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Battlestar Galactica: The Board Game – Pegasus Expansion» Forums » Strategy

Subject: Cylon strategy on New Caprica rss

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Humans' most obvious strategy is to use Executive Orders on other human players to prepare and evacuate civilian ships. What are effective strategies for Cylons on New Caprica apart from playing crisis cards?

Thanks for sharing.
 
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Gerry Smit
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I like the Occupation FOrces myself. Move em out and up. Raid that shipyard!
 
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Cameron McKenzie
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Occupation forces don't do a lot of good because (unless you get a whole lot of them to the end) they won't end up destroying any more ships than the humans would have left behind anyway. The best use of occupation forces is sending people to detention. Don't even worry about the ships.

That being said, I find the best way to handle NC as a cylon is detain humans if you can, otherwise do nothing but play crisis cards.
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MasterDinadan wrote:
Occupation forces don't do a lot of good because (unless you get a whole lot of them to the end) they won't end up destroying any more ships than the humans would have left behind anyway. The best use of occupation forces is sending people to detention. Don't even worry about the ships.

That being said, I find the best way to handle NC as a cylon is detain humans if you can, otherwise do nothing but play crisis cards.


I'd say it's situational. Just like if heavy raiders need 2 more activations to put cents on Galactica, you may not wanna bother with that. If cents are already on board and you have a cylon partner already revealed, then it's much more feasible to activate heavy raiders at the Cylon Fleet location.

Problem with using Occupation Force is you need a good # of OF to make it worth it. That relies on good NC crisis draws that will advance the OFs. Lastly, if all you need are a few ships destroyed FTW, then it's also worth it.

Otherwise, detaining a human kinda stinks in where you have an uphill battle if any SP is played. On top of which, it's actually possible to roll too high and get no results. Otherwise, if there's a good chance of even sending someone to Medical Center, it does slow them down now that they need to spend an XO to get that person out, or XO someone else for 2 actions, but now the guy in Med. Center is now down 4 skill cards. All while being bombarded with crisis cards.





Remind me again.... using Breeder's Canyon as a cylon, that ignores the jump prep icon and the evacuate civvy ship icons, but does the cylon fleet activity and Occupation Force icons get activated as well?
 
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J Chav
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ackmondual wrote:
MasterDinadan wrote:
Occupation forces don't do a lot of good because (unless you get a whole lot of them to the end) they won't end up destroying any more ships than the humans would have left behind anyway. The best use of occupation forces is sending people to detention. Don't even worry about the ships.

That being said, I find the best way to handle NC as a cylon is detain humans if you can, otherwise do nothing but play crisis cards.


I'd say it's situational. Just like if heavy raiders need 2 more activations to put cents on Galactica, you may not wanna bother with that. If cents are already on board and you have a cylon partner already revealed, then it's much more feasible to activate heavy raiders at the Cylon Fleet location.

Problem with using Occupation Force is you need a good # of OF to make it worth it. That relies on good NC crisis draws that will advance the OFs. Lastly, if all you need are a few ships destroyed FTW, then it's also worth it.

Otherwise, detaining a human kinda stinks in where you have an uphill battle if any SP is played. On top of which, it's actually possible to roll too high and get no results. Otherwise, if there's a good chance of even sending someone to Medical Center, it does slow them down now that they need to spend an XO to get that person out, or XO someone else for 2 actions, but now the guy in Med. Center is now down 4 skill cards. All while being bombarded with crisis cards.





Remind me again.... using Breeder's Canyon as a cylon, that ignores the jump prep icon and the evacuate civvy ship icons, but does the cylon fleet activity and Occupation Force icons get activated as well?


You always ignore cylon ship icons as a cylon.

I believe the best option is to throw crisis' at them.
 
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Cameron McKenzie
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ackmondual wrote:

Otherwise, detaining a human kinda stinks in where you have an uphill battle if any SP is played. On top of which, it's actually possible to roll too high and get no results. Otherwise, if there's a good chance of even sending someone to Medical Center, it does slow them down now that they need to spend an XO to get that person out, or XO someone else for 2 actions, but now the guy in Med. Center is now down 4 skill cards. All while being bombarded with crisis cards.


If you have the chance to go after somebody who is going next and won't be XOed, you should probably do it. The Medical Center is quite damaging to them and getting them in Detention is even better.
Spending an SP on it usually isn't wise. There's a 25% chance of it actually doing anything, and it doesn't change the odds of going to the medical center at all. Ask yourself this. Would you be willing to spend 4 SPs to keep someone out of Detention? Of course not, passing the skill check is a lot cheaper. So why would you spend 1 SP to keep them out of Detention 25% of the time?
 
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Cameron McKenzie
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DCAnderson wrote:

And in case you guys havn't noticed, just about every card in the New Caprica deck is "current player chooses" so Breeder's Canyon actually gives far more options than it would initially seem.


Nine of them are current player chooses, and four of those have an option which is useless or nearly useless for a cylon player to choose. Regardless I don't think 30% qualifies as "just about every card."

There are about 11 cards in the deck (of 30 cards) which are useless or nearly useless for the cylon player to draw. The remaining 19 actually present some kind of reasonable threat to the human's population or morale. If both morale and population are in very bad shape, drawing crisis cards may be a good idea, but if only one of the other is looking bad, then the odds of your crisis inflicting any meaningful harm drops even further.
 
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Franklin Millar
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If a population loss isn't in play, is there any reason not to use Breeder's Canyon? I guess you could argue that they could lose morale because they were short on cards because they were detained, but forcing them to spend more cards by throwing more crises at them seems more straightforward.

Also, even if you pull a card where one choice is good for humans, that's great because you get to avoid that choice that they would've had on their next turn or two.
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J Chav
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You could also stay unrevealed and then hit breeder cannon as a human.
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Cameron McKenzie
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DCAnderson wrote:


In fact, even if you draw a weak Crisis with it, you're cycling through the Crisis deck without the humans advancing, and thus gets you closer to a human player drawing a Crisis that will hurt on their turn.


There's no reason to assume that the next crisis will be the weak one.

It's just as fair to assume that the last crisis the humans draw will be a useless one and you didn't hurt them because they would have drawn the same number of harmful crises with or without your intervention.

When you draw a crisis from Breeder's Canyon, that's one more crisis for the humans to face, and it's just as likely as any other crisis to be useless. In fact, it's more likely to be useless as any effect that harms the current player won't harm anybody.
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MasterDinadan wrote:
ackmondual wrote:

Otherwise, detaining a human kinda stinks in where you have an uphill battle if any SP is played. On top of which, it's actually possible to roll too high and get no results. Otherwise, if there's a good chance of even sending someone to Medical Center, it does slow them down now that they need to spend an XO to get that person out, or XO someone else for 2 actions, but now the guy in Med. Center is now down 4 skill cards. All while being bombarded with crisis cards.


If you have the chance to go after somebody who is going next and won't be XOed, you should probably do it. The Medical Center is quite damaging to them and getting them in Detention is even better.
Spending an SP on it usually isn't wise. There's a 25% chance of it actually doing anything, and it doesn't change the odds of going to the medical center at all. Ask yourself this. Would you be willing to spend 4 SPs to keep someone out of Detention? Of course not, passing the skill check is a lot cheaper. So why would you spend 1 SP to keep them out of Detention 25% of the time?
Normally, an SP wouldn't be spent to keep a human out of Detention. However, it may be crucial to keep him there for the 2 back-to-back actions. It's much better if all you care about is keeping him out of Detention. It'll take 2 to 3 SPs worth of skill cards to spring him out now that this version of the Brig takes 9, not 7 on yellow + purple. You'll have to contend with cylons, but at lesat the person in Detention can now pitch in 2 cards instead of just 1




MasterDinadan wrote:
DCAnderson wrote:

And in case you guys havn't noticed, just about every card in the New Caprica deck is "current player chooses" so Breeder's Canyon actually gives far more options than it would initially seem.


Nine of them are current player chooses, and four of those have an option which is useless or nearly useless for a cylon player to choose. Regardless I don't think 30% qualifies as "just about every card."

There are about 11 cards in the deck (of 30 cards) which are useless or nearly useless for the cylon player to draw. The remaining 19 actually present some kind of reasonable threat to the human's population or morale. If both morale and population are in very bad shape, drawing crisis cards may be a good idea, but if only one of the other is looking bad, then the odds of your crisis inflicting any meaningful harm drops even further.
Breeders Canyon seems just a finicky as a die roll, so I guess YMMV. However, if you're sure the president and/or admiral is still cylon, it makes drawing event cards more favorable towards a cylon player since those are always dealt with by the title holders


Danath wrote:
You could also stay unrevealed and then hit breeder cannon as a human.


That's almost like saying just jump the fleet when all the civvy ships aren't evacuated yet. And yes, Breeders Canyon is what you should be doing as an unrevealed cylon. However, when playing with those who are familiar with the expansion, they will try to flush out cylons as early as possible. Once they know who the cylons are, they'll either use Resistence HQ to execute you, or if a NC crisis comes up that sends someone to Det., BC won't be available anymore. And even then, BC can only be used that one time before you run into resistence. it outs you as a cylon, and you'll have a big target over your head.
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J Chav
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Another reason to avoid detention is you might be preparing to jump and you can't afford the morale loss. If you get stuck in the brig then that one more morale loss.
 
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Cameron McKenzie
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DCAnderson wrote:

Yes, but in that case you've now cycled through that Bad Crisis, and thus the painful one is more likely to show up on a future human turn.


Not sure if you understood the point I was making. Let's say that the humans will draw X New Caprica crises during their stay. If you activate Breeder's Canyon, you are basically making that X+1 New Caprica crises, with the extra one coming on your turn (which usually makes it less harmful than the average crisis).

You can argue "If you get a harmless crisis, that's just one less harmless crisis drawn by the human players."
But then I can argue "If the X+1'th crisis is harmless, you haven't changed the number of harmful crises faced by humans." In the latter case, even if the crisis you drew was harmful, you haven't really made it harder for the humans because they were going to face that crisis anyway.

The X+1th crisis is just as likely to be harmless as the next one in the deck, so you can't argue that the first is a possibility without accepting that the second one is. They cancel each other out. The net effect of activating Breeder's Canyon is one extra crisis, resolved during your turn (which usually makes it more harmless than usual). If morale is looking bad, you've still got a decent chance of inflicting meaningful harm with the crisis (since morale or population loss is meaningful) but if it's not, your chance of actually doing any damage is quite low. In those cases, I would prefer to detain when it is an option. I certainly wouldn't advocate Shipyard (ever) or Occupation Authority (except in unusual circumstances) but the detainment roll is probably better than you think.
 
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