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About dakuth

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    , QLD, Australia
  1. I actually think the rest of Anders is supposed to make up for his OPG. Not having to draw piloting is, I think, extremely powerful. What *I* wish was that his OPT was a little better so he could still pilot, in a pinch, without having to sacrifice an action. If I was houseruling him I'd make his OPT a OPG with it being free. Then I'd make his OPT some sort of dice manipulation on his turn. Maybe he can discard a card for +1, max 4, or something.
  2. haha. Mutually assured destuction. I was reading, and you say "zero trauma tokens" and I'm thinking "uh huh, that's not that unusual - the "it's too easy to manage trauma" strikes again!" and then removals and boxing all round and I'm "WHOA! That's a huge change from the standard rules."
  3. Yes, I agree with much of this: Early reveals encouraged (we already tended to reveal early, so this is not good!) "Sniping Galactica" is exactly how the Cylons have won with the CFB in our games. The CAG has cleaned up all the civvies except one, and due to "too much to do, not enough time" or cylon reveals, that civvie dies. Then between the cylon's actions and the raider activations, Galactica gets hit by raiders. It's swingy. When the humans win, it's because the CFB has been gamed to hell. When they lose, it's because a fleet got to attack, then the cylons got lucky on the track manipulation - knocking the humans back, keeping them in the same jump cycle for an extremely long time. There's no real duplicity added. It was added, I assume, to spruce up revealed cylon turns... but I found it was a null proposition since the bridge is more-or-less a "must activate" location. Revealed cylon turns are still incredibly boring.
  4. I played him last game, using the following theories (borrowed from this thread): - Pilots aren't needed. Our group finds the exact opposite of everyone else, apparently, in that we find pilots aren't really needed with the CFB and ARE important with CACs... but we weren't playing CFB and I thought I'll try and play to the common wisdom. - Never draw red. Since pilots aren't supposed to be needed, I just never drew red. It's nice that I didn't have to. I also argued that in a pinch we could use Communications, Pegasus, or Command ... so really I'd only be in a viper if absolutely needed - If it came down to it, I'd get XO'd out to space, dumping my hand as I go for all reds. What happened in practice was, early on I had no problems with cards. We had a good run and many of use built up full hands. I was able to hold cards by arguing "I don't have many because I'm Anders" for the first turn or two. We were able to jump away from most threats / use communications. At one point, I considered jumping out in space, but it happened to be a moment when I only had 3 cards in hand. This is where the fact it is a action kills Anders. I couldn't justify wasting an action to get out there, when Political Apollo had red cards burning a hole in his pocket. It was better to XO him so he could get rid of his reds, as he was in a better position and didn't have a waste an action to get the reds. (Of course, long term, my hand was better than Apollos. Greens and Purples I could regularly contribute "a lot." as well has plenty of strat planning.) Then, I was a cylon, made a mistake and outted myself. On the cylon activation I was able to use my OPG to make a raider destroy an assault raptor, which was nice. So. Yeah. Not that bad. The fact he doesn't have to draw red is just great. But his OPT is badly gimped by it being an action. Under the right circumstances it could be used, but probably only once... or zero... times a game.
  5. Last time I ranted on here, someone suggested it. I'd be interested if anyone could get a mechanic that worked, but I can't think of anything...
  6. 1. Delaying is a simple as not using the FTL room early. Since civvies are almost never in danger with the CFB, there is never any argument about jumping early (pop is expendable) ... unless the humans are trying to game the CFB. 2. In both pics, there was no cylons yet. Both were sleepers - but that is a little beside the point, since I'm arguing this is just an anecdote as to why the CFB is bad. A revealed Cylon could help the board along, and certainly would have... but that leads into the argument the Basestar Bridge is too much of a "must use" location. So, perhaps a revealed cylon could have jumped that fleet across. What ACTUALLY happened in that game was the following: - The fleet came across early in the next jump cycle. - The Admiral (who was not one of the sleepers) nuked one of the basestars and 3 raiders... a terrible roll (obviously it was strat planned.) It could have been both basestars and the heavy and the raiders... but there was a silver lining. With one remaining basestar, the pursuit track and CFB was neutered. - The CAG (Kat - not a sleeper) had cleaned up any straggling civvies. There was a bunch at the rear of Galactica (almost exclusively due to Treachery "bait" which everyone was treating as a "free discard into a skill check.") He'd positioned himself at location 5, ready for the attack, and some 1 or 2 vipers were at the rear of Galactica. When the attack happened, Best of the Best was played (by a non-sleeper) and Kat used her ability to play a strength 5 card and wiped out practically every raider in that square. - The remaining non-sleeper (Chief, I think) was in Pegasus and used the main battery to knock 4 raiders out in position 3 So... yeah, it took 3 actions, but that whole attack was basically eliminated easily. It could have been a concern, but there wasn't many civvies for them to destroy anyway. Damage to Galactica probably would have been the bigger concern... had there been any Cylons. The key to note, though, is that (largely by coincidence) it was non-sleeper agents that did all the work. The Sleepers didn't know they were Cylons, but even if they did, as it turns out the pure-humans did it themselves anyway. So it was certainly possible. A revealed cylon who got a turn in there, would have been the only way to disrupt things... but I had started this hypothetical by saying they'd used their action to start the attack so... I think that, yes, the humans got a little lucky. This game, in general, was largely won due to the fact there was 2 sleepers. However, our group are never really frightened of the "big fleets" because of two factors: 1. We can see it coming, and hang on to Best of the Best, strat planning (for nukes), and put someone in Pegasus. 2. It's trivial to clean up the civvies with the CAG. The CAG doesn't usually have anything much better to do, so if he finds himself without an XO he'll often use his three actions to clean up 2 or 3 civvies. If the humans, as a whole, don't have that much to do it's not uncommon to throw an XO at the CAG - afterall, getting 3 actions out of an XO is an incredibly efficient use of your turn. The game is largely about prioritising, and XOing the CAG can often creep to the top of the list simply due to its efficiency. I'm not sure why everyone finds the CFB so hard? It's as hard as CACs at best ... I think. I do often muse (here and elsewhere) that our group might have just had a terrible, terrible run of CACs since buying the game. For example calling the CACs unreliable... we just don't find that. They're reliably NASTY. The once or twice we've had badly timed, or few CACs, the humans have still lost (or scraped by.) With the CFB, the humans scrape by like they would with a "lame-draw" CAC game. Frustrating, boring, and weird is the way I'd describe it. 3. .... I covered this in my rant labelled "2." Yeah, we have used Earth as a destination twice now (once CAC once CFB.) The OTHER Daybreak rules seems to have balanced things out for us (but ... you know, only 2 games so far.) We haven't been able to properly use Demetrius yet... so that means distance 10 without using Demetrius Missions. i.e. the games go for longer. We try to, but there is usually a higher priority. The Cylon Civil war tends to get buried, because finding the distance missions is just too important (perhaps it'd be a good one for a hidden cylon to whip out.) I think we'll be alternating between Ionian Nebula and Earth and Kobol, to be honest. Just to keep things mixed up.
  7. I don't understand why people like this thing. I've certainly complained about it before, and went back to CACs. I like them MUCH better. When Daybreak arrived, I decided to break it out again - you know, put as many expansions together as possible (disappointed I can't do "The Search For Home" and "Ionian Nebula" together) And... it failed just as hard as every other time. Yuck. I blogged about it, but I'm happy to discuss on here. More background: http://thegamespusher.com/2013/10/14/cylon-fleet-board-fails-me-again/
  8. Haha! That literally made me lol... because it was *so* true.
  9. It's possible you just had the luckiest draw of cards ever. Maybe you didn't shuffle the crisis cards well enough? I have played 5 games now and all were cylon wins, many of them were complete blow-outs for the humans who had no chance at all of coming close to a win. I play with the same group so we all have a pretty good understanding of the game now and the strategies that you can employ (scout, XO, etc.). Try playing another game with 5 players, it's the best balance and doesn't use the sympathizer variant. I wish I could speculate on what you might have done wrong in your game, because in my opinion BSG is extremely tough for the humans to win. People in my group don't believe it's possible for the humans to win regardless of what they do if you get a group of cylons who know what they're doing. You are the first person I've seen on this board that (more-or-less) has the same experience as my group. Although I always figured it was possible, I had some people in my group claiming it was "impossible." Although not impossible (proven by the fact the humans could some times get very, very, close. A few things going another way and they would have won...) we have found it very, very difficult. Pegasus expansion has helped a bit, but I don't know what it is about our group vs others. I have two theories - and maybe you can compare to your group and suggest others: 1. Never had a "milk-run" draw of CACs. I sometimes hear complaints that games can be boring "milk runs" and simple wins for the humans. In probably 50+ games, that has happened to us maybe once. We have, conversely, had quite a few blow outs with cylons smashing the humans very early. (or at least putting them in a position of no-chance-to-win before the first jump cycle.) 2. Cylon strategies are pretty easy to work out, so a group of cylons that "know what they're doing" appears after just a game or three, and even if the humans get all their strats worked out they can only ever claw back to like a 40-60 win ratio. Since the cylons smash them until the humans work out good strategies, the cylon win rate is very high to start with, and continues to stay high because unless they're completely newb, the humans will always struggle to win. Personally, I don't mind. I still love it, it's just a different dynamic. A game of "Will this be the time the humans win!" I REALLY want to be a human when they do, and really DON'T want to be a cylon the time it happens. Just as an anecdote, I played with a newbie once. She was a cylon on my team. One simple mistake - she didn't hand off her extra loyalty cards (which was a YAC card) as soon as possible - lead to a simple human victory. By the time I worked out what was happening, and had to say, giving away the whole SNAFU, "You have to give that other cylon card away right away!" The humans had already gone distance 6, so she couldn't. The humans were all very congradulatory, but I kinda doubt they would have won if they weren't up against 1.5 cylons (she was the sympathiser.)
  10. Hi guys, Had a pretty interesting game (In particular the opening moves). Read all about it! http://thegamespusher.com/2013/07/26/big-weekend-of-board-games-bsg/
  11. I believe when Dee is executed due to low morale, the humans don't lose another morale. Other than that... told you so
  12. I'm pretty sure this is wrong. You just don't place more - the original ships stay where they are, and the current play chooses which of the new ships is not placed. Page 28: "Tokens and plastic ships are limited to the quantity provided, and can run out during the game. The current player always decides the order in which a component type is placed, and if there are not enough, he decides which ones are not placed"
  13. Sounds like luck of the draw then. We have (almost) never been so lucky. I suspect you won't be for long.
  14. Ok so issues I have here: 1. You say that the pursuit track may not be that because the other options the bridge may be even MORE powerful. So even less reason to visit anywhere by the bridge? 2. I'm not sure people FORGET that they can mess with the crisis or destination deck... I think they choose not to, because the basestar bridge is so much more powerful Or they could just use the basestar, since it has a - is it 50-50? - chance of reversing the jump track. It's incredibly powerful for exactly the reasons your listing. Humans would be foolish to "slow down" just because they have a crippled basestar, yes. But they can just continue to play "normally." So essentially they get an entire jump cycle without any fear of cylon attack. They rush the jump, as normal, and yes - that means you can now get the fleet in, but it also means the humans are 1-3 distance closer to the end of the game. I rather think the humans luck out in that particular match-up. I have found it actually reduces the cylons options. Superficially, it appears to give more, but since the fleet board is the only logical choice (since the goal is to slow down the humans, moving the pursuit track is by far the best option, unless a weak fleet is close to invading... in that case, as you said, dropping more civvies or raiders on the board are the best option... still at the bridge) then the three original (well, Pegasus) locations provide more options. To counter my own argument, though, I admit that without the fleet board, the situation usually dictates what the cylon should do, so there's not much decision making. With the fleet board the cylon usually has a few suitable options (even if it is "which other fleet bridge option should I choose after manipulating the pursuit track.") I still find, personally, being a revealed cylon to be very boring. I keep playing because anything BUT a revealed cylon is incredibly fun. I hate that once every now and again I'm caught out early, and have to spend the rest of the game mostly-watching. The main point, though, is how silly it all is. As I said, there is plenty of strategy involved with all this... but it is just so dumb that the humans cheer when a single basestar shows up, because now they have a much-less-dangerous jump cycle, when logically it should be more dangerous. The main point is how silly it is that cleaning up civilians is so trivial, so now raiders only get to civilians in an all-or-nothing situation. Mostly, they spend their time attacking galactica. How silly it is that there is almost no point to use the other cylon locations because the basestar bridge is so powerful and flexible. I question the balance, but my main beef is with the blatant gaming and sillyness.
  15. Some people do consider it strong for exactly that reason. If you're even remotely suspicious - execute them. In theory, a human player should largely welcome the chance to be executed to prove their loyalty. However several things all added up help to mitigate the airlock without making it useless. One of those things comes with Exodus. I still would prefer a much bigger penalty for execution, so that humans would only use it when they're SURE, rather than using it when they SUSPECT. 1. The loss of morale is the least of the humans concerns 2. The loss of cards for an entire turn can be game-losing. It can be mitigated if you execute someone just before their turn, but still, an empty hand of cards is *brutal* most of the time 3. Wasting a turn. Humans can hardly afford to spend turns on actions that achieve nothing 4. Wasting cards. If you're throwing down to execute someone, presumably they're throwing down to save themselves... I've seen a heap of cards going down for an execution. To the point where humans could seriously consider whether they'd be better off just letting the cylon reveal and take a super crisis 5. Executing a cylon gives them a "free trip" to the resurrection ship. In some cases it might be better to make them use an action to reveal. The reveal powers are kinda weak usually, so it has been argued in my group that we'd be better off brigging them to mitigate their threat, rather than sending them to the resurrection ship where they can start acting straight away 6. In Exodus, if a human is executed they come back with a new loyalty card, so their loyalty is no longer guaranteed Some of those reasons sort of make execution feel... different to how you'd expect execution to go. But, all-in-all we have found execution to be less useful than you might think. "Free" executions, like Cally's, are quite handy though. It removes a lot of the wasted turns/cards/etc and sends the cylon packing without a super crisis.
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