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habituallyred
Feb 6, 2015
Captains Log: Year One of our ongoing Mission.

In response to an environmental catastrophe I Order a Science die to Engineering duties so that we can Travel to the incident.

The planet was... is of great religious importance to many crewmembers. 2 Science die acted as Medical personnel to Heal die in Sickbay, the first of many to reach their breaking point.

An improved sickbay will be vital with the current crisis. So a Medical die left to develop Diagnostic Scanner.

We must remain vigilant against those who would exploit the current crisis. So Security Cleared Sensors.

(Any good as orders?)

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habituallyred
Feb 6, 2015
So saving the science die we expect to have left over could not go toward mission completion? Ouch. How the hell do you beat the game on Hard then?


Complete the current mission stage using one Engineering Die, then:

Complete the Diagnostic Scanner (using the Command Die to get the second Medical Die from engineering) and remove one Threat Die.

habituallyred
Feb 6, 2015
6 crew to planet Doesn't look like trouble is imminent so might as well focus on the planet.

I actually misread the away team explanation and thought that only 2 crew members could visit the planet per transport. :eng99:

habituallyred
Feb 6, 2015
Stall. Use 1 wild die and 1 command die to get Reassigned. Use both Medical die to get Medical Tricorder. Use a science die to get Sensor Probe. Use a wild die as medical to Heal.

I don't think starfleet command is going to cut us a check for unused dilithium.

habituallyred
Feb 6, 2015
Stall. Claim Engineering Kit and Dilithium Crystals using our 3 engineers. Order Science to Medical then combine with Wild die to get Medical Tricorder. Clear sensors with Security.

habituallyred
Feb 6, 2015
We can only get up to 4 science dice this turn, but I think we can pull it off before the deadline.

Order Medical die on ship into Science, apply to Mr. Spock. Use 1 wild Die to heal sickbay. Use 1 wild die to claim personnel development, can't hurt us. Use security to clear sensors. Put away crew in sickbay until proven otherwise.

habituallyred
Feb 6, 2015
Heal Sickbay, Clear the Scanners, Attach Science to Spock. Hull stuff sounds great, but not great enough to risk Spock. Sunk cost fallacy ahoy.

habituallyred
Feb 6, 2015
Get Spock, Get Dilithium, Order Somebody to Heal Medbay and start writing up the justification for sitting on this planet drawing pay.

habituallyred
Feb 6, 2015
Discard Personal Transfer. Use Spock, a wild die, and a science die to get boosted sensors. Heal sickbay and Clear the Sensors. Unless Kirk shows up and acts as a free command die every turn we aren't improving on Spock. Vulcan Nerver Pinch sounds rad, but not rad enough to give up any of our other stuff. Okay, maybe security station. But what are the odds of rolling 3 ones with 9 dice?

habituallyred
Feb 6, 2015
Dammit, never tell me the odds!

:holy:

(Good point, more than 3 ones(+1 already in the scanners) would cause an event and carry over wouldn't they)

habituallyred fucked around with this message at 08:56 on Apr 24, 2019

habituallyred
Feb 6, 2015
2 Science dice to Scan Planet, 2 Medical dice and Mr. Spock clear up the event, Security die to clear sensors thanks to boosted sensors, 2 Command dice standby.


(we should only have a dilithium max of 9 due to the year, right?)

habituallyred
Feb 6, 2015
Sounds like a job for the communicator:
1 Command die to Communicator, Discard Personnel Transfer, 1 Security die and a 3 dice combo of Med team+Spock Clear sensors, 1 Engineering die standby

habituallyred
Feb 6, 2015
2 Engineering dice to clear Transporter Issues, Command die to finish communicator, one Security die to Clear Sensors, pretty sure we have 2 Science and 1 Security dice left over for Shuttlecraft Galileo

Just in case.

habituallyred
Feb 6, 2015
2 Science for Comms Blackout, 2 Engineering for Travel, 2 Security for Clearing Sensors

Why put off until tomorrow what you can do today?

habituallyred
Feb 6, 2015
2 Wild Dice for curing, Order away team Engineering die and 1 Command die into Science die and clear the plague, Medical to Heal, Security to Clear Sensors, Spock to raise shields

Just in case.

habituallyred
Feb 6, 2015
Stall, Use dilithium 1, Away Team Command dice shred the rulebook, Engineering die and 3 Security dice to acquire Dilithium 2, lock in the Command die on the ship

The only thing better than dilithium 1 is dilithium 2.

habituallyred
Feb 6, 2015
Use Reassigned on a medical die: if command then complete mission, 2 Engineering dice to clear scanner malfunction, 1 science die to Uhura

One contingency might be one too many, so I'll leave it at that.

habituallyred
Feb 6, 2015
Can we set a standing rule to reroll the first surplus die each turn?

Reroll that surplus Command die, 2 Command dice to Influence our mission;
if we end up with 2 Security dice combine them with 2 Engineering dice to clear the battlecruiser;
if no additional Security then use 2 Engineering dice to Clear sensors and lock 1 Security die on the battle cruiser;
if we end up with 2 Medical dice or 1 Science die refresh shields

habituallyred
Feb 6, 2015
Security and Engineering dice to finish off the damaged battlecruiser, 1 Science die to raise shields, Order Medical die into Security and put it on the last Battlecruiser, Lock one Science die, Finish Mission

habituallyred
Feb 6, 2015
Hard

If you guaranteed us the same first mission as last time I would swing for Kobayashi Maru.

habituallyred
Feb 6, 2015
Let us save our stalling for the development phase:
Medical Die and Wild Die complete phase, 2 Science dice and 3 other dice Heal sickbay

:bahgawd: I knew I should have voted Kobayashi, this is even easier than the first scenario from last time.

habituallyred
Feb 6, 2015
Spend both Command dice to change a Science die and a Medical die to Engineering
Spend 2 Engineering dice to claim Scotty, discarding Personnel Transfer
Spend 2 Security dice to destroy the Raider
Spend 1 Science die and Scotty's Engineering die to repair
If above is impossible then use 1 Science die to raise shields


Stole most of this from inflatablefish, but with one optimistic change.

habituallyred
Feb 6, 2015

inflatablefish posted:

We do have Science Station as a card, doesn't that let us keep all 4 Science dice?
Assuming it does:
Spend 2 Medical Dice on McCoy.
Use Kirk to change 1 Security Die into Medical to spend on McCoy.
Spend 4 Science Dice as 2 Medical Dice to claim McCoy, discarding Medical Station.
Notwithstanding this turn, it's been rather rare for these stations to actually be useful.
Spend 2 Security to politely ask the Raider to leave.
After which we really ought to get on with doing the actual mission.

Not emptyquoting this roadmap to a cast reunion.

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habituallyred
Feb 6, 2015
A fun game, but some of those missions are insane.

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