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Re: Battlestar Galactica
[quote name="fabio"][quote name="Lizard_King"]Well, I haven't played with just pegasus in a while but the general consensus was that the base game + Pegasus (without Caprica) was slanted towards the humans. At a minimum, having a bullet sponge for Galactica is pretty useful, and that's really where the ship remains primarily handy once you add Exodus into the mix. [/quote] It really does make ship damage markers pretty pointless. [quote]I don't agree that blind jump is mandatory first turn behavior for Kane (and I play her often), but I think generally the people I prefer to play with don't try to game the game in terms of assuming guilty until proven innocent relative to how important a person's position is. The more mechanics-focused/rules lawyery crowd apparently has a tough time with making "non-optimal" moves, but it has not come up with my regular groups or at games with strangers. [/quote] It's kind of the mechanics' fault that that is the optimum move. Getting a free jump at the beginning of a cycle versus saving it until you're swamped by enemy ships at a random point in a cycle. The risk of Kane being a Cylon or being neutralized by them outweighs the benefits of the latter over the former. [quote]The short answer is "yes". I can't emphasize enough what a big difference the piloting upgrades (including the new vipers, CAG) combined with the change in how the Cylon fleet musters makes in how the game plays (starting with the fact that all cylon fleet crisis cards are just removed from the deck). The fact that pilots are no longer errand boys cuts down your free moves a lot more than you'd think on the surface, and the repair/support guy becomes more relevant as a result. A lot of the issues you talk about (optimizing Kane's jump, using Pegasus constantly, etc) start working on a totally different timetable because pilots are so much more useful and therefore can't just do busy work all of the game, alongside the impending doom of a persistent fleet and civilian ships that have to be individually evacuated mean that you spend a lot more time dealing with the high tension space combat and anticipation of it while dealing with the particular crisis at hand rather than either/or. The last two games I've played no one has used the engine room a single time, and not for lack of need. It has been an even split of human/Cylon victories thus far, with the better players having slightly better outcomes overall apart from my wife who still has a perfect record regardless of which side she lands on. [/quote] Guess I'll try it then. The fleet aspect was getting boring because of the Pegasus stuff. It was just a matter of keeping the vipers by the launch tubes while Cass moved all the civilians there. [quote]If there's a downside it's that I don't think the super crises have kept up all that well with the increase in cylon abilities in the new basestar board and their persistent fleet, but I'm not convinced that those were all that well balanced to begin with given the opportunity cost of using them and how shitty some of them can be.[/quote] Yeah the super crises were ridiculously hit or miss. The one that inflicted ship damage was garbage with the inclusion of Pegasus, while the one that adds two centurion boarders is almost an instant game over if all the cylons are revealed. How does it handle the aspect of hidden Cylons? The original was too easy for the humans (investigative committee), Pegasus tried and floundered with treachery. This is the part my group would care most about, and the description of the human agenda cards just sounded terrible. [/quote]