I've just played my third game of BSG and I'm still really enjoying it, each game has been really different so far, the replayability of the game seems very impressive.
I just have a question regarding the Cylon Fleet rules however, as we included it in our most recent game.
Now, we didn't do this as it seemed cheap, but there didn't appear to be anything to stop us leaving a weak Cylon force in play on the main board in order to stop the main fleet jumping back in at all. Is this right, or are we misconstruing the rules?
For example, we drew the Cylon ambush destination card and, once we'd taken out the Basestar and escorted the civvies to safety (which seems a bit too powerful an action, which removes the incentive to fight the Raiders off) we considered landing our vipers and ignoring the 2 remaining raiders as doing so would completely stall the pursuit track and the only risk would be damage on the roll of an 8 which we could easily repair.
Is there an official clarification on this anywhere? We discussed maybe having a house rule of some sort for future sessions. One I'm considering is that if there is no basestar on the main board then during the activation stage, the current player rolls the die and if the roll is greater than then number of raiders on the main board then the pursuit track advances by one, in addition to the Raiders activating as normal. So, the fewer Raiders present, the greater the chance of the Cylon fleet advancing their jump prep. This fits thematically, representing the scouting Raiders reporting the fleet's position to the Cylon fleet.
Has anybody tried this? Any thoughts on whether it would solve the problem of being able to almost cheat the game mechanics?