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Battlestar Galactica: Exodus Expansion» Forums » Variants

Subject: Less predictable variant of the CFB rss

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Korvin
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This variant was created as a mixture of the assault crises card mechanism from the Basic/Pegasus game and the CFB of the Exodus expansion. The CFB has the advantage that the humans are finally encouraged to fight the cylon ships and don't just jump away. But the pursuit track has the disadvantage that it is very predictable where and when the cylon ships come back into the game (Aside from minor problems, e.g. that calling in a basestar via Broadcast Location effectively stops the pursuit track). Therefore this variant brings in the random appearance of the assault crises together with the pursuit character of the CFB:

Rules:

The assault crises are mixed into the crises deck. Always when the fleet jumps, all vipers are brought back to the reserve, all civilian ships stay on the main board, while the cylon ships on the main board are brought to the respective sectors of the CFB instead of just removing them.

When any assault crises is drawn (no super crises card, destinations or treachery cards, which deploy cylon ships!), the assault crises is executed and afterwards the cylon ships from the CFB are transfered to the main board.

In addition the Viper MK VII, escorting civilian ships and CAG title rules from the Exodus expansion are applied.

As an alternative, the player with the CAG title should get the following ability to compensate for the loss of the "place the civilian ships" ability: Every time after an assault crises has been conducted, the CAG is allowed to move one of the new deployed vipers and/or civilian ships.
 
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Matt Vollick
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St. Thomas
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Re: More unpredictable variant of the CFB
This looks pretty difficult for the humans.

So basically when a Cylon Attack Card (CAC) is drawn you execute it and place the Cylon and civilian ships from the CAC card and then move all the ships from the Cylon Fleet board?

Question: Does the Pursuit Track reset when this happens or not?

Also you're adding in 13 cards without jump icons and that combined with adding a lot more ships into the mix will really make it difficult for the humans.

One other thing, there is a larger possibility that you end up with a lot of Raiders on the game board and no civilians (if no CAC are drawn after the first two civilians are either escorted or destroyed) and Raiders will start firing on Galactica/Pegasus and that can make for a swingy game.
 
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Roberta Yang
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Re: More unpredictable variant of the CFB
So it's just base game Cylon Attack rules except with the added Cylon Fleet rule that basically says "Every Cylon Attack after the first two puts ALL the Cylon ships in the game into play, not just some of them"? Seems incredibly difficult for the humans, especially with civvies that don't automatically get removed when the fleet jumps; there's no way the CAG's abilities make up for "Every Cylon Attack summons ALL the Raiders. All of them."
 
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Korvin
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Re: More unpredictable variant of the CFB
Vollick1979 wrote:

So basically when a Cylon Attack Card (CAC) is drawn you execute it and place the Cylon and civilian ships from the CAC card and then move all the ships from the Cylon Fleet board?

Yes
The pursuit track (and also the Basestar Bridge Location) is not used in this approach (Hence civ ships are deployed only by the assault crises). The cylon ships on the "CFB" comes only back into game, when the next assault crises is drawn.

Vollick1979 wrote:

Also you're adding in 13 cards without jump icons and that combined with adding a lot more ships into the mix will really make it difficult for the humans.


Yes, this makes it definitively more difficult. But I haven't found an easy way to solve this without exchanging the CACs.

Vollick1979 wrote:

One other thing, there is a larger possibility that you end up with a lot of Raiders on the game board and no civilians (if no CAC are drawn after the first two civilians are either escorted or destroyed) and Raiders will start firing on Galactica/Pegasus and that can make for a swingy game.


Compared with the standard CFB on average there will be only slightly more raiders. And since the new civ ships comes into play directly with the CAC and not in the pursuit steps before, the chance that all civ ships are escorted away and the raider shoot at Galactica should be even smaller than using the CFB.

All in all, I agree that the space battle is more more challenging for the humans then in base game (but there it is really too weak) and slightly then in CFB. It's a first attempt and we will see how it has to be adjusted. If someone has suggestions for improving it, I would be always glad to hear them.
 
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bob dole
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Re: More unpredictable variant of the CFB
So the CRB only matters as a placeholder for ships between attack cards? This is going to either make space harder or irrelevant with really big swings. IF you're using all of the crisis cards than CAC have a reduced chance of coming up, which brings back the problem of the base/pegasus game; and when it does come up it's going to be incredibly hard. And to make up for this the CAG gets to activate an unmanned viper when a CAC comes up? That's not helpful.
 
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Korvin
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Re: More unpredictable variant of the CFB
Yes, the CFB is only a place holder to remember where and how many cylon ships were before the last jump. Regarding the difficulty, let us compare it with the Exodus CFB rules.

The main difference is that now the player can't calculate when the CFB fleet arrives back to the main board. But since the pursuit track has 4 steps and around every 6th crises in the base/Peagsus crises deck is a CAC, the CFB is coming back even less often than in Exodus (ignoring situations where only a part of the fleet jumps in or a Broadcast Location stops the pursuit track). Of course, it gets then additional ships from the CAC, but in the original CFB rules in 6th turns normally 6 ships are deployed on the CFB, what is pretty exact the average number of cylon ships brought in by the CAC. The same is true for the number of deployed Civ ships. Therefore the number of cylon ships in an attack should be more or less the same in the original CFB and my rules, while the number of attacks is reduced by 33%.
In addition the humans already get some Vipers deployed by the crises in my approach. Not much, but at least a small advantage. The other pro-human rules (escorting, Viper MK VII, CAG) are more or less the same as in Exodus CFB.
Of course, in the original CFB rules the humans can have luck (or directly provoke it) that only a small part of the fleet jumps in (e.g. basestar activation, when both basestars are on CFB, or a destination which deploys cylon ships or Broadcast Location), but these rules are so ugly that a main intention of my approach was to avoid something like that.

A major problem of my approach is, as Vollick said, that the crises deck is diluted with additional no-jump crises by 17%. This is really a disadvantage and I have to think about this. But all in all, the space battles will be of a similar power compared with Exodus CFB and 33% less often occurring (the 33% less attacks will not really compensate for the 13 additional non-jump crises, but it's at least a start). And as the major advantage, it's less predictable and far less easy to manipulate.

EDIT: Another pro-human advantage of my approach is that when a CAC is drawn at least no skill check occurs, while in the Exodus CFB you will most of the time get a normal crises to solve and in the activation step of the same crises the cylon fleet will jump in.
 
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bob dole
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My point being that just throwing in the CAC means that you're not dealing wit Cylon ships all that often, in effect what you're doing is going back to the base game problem of some games cylon ships never happen after the first jump cycle.
 
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Korvin
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Ok, for me the problem with the base game space combat was not that the CAC occurred so rarely, but that most of the times the humans just had to jump away and not fight the cylon ships. This was what I wanted to solve with these rules. The number of CACs occurring in a normal game was ok for me. But this could be adjusted by removing randomly some non-CAC crises before mixing in the CACs (of course then it will become more difficult for the humans again).
 
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