Blind Jump

By Melonball, in Battlestar Galactica

Can someone please explain to me why I wouldn't always blind jump as my first action?

I've ran a bunch of scenarios in my head (as well as played with Pegasus), and even in the dreaded lose 4 resource scenario I can really come to no viable reason why this isn't a no brainer play.

EDIT: I'm not sure if other people play this way, but group always plays that admiral goes first

That's pretty weird that you play Admiral goes first. I'm pretty sure no one else does that as that is not what the rules say to do.

I do think it's a pretty good move to use Blind Jump asap though. The only thing I would say is maybe let someone Launch Scout first.

Also, does anyone think it's weird that you can Launch Scout to set up the BLIND Jump? Lol, maybe it should have said "shuffle the destination deck and then draw 1 from the top". At least then there would be a little bit more risk in doing it and not such and auto use unless you're in an emergency.

/shrug

Mattr0polis said:

That's pretty weird that you play Admiral goes first. I'm pretty sure no one else does that as that is not what the rules say to do.

I don't think it's that weird...the rules say pick someone to go first, they draw a character and pass the stack on etc.

It could just as easily work out that the person choosing the character first could pick Cain.

I like to blind jump after 4 distance. That way I minimize the time any Cylon may have who gets his card at the half-way point.

but then you run the risk of not getting to use Blind Jump at all (unless your group doesn't like going for 3 distances)

Melonball said:

I don't think it's that weird...the rules say pick someone to go first, they draw a character and pass the stack on etc.

It could just as easily work out that the person choosing the character first could pick Cain.

The rules actually say, and I quote: "Randomly choose a player to be the first player".

I mean I guess that random 1st player could always pick Cain to guarantee that the Admiral goes first, but I know imho that I would be pissed if my group basically told me I had to be Cain just cause I'm going first. But every play group is different I guess, so to each their own.

In practice; it's just never been an issue, people pick their people one at a time then when all is said and done we arbitraily say admiral gets first crack since thematically he'd be the first to react if a basestar showed up.

The only reason I brought it up at all is because with the advent of Blind Jump, it might have to come to taking the time to randomly determine who goes first seeing as I'm struggling to figure out why she wouldn't pull the trigger first every time.

You could just use the rules.

It doesn't matter if Cain goes 1st, 2nd, 3rd, 4th, 5th, or 6th...that doesn't change the fact that there is seemingly no reason NOT to use Blind Jump ASAP

Well there definitely are some decent reasons to save it:

1. Like I said earlier, save it till yourself or someone trustable can launch a few scouts to get a good jump.

2. Like Locutus Zero said, you could save it till after the sleeper phase so there's less time for the sleeper agents, especially since you are the Admiral you can warp the destination picks to not trigger the sleeper phase till distance 5-6 & then use your ability to go to New Caprica immediately after. So the sleepers would end up with only 0-1 turns before New Caprica starts.

3. Save it for an emergency. Like one of those times where two basestars show up, launch a ton of raiders, you're getting pounded by the big guns, etc & you're still real low on the jump prep chart. It'd be nice in those situations to immediately be able to get the frak out of there.

I'm sure there's more. I mean, is it decent early? Yeah. But there are definitely some decent reasons to save it as well.

When we play BSG, we always roll the d8 to see who selects characters, and then roll again to see who goes first.

As far as blind-jumping goes, it's my belief that it's best saved for a time when the **** is really hitting the fan. Like, both Basestars and all the Raiders are on deck, and your pilots are all in Sickbay. XO Cain and Blind Jump.

Mattr0polis said:

Well there definitely are some decent reasons to save it:

1. Like I said earlier, save it till yourself or someone trustable can launch a few scouts to get a good jump.

2. Like Locutus Zero said, you could save it till after the sleeper phase so there's less time for the sleeper agents, especially since you are the Admiral you can warp the destination picks to not trigger the sleeper phase till distance 5-6 & then use your ability to go to New Caprica immediately after. So the sleepers would end up with only 0-1 turns before New Caprica starts.

3. Save it for an emergency. Like one of those times where two basestars show up, launch a ton of raiders, you're getting pounded by the big guns, etc & you're still real low on the jump prep chart. It'd be nice in those situations to immediately be able to get the frak out of there.

I'm sure there's more. I mean, is it decent early? Yeah. But there are definitely some decent reasons to save it as well.

Here's where it gets dicey though.

1: The launching a scout thing is a good point, though if Cain is not going first she could get XOed and launch a scout before jumping, and ultimately even if you get stuck with drawing a 1 afterwards, you've still saved several turns

2: I think waiting for the sleeper phase is a falicy because it really nets nearly the same result. As the same crisis cards will eventually need to be drawn in order to hit NC, plus you're also counting on the fact that there isnt a cylon until the sleeper phase which may or may not be the case. The only difference is that by using it on turn 1 you get to evade the starting basestar attack as well as guarentee that you can trigger the power (as if you jump 3 then 3...or two and a legendary discovery you no longer can use the power). However, you are right though, assuming there are no starting cylons manipulating the distance deck to go 3, than 2 (you cant use blind jump if you are at distance 6) would save a lot of drama ramma.

3: If you jump early you have suffered less losses (and still have nukes) than if you stuck it out with the base star in the beginning. If the nightmare scenario shows up later, you can go nuclear then.

Mechanically Blind Jump just makes the game shorter for the humans. There is no reason never not to use it what so ever. If you get stuck hitting 6 without using it you've made a major blunder as you could have been in new caprica by now. By using it early you evade the initial attack, and make the first couple of crisis cards totally toothless as any fleet activation icons are useless, and if you draw a cylon fleet card than its better to only have 1 fleet you're fighting against instead of 2 fleets (where upon you would have to blind jump after getting pounded on by the raiders)

Also, i am mistaken, you can use blind jump at distance 6. reading comprehension fail.