Does i get it right, that as an action Cavil can each turn place a basestar?
Regards
Wolflord
Does i get it right, that as an action Cavil can each turn place a basestar?
Regards
Wolflord
or remove one and place 3 raider
Yes. Cavil's action boils down to:
1) Add a basestar, or remove one if they're both on the board, and
2) May choose to add 3 raiders and a civilian.
He can take it every turn. And, unless you forget his OPG power like I did, he could even do so 3 times in a turn once per game. Though that's probably overkill.
3 times?
that doesnt do any good. place basestar, place basestar, remove basestar
however placing two basestars and firing right away will be a nice bomb
That's why I said it's probably overkill. You'd only want to do it that way if the 9 raiders you just placed were about to be activated by fellow cylons. And even then, you might be better off activating 6 raiders yourself then placing 3 more for others to use.
Note: you never have to remove a basestar, so it wouldn't be "place basestar, place basestar, remove basestar" it'd be "place basestar, place basestar, choose not to remove basestar."
Cavil's OPG is epic for dealing the deathblow for the humans. Too bad he can't ussually take advantage of it because of agenda.
Hi
One more question about Cavil rules.
His ability says "Place 1 basestar (..) or if all basestars are in play, you may remove 1 from game".
I need clearing up following - can he remove basestar if only one is in game (playing for humans
) or he can remove it only if two are on board?
Also can he "replace" basestar as one action f.e. two basestars are in game, then Cavil takes an action of removing and placing basestar for purposes of "healing" basestar? Or he can do it only as two actions - first removing damaged one and then in next turn place new-undamaged one?
Thanks
Gaius Frakkin Baltar said:
Cavil's OPG is epic for dealing the deathblow for the humans. Too bad he can't ussually take advantage of it because of agenda.
I think that's the balancing idea behind Cavil. There was one game we had where a player chose Cavil, and due to an unlucky couple of heavy raider draws at the beginning of the game, the Cavil player could have come very close to ending the game by choosing his OPG and then activating heavy raiders three times (though, his Agenda would not have been satisfied and he would have lost).
Laoghan said:
I need clearing up following - can he remove basestar if only one is in game (playing for humans
) or he can remove it only if two are on board?
When I asked in email, Corey explained Primacy thusly:
Primacy works as follows: First you MUST EITHER place a basestar in play OR if all basestars are in play, you MAY instead remove 1 (this means you must place 1 if there is 1 or less in play. If they are all in play, you can remove 1 (or choose not to))
After you do this, you MAY place 3 raiders in front of galactic + 1 civilian behind galactica (They are either all placed or none placed)
Laoghan said:
The latter.
Cavil is kind of ludicrously OP. After playing dozens of games (yes, really, dozens) with him we made house rules about what he cannot do with his OPG, first and foremost, he cannot use his OPG to play multiple Super Crisis cards (although he can still draw multiple). The fact that he can virtually end the game with his OPG any time there is a centurion on board seems way OP too, but we still allow it...
Obviously he would have had to fufill his agenda to actually win, but some of the agendas are really easy to win on, especially "Salvage Their Equipment" (I think that's the right name for the card) if he can use 3 actions on 1 turn to activate centurions.
And his weakness is pathetic, barely even a weakness if he has a "Cylons win" agenda and he and the cylon players decide to just hammer away at humans with everything they've got.
Skowza said:
Actually, as a cylon player, you can't activate the centurions with the Cylon Fleet location, you can only activate spaceships, otherwise, like you stated, it would be too OP.
Palior said:
Actually, as a cylon player, you can't activate the centurions with the Cylon Fleet location, you can only activate spaceships, otherwise, like you stated, it would be too OP.
Wrong, centurions move when heavy raider ships are activated, not only from crisis activate cylon ships ability, rules:
Whenever there are any centurion tokens on the
Boarding Party track and heavy raiders are activated (even
by a revealed Cylon player), each centurion token moves one
space towards the “Humans Lose” space.
Woaw, in my group we never played it that way :x
We are considering that the Cylon Fleet Location only affects the ships. The centurions are always pretty hard for us to get rid off (awfully unlucky at throwing dice players ^^') so when Cavil is playing an Evil Cylon Leader he always max out the numbers of centurions on the boarding party and that's usually enough to make human lose /o
Palior said:
Actually, as a cylon player, you can't activate the centurions with the Cylon Fleet location, you can only activate spaceships, otherwise, like you stated, it would be too OP.
Wrong, centurions move when heavy raider ships are activated, not only from crisis activate cylon ships ability, rules:
Whenever there are any centurion tokens on the
Boarding Party track and heavy raiders are activated (even
by a revealed Cylon player), each centurion token moves one
space towards the “Humans Lose” space.