Battlestar Galactica 22 - Craig's Not Here, Man

@rowe33 @soondifferent @Otthegreat
forgot to tag

We are getting 2 more civvies this turn, so we should probably do some escorting.

We could do something weird like getting all the civvies on the board and concentrated in one zone for us to defend. Could be effective, could go catastrophically wrong.

Returning to sanity, it might be best for you to escort the civvie that’s by itself, just to open up that space for one of the two placed this turn. Command also works as a way to do that, incidentally.

I’ve never been a fan of using an entire turn just to draw one card.

MY BAD.

On the Crisis check, that was an Engineering 3(SR), so you all had +16, not +13.

Happily I don’t have to rewrite it.

Also ideally we should miss a jump prep between now and auto jump so that pursuit track is favorable when we leap to distance 5.

I can easily take care of the replacement for the one by itself on my turn so that makes sense to me. Can put one in my space as well to have two quick escorts when the time comes.

Yeah, but your turn is a lifetime away, and Dee has dibs on Shaw’s xo (hopefully she has one!)

(Not that we have much choice in what to do next, more thinking aloud that we need to xo dee next turn.)

@Knightsaber

I will move to command, launch one viper into 3 and use the one in 4 to escort the civilian

Okie, then @soondifferent has to deal with this:

22-crisis10

Ugh, is that still 6 cards?

Yuppers.

Unless you have a particularly great hand, you should dump it. 6 cards for morale isn’t a bad trade. Your turn is coming up too.

Yeah, I second this opinion. We spend around that, or more, to prevent resource loss during checks.

I’ll take the morale hit. My hand is too good to dump at the moment, and I’ll show you why on my turn assuming someone can modify rolls.

-1 Morale

Raider pops into Cylon Fleet space 4.

+1 Pursuit

@rowe33 place 2 civvies in different spaces please.

+1 Jump Prep

(Also @Otthegreat, Tactics/Engineering for your turn?)

Seems like ideal scenario would be xo to dee, and then scout for a non jump prep crisis.

Of course our luck could run out and we hit the the doldrums, but it would be nice not to have to deal with raiders right off the bat next jump.

Too bad there’s no anti-engine room.

A cute note about the next turn.

IF you get a jump prep and the pursuit track auto jumps, the Cylons will jump in, and you will jump away, putting them right back on the Cylon Fleet board, because of order of operations. Wouldn’t that be a treat?

I can

Ohhhh, ignore what I wrote then! Maybe the engine room is a good idea…

I’m not sure if it’s fun, but it’s what happens. :)