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quick jumping always has a 75% chance to lose population in the base game. (either 3 population, or 1 population depending on which one you are on at the moment.)

With the strategic planning card, this drops to only 50%

I checked the FAQ, and apparently if Helo re-rolls a dice that has an SP already added to it, the SP also effects the new roll without an additional SP needing to be played.

So next time I play as a human Helo, i figured a pretty good tactic to speed up the game for a human victory would be to always jump as soon as you can, even at the risk of 3 population.
always use strategic planning, and if you fail, you get a reroll.

This drops the chance of failing to only 25%.
So I will only lose 3 population in 4 early jumps, on average.

Usually the game only lasts about 4-5 jumps anyway, so losing 3 population on maybe 1 of them, doesnt seem that big a risk to me.

Thoughts?
 
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Cesar Puga
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It's a good tactic and humans usually employ it.

The tricky part is to have all the conditions met:
- Helo in the game, and human.
- SP available
- Jump track not in START/RED on Helo's turn.

Also, in the first jump, is Helo SURE he will remain human ? devil
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Ossian Grr aka "Josh"
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Just remember that Helo's reroll is only available on his turn.
Sometimes you don't have the luxury of waiting until Helo's turn to jump.

But, definitely, when you're playing the base game without expansions, it is a generally good idea to jump as fast as you can. The ideal case is to get to distance 8 with 4 population left, so you can jump as soon as mechanically possible.
You don't always have that ideal case, and population is rarely gained.


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jozxyqk wrote:
But, definitely, when you're playing the base game without expansions, it is a generally good idea to jump as fast as you can.


Just out of curiosity, in the expansions when would it be a good idea to NOT jump as fast as you can?
What would it be worth waiting for?

Maybe skill cards?
I suppose even in the base game if you were close to jump and scouted ahead and saw that a cylon attack was coming, you could leave it there, and wait until you auto-jump, because a cylon attack when you are high up the jump meter usually doesnt matter; it's easy to escape.
 
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Ossian Grr aka "Josh"
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Starfox4 wrote:
Just out of curiosity, in the expansions when would it be a good idea to NOT jump as fast as you can?


Some examples:
1) If you are using the Cylon Fleet Board (a popular option from Exodus), you may want to blow up more ships in space before jumping.

2) If you are playing with New Caprica as an alternate endgame (an unpopular option from Pegasus), you may want to do some micromanagement of Civilian Ships and extra Loyalty verification before jumping all the way.

3) If you are playing with Ionian Nebula as an alternate endgame (from Exodus), you may want to micromanage your Trauma before jumping all the way.

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Robert Stewart
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Generally, you want to jump early and often, but don't have the population to risk jumping at -3 all game - so jumping at -1 pre-Sleeper and -3 post-Sleeper is a fairly common compromise.

So the general reason not to jump despite a suitable position on the jump track is that you see a large short-term gain from not jumping yet that offsets the long-term cost of a couple more crises. A Major Victory card from Pegasus would let you gain 1 Morale in exchange for spending the turn destroying a basestar, or jumping just after back-to-back Cylon turns rather than just before limits the damage of an Attack crisis (though the reverse is true of the Massive Assault Supercrisis)

With the Cylon Fleet Board, thinning out the Cylon ships while they're in reach rather than letting them catch up later (with reinforcements) is often wise, or you can try to time your jump so you jump away just after they catch up rather than just before.

With New Caprica, you want to avoid risking population on an early jump even if it costs you civilians to do so - every population you lose other than by losing a civilian means another civilian needs to be evacuated at the end of the game...

Going to Earth, you might want to tackle a Mission before losing the opportunity to a jump.

If you believe the Admiral is on the wrong side, you may want to try changing the title-holder before a jump - or you might want to Scout the Destination before jumping to reduce the number of cycles you need...
 
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Ossian Grr aka "Josh"
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And one more example I forgot: Personal Goals (also from Exodus). Jumping too quickly can cause you to lose the game from Personal Goal resource loss.
 
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Generally speaking, this works even better with Gaeta (of course, not from the base game), primarily because the reroll applies on anyone's turn, so you don't have to wait around for Gaeta to hit FTL control, anyone can do it.

However, the risks are also amplified for the same reason: if Gaeta (as opposed to Helo, in the above scenario) is a cylon and it's suitable to try to lose population at the risk of revealing, your chances of success after using a SP are now 25% (you have to roll a success twice in a row, because a failure on the first roll will remain a failure - no reroll).
 
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Robert Stewart
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ialsoagree wrote:
Generally speaking, this works even better with Gaeta (of course, not from the base game), primarily because the reroll applies on anyone's turn, so you don't have to wait around for Gaeta to hit FTL control, anyone can do it.

However, the risks are also amplified for the same reason: if Gaeta (as opposed to Helo, in the above scenario) is a cylon and it's suitable to try to lose population at the risk of revealing, your chances of success after using a SP are now 25% (you have to roll a success twice in a row, because a failure on the first roll will remain a failure - no reroll).


It gets even more fun jumping on Helo's turn with Gaeta in play, a Strategic Planning played and the belief someone holds Calculations...
 
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