations[/b]
[i]Caprica[/i]
[i]Cylon Fleet[/i]
[i]Human Fleet[/i] 
[i]Resurrection Ship[/i]
[i]BaseStar Bridge[/i]

[b]Off-ship:[/b] 
~~ mGraham : Starbuck in a Mark VII in Foxtrot

Main Board
Code:
\      BRAVO   |   CHARLIE    /  
 \   Basestar  |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L Basestar   \ | / Raidersx1  E
P Raidersx2   \|/    CIVx1    L
H Heavyx1     /|\  Heavy x 1  T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   / Viperx3   |           \
  /Viperv7(Mgr)| Viperv7x2  \
 /   CIVx1     |   CIVx1     \
/    FOXTROT   |   ECHO       \

Cylon Fleet Board
Code:
CYLON FLEET

\      5-6     |      3       /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
            \  |  /   
7            \ | /            
|             \|/              1
8             /|\   
             / | \   
            /  |  \            
           /   |   \  
          /    |    \    
         /     |     \    
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       4      |      2       \




Action queue:
=>Tmoiy: Turn
 
Last edited:

unmerged(245849)

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There should be two Viper7's in Echo - I launched 1 as CAG, and JL launched one on his XO.

As for your turn, those heavies worry me, though I tend to over-react to them. Scouting to avoid their activations would certainly help avoid boarding. Also, though, we won't have a good chance arrange civvies if you don't do it.
 

Eternaly_Lost

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There should be two Viper7's in Echo - I launched 1 as CAG, and JL launched one on his XO.

As for your turn, those heavies worry me, though I tend to over-react to them. Scouting to avoid their activations would certainly help avoid boarding. Also, though, we won't have a good chance arrange civvies if you don't do it.

fixed it.
 

Jopi

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Fighter screen looks pretty solid at the moment, the basestars seem to pose the more immediate threat. Repairing or scouting are also good alternatives. I would like it if the next crisis had jump prep and not too many activation icons.
 

randakar

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Not sure what I should be doing. No XO, but I could repair something (FTL, weapons, or engine room?), use communications, or maybe play preventative policy on population and then scout. Any thoughts?

At least you have plenty of options.
Comms sounds good. That way you can look at and move the civvie in Delta.
Playing a preventative policy sounds good to me too but it's a bit dicey. If we get the wrong activation icon on the crisis it will accomplish absolutely nothing.
As for repairing .. except for FTL control none of the locations in question is truly critical right now.

Fighter screen looks pretty solid at the moment, the basestars seem to pose the more immediate threat. Repairing or scouting are also good alternatives. I would like it if the next crisis had jump prep and not too many activation icons.

I think I have to agree with graham about the heavies. Last game we managed to shoot 4 boarding parties only by the mercy of the dice gods, and because the cylon was loyal to his cylon leader overlord. We do have -a little- time to deal with them but they are hard to hit so I'd rather have them out of the way sooner rather than later.

Like I said, Cally has plenty of options here :)