Star Trek Ascendancy game 1

Bid 1 research

OK, command token correction:

  • Klingon: 5 + 3 starbases + 1 command-advancement = 9
  • Federation: 5 + 1 starbase + 0 command-advancements = 6
  • Romulan: 5 + 3 starbases + 1 command-advancement = 9

And turn order will be

  1. Klingon
  2. Federation
  3. Romulan

Klingon turn:

  • 5 culture to take Ascendancy to 5
  • Cancel trade agreement with Romulans (no automatic free passage through each other’s fleets)

Build phase:

  • free ship at each Culture Node
  • 6 research to upgrade shields to 1
  • 3 production for 3 ships at Kronos
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Command phase:

  • C1 fleet 2 drops out of warp where it started, at Kronos
  • C2-4 the five ships at Terra Nova form (generic) fleet 1, warp, dewarp at Kronos
  • C5-6 fleet 3 warps, dewarps at Kronos
  • free: 6 ships at Kronos fill holes in fleet structure
  • C7-8 one ship at Deneb V warps, dewarps at Sigma Draconis
  • C9 commission starbase #3 at Kronos (finally!)

I think that’s all I can do. 22 ships at Kronos, plus a starbase, plus a lot of tripwires valiant defenders to slow you down getting there.




Romulan

Player: Marx

Resource Count
Ascendancy 3
Command 9
Production 12
Research 4
Culture 4
  • Romulan Cloaking Device
  • Imperial Science Initiative
  • Tal Diann Security Forces
  • Continuing Committee
  • Superior Targeting Arrays
  • Cloaked Orbital Mines
  • Superior Shield Harmonics
  • Tal Shiar Monitoring Posts 3/4
  • Orbital Defense Grid 1/4
  • Tal Shiar 1/4
  • Romulan Disruptors 1/3

Klingon

Player: RogerBW

Resource Count
Ascendancy 5
Command 9
Production 0
Research 0
Culture 0
  • Disruptor Technology
  • Militarized Industry
  • Forward Munition Depots
  • Klingon High Council
  • Mass Fire Tactics 2/4
  • Standing Invasion Orders 1/4

Federation

Player: RossM

Resource Count
Ascendancy 5
Command 6
Production 2
Research 1
Culture 3
  • Universal Translator
  • Long Range Sensor Arrays
  • Planetary Defense Shield
  • The Cochrane Institute
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(Battle fleet please at starbase)

OK, that takes 6 of the 9 ships there to make Fleet 2. Fleet 1 is still there at full strength as Science Fleet 1; you could burn another of your 6 last-turn commands to reconfigure that into being Battle Group 1 and add two more ships, leaving one solo.

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Burn two commands to leave the battle fleet right next to the minyan nebula. Then another 2 to reach Hupyria.

Then burn another to attack the romulans

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I look forward to telling Romulan children cautionary tales and epic poetry about the glorious, brave, and futile conflict to come.

(And a reminder about the Cloaked Orbital Mines… I assume they trigger now, but it may not be until you brush aside my defenses and get into the system itself)

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I think they trigger now. So feel free to roll!

I am actually at work, so I am only tangentially aware of numbers. You do the roll, or get Roger, I trust ya. Explosions on a 6.

I’ll allow @RogerBW the honour. 6d6 please

OK, making sure I’ve got the right idea: are you reconstituting the 4-ship Science Fleet 1 into a 6-ship Battle Group 1 with a command from last turn?

Hmm.

Getting a single fleet from Indri VII to near-Hupyria takes you three commands (1 to enter warp, 1 to add a warp token, 1 to come out of warp 4 away from Indri including your 2 warp bonuses). So I think you can only do this with a single 6-ship fleet, not both (C1-3 to get a fleet there, C4 to attack). Is that right or have I missed something?

Yep. Just the one 6 ship fleet.

@RogerBW asked for a die roll:
OK then.
Cloaked orbital mines kill on a 6: pool 6d6: 1, 2, 2× 3, 5, 6

@RogerBW asked for a die roll:
Hmm. “Enter a System you Control”. Actually I think that would happen after the battle, when the ships actually enter the system disc.

OK, so we have Fed Battle Group 1 (6 ships) with the ability to re-roll 1s, weapons hit on 3+, shields 1.
Versus Romulan 2 ships plus starbase (3 dice), reroll 1s, ignore first casualty, weapons 4+, shields 1.

Federation looking for 4+, can reroll 1s: pool 6d6: 2, 3, 2× 4, 2× 6
Romulans looking for 5+, can reroll 1s: pool 6d6: 2, 4× 3, 5

@RogerBW asked for a die roll:
Oops, that’s pool 3d6: 1, 3, 6 for the Romulans.

So Fed gets 4 hits; Romulans can ignore 1 but they still lose their ships. They do one damage to the Feds, who now have a 5-ship Battle Group. Fed has two options for the Tactical Move: into Hupyria (facing the Orbital Mines). then perhaps hegemonise with command #5, or through the system not facing the mines and go on to something else (e.g. move 3 Impulse to attack Ardana).

@Marx asked for a die roll:
Technically, I get 1 reroll on that shot.

Blow up a Fed ship on a 4+: d6: 2

Won’t make a big difference, but every shot counts!

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See? No difference.

Moving right along!

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(5+ I think: weapons 4 vs shields 1. But as you say.)

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