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Battlestar Galactica: The Board Game – Exodus Expansion» Forums » General

Subject: CFB difficulty rss

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Kris Vanhoyland
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I recently got the Exodus expansion, and I was wondering about the Cylon fleet board, which I'm thinking of adding in. Now, in our gaming group the humans have yet to win their first game, so how much does the CFB add to the difficulty?
 
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Todd Warnken
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It makes the game harder for the humans. They have to make an effort to destroy as many Cylons as possible before they jump otherwise the next attack can be overwhelming.
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Taylor Bradley
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Bearpaw wrote:
I recently got the Exodus expansion, and I was wondering about the Cylon fleet board, which I'm thinking of adding in. Now, in our gaming group the humans have yet to win their first game, so how much does the CFB add to the difficulty?


In my opinion, it levels things out a bit. Less opportunity for bad luck to play a huge factor. You wont be drawing 4 cylon attack crisis cards in a row anymore.
 
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Daniel Loke
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Marginally more, in my opinion. There's definitely a more consistent threat but it's manageable. It definitely gives pilots an actual job.

I'd say most of the difficulty comes from the Basestar Bridge location - it offers Cylons many more ways to wreak havoc in space. I recommend you try it out, and if your humans still consistently lose, try CFB but don't let the Cylons use the Basestar Bridge location.
 
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Matt Epp
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The CFB is fantastic for that plodding doom marching steadily to your doorstep feel.

There's even more tension in the game and yes, adds difficulty. Pilots become very important, as do well timed jumps.

Almost all the of the last few human losses have been due to population, or by making decisions due to a low population.

It's a little easier if you have the pegasus.

Play with a couple extra vipers and/or +1 population so that the CFB doesn't take you behind the woodshed and shoot you on your first game.
 
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David Goldfarb
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What I've seen in the Play-By-Forum games is that people tend to let the Raider population run out of control. Then you get late-game situations where lots of Raiders are on the board, and all the civvies have been destroyed or escorted, so they start shooting at Galactica. One Raider individually won't do much -- but 15 of them will.

So, when playing with the CFB: make sure that when the Raider population gets above a certain level (say, about 6) you start shooting at them with Maximum Firepower or Pegasus Main Batteries.

One Basestar on the board can be good for keeping the Pursuit Track from advancing. But not two: if you have two Basestars on the board and a "Launch Raiders" icon comes up, bang! 6 new Raiders. The usual methods of killing them will only take out 2 or 3 at a time, so 6 new ones coming out all at once is too many. (That's how the situation above tends to arise.) So make sure that you don't have two. Use those nukes.
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CAC = Cylon Attack Card
BB = Basestar Bridge
MGB = main game board

Bearpaw wrote:
I recently got the Exodus expansion, and I was wondering about the Cylon fleet board, which I'm thinking of adding in. Now, in our gaming group the humans have yet to win their first game, so how much does the CFB add to the difficulty?
On one hand,
-humans have it easier since Exodus adapts Pegasus' rule that the jump icons on Crisis cards via Caprica are no longer ignored. VERY helpful for the humans. If you're trying to win via Morale, it makes fishing for crisis cards still a good shot, but very risky, especially if they're close to jumping FTW.
-Speaking of 'fishing', with the CFB in play, u're supposed to remove all CAC, including each CAC super crisis that base and Peg introduced. I've seen many complaints about CFB and BB being OP-ed (personally, I don't completely buy into this, but will say it was definitely been frustrating at times). Massive Assault was such a powerful card that I've seen games lost single handedly b/c of that card yukcool If you think about it, in Exodus terms, it's basically BB on steriods (2 icons which can beef up the MGB, place a buttload of ships out which was about equivalent to 1 to 3 buildups of ships on the CFB, AND -2 on the jump track of which is one option BB is famous for), with the only thing keeping it in check was you'd have to hope you drew it. Moreso with Pegasus super crisi cards diluting the mix.
-It was also mentioned ways to game the CFB.
-CAG title card plus better vipers


OTOH, BB can be very crushing.
-As alr mentied, leaving too many raiders gives cylons more ammo. It becomes a bit painful (more than usual really and as always, VERY MUCH so in any tight game) for cylons considering using BB if only 1 of the options on there is any good (e.g. "roll for tracks"), as if that option fails, their whole turn ended up being a waste.
-u need to repair the better Mark VII vipers first
-civvies staying out and only being safely removed via escort places more emphasis on iplots/Helo... or Command/COmmun., b/c let's face it, the pilots often end up becoming cylons


All in all, until humans learn more about the strat of the CFB, luck (e.g. jumping 3-3-2 so that CFB doens't have time to bild up), or cylons make mistakes, humans will be in for an uphill until one or more of those come around.
 
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Klaus
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David Goldfarb wrote:
One Basestar on the board can be good for keeping the Pursuit Track from advancing. But not two: if you have two Basestars on the board and a "Launch Raiders" icon comes up, bang! 6 new Raiders.


I haven't followed the Exodus PBFs much lately, but something that seems hugely strong to me for the Cylons would be to use the Cylon Fleet to launch 4 raiders and 2 heavies whenever there's two basestars on the board, assuming it's not yet that late in the game.

Those heavies will never go away, so they take up a lot of human actions to destroy.
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