Kenny Renaud
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Set Up

Use all available vipers
Use only 16 raiders from base game
Use CAG and Exodus Admiral Cards
Use basegame Civilian ships jumping rules
Use the fleet board as normal (activations, civilian ship placement, etc)

When a Cylon Attack Card is drawn


Place ships pulling from the CFB first (lowest numbered sector) then take Cylon ships from the supply to finish the setup except where this would take the number of ships of one type over the amount depicted on the CAC.
(During CAC placement, do not move any cylon ships already on the main game board.)

Rationale

A return of the "Holy Frakk they found us" moments without the lull of "boy it's been a while since they last found us" moments.
The limitation on cylon ships being placed from the supply, the civilian ship clearing per jump and the use of all vipers helps balance out things from the meatbags.
 
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Sounds like a good idea, but I would add that maybe you want to reset the pursuit track for every CAC that shows up as well.

This also might mean that the cylons attack too frequently (seeing as they now have 2 methods to do so instead of one or the other) so perhaps to give the humans a bit more of a chance by adding a rule that:
Quote:
For every human player who is currently piloting a viper, they may activate their viper everytime the fleet gains a jump icon


So even though they can do it on other peoples turns, it's not too much an advantage because cylon ships always activate, but jump icons only sometimes appear.
It would only be one move, or one attack, so they don't have the option of using things like Maximum Firepower unless it's their own turn.

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Kenny Renaud
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A few of the other variants included the reset clause, and it always seemed to make the whole concept of a pursuit vanish. Since the cylons are pulling from the CFB first, it felt like enough of a nerf to the cylons.
 
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kenneth_paltrow wrote:
A few of the other variants included the reset clause, and it always seemed to make the whole concept of a pursuit vanish. Since the cylons are pulling from the CFB first, it felt like enough of a nerf to the cylons.

It's not really a nerf though.
CACs will come up just as often as if you wern't playing with the CFB at all, and they're pretty damaging as it is.
Added to that is the fact that extra ships from the CFB will keep showing up on top of that.

Without resetting the pursuit track you could quite easily get situations like:
Oh look, another CAC. So we'll add a basestar and some raiders to the board. Oh, and look at that, if you draw a jump icon on the next crisis card then eveything esle is going to show up as well, so that other basestar and all those other raiders will soon be on their way. have fun! devil

When playing with the CFB quite often we don't seem to be able to kill them quickly enough. They just amass bigger and bigger forces (because we have to use actions like doing president stuff, or moving civvies, or brigging the cylon, as well as actions figting them in command/pilot actions/peggyCIC)
By the mid game we commonly hit a situation where all 4 heavies and both basestars are on the CFB, which means each time a basestar icon or heavy icon appears on a crisis card, then more stuff is going to show up, (the rule being that if there are no cylon components left, then EVERYTHING in that space area will show up in it's corresponding space sector on the main board...yeh.) cry
And even if Galactica jumps, they just go back to the CFB and will probably all be showing up again next crisis anyway.
By that point fighting them just seems futile (If we even have any vipers left) so we just spam the engine room and jump early with the FTL control room as often as we can.

Resetting the pursuit track when a CAC shows up might at least give the humans a bit of breathing room. Otherwise you just feel like your doomed (unless you hit a streak of really really lucky dice rolls)
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Whoops, just realised i'm wrong.
Jump icons dont advance the pursuit track, it's only cylon ship activations that dont have a main game board affect.
So a CAC showing up would put pause to the jump track going up until the humans deal with the problem because cylon ship activations will have a main game board effect.

With that in mind, it doesnt seem too bad. I think i'll try this next game.

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Kenny Renaud
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Fighting is a must with this variant, what isn't often needed is rescuing ships since they jump away when the fleet jumps.

Though a good amount of keep away with communications or command will be needed when the MGB is flooded with ships.
 
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