Star Trek Ascendancy game 3

Just as a general thing to move things along since I imagine i’ll be offered a card when I’m asleep, I’ll take whatever the lowest remaining card is

Card choice in progress.







Card choice done.

Card 1: Federation (@Canadian_Errant)

Very well.

Build Phase:

  1. Build 6 Ships at Earth, form them into Battlefleet 2.
  2. Improve Weapons Please

Command/Movement Phase
1-3) Fleet 1 at Earth goes to warp and gets two tokens (if possible)
4-6) Fleet 2 at Earth goes to warp and gets two tokens (if possible)
7) Attempt Hegemony at Dakala

[Diplomatic Cable]
We have dispatched two fleets to help combat the Borg threat. If this threat is diminished or eliminated we shall recall these fleets to Federation territory. We come in peace
[/End Diplomatic Cable]

[meta note: I have no idea if this is heavy-handed or not, I just have no idea how powerful the Borg are, but it feels like lots of ship are needed given how they went through that Romulan fleet before. if I’m way overreacting in terms of deploying force, let me know and I’ll scale things back]

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@RogerBW asked for a die roll:
Hegemony attempt costs a Culture:
Federation: Ascendancy 2, Universal Translator +1 = d6+3: 5
to exceed
Dakala: 1 structure + 3 civilisation level = 4







source

Card 3: Ferengi (@RossM)

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Convert 15 production to 3 culture

Convert 5 culture to 1 ascendancy

Pay six research to upgrade shields

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Build 6 ships at Ferenginar get 3 free

Form 7 into a 7 ship fleet

Build 2 ships at other starbase get one free (no fleet)

Build a starbase at Sherman’s Planet
Warp the seven sting fleet to Sherman’s planet

(3 commands left?)

@Assussanni My mental math suggests I can’t quite get my fleets to Capella next turn- so my plan is to give them both 2 warp tokens to get them to 5, they’ll pick up a 6th at the end of turn, and the turn following that they’ll drop out of warp in Capella and proceed at impulse to meet the Borg somewhere along that space lane.

If my math works out, I should be able to put the fleets in the first spot outside Capella and let the Borg come to them… which… makes sense in “Real world” tactics but I’m guessing won’t have any real effect on the mechanics of how fleets fight Borg.

Yes, I think that’s right: C2 to warp (range 1), C3 to add a token (range 2), 1 free warp from advancement (range 3), C4 to dewarp, so you have C5-C7 still available.

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Research Home is where the heart is.

Fleet One comes out of warp at the badlands. If any ships survive add token to Home is where the heart is.

Single ship at Sherman’s planet moves one impulse space NE

End turn

@RogerBW asked for a die roll:
Ships of fleet 1 are lost on 6:
pool 3d6: 2, 4, 6

Next is
Card 4: Vulcan (Delwayne)
who has sent me orders in advance.

I have to go into actual physical work today but I’ll process that turn when I get back.

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@RogerBW asked for a die roll:

Vulcan build phase

  • 1R to Ministry of Diplomacy, completing it.
  • 3P build 3 ships at Vulcan

Vulcan command phase

  • C1 Fleet 3 exits warp at Deneb
  • Fleet 3 disbands
  • C2 Fleet 2 braves hazard; ships lost on double 5+
    • 2d6: 4 + 3 = 7
    • 2d6: 3 + 4 = 7
    • 2d6: 5 + 2 = 7
  • C3 one ship at Vulcan enters warp
  • C4 one ship at Vulcan enters warp
  • C5 begin research project Stone of Gol
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Vulcan turn is complete.

(correction, map doesn’t show the two ships in warp at Vulcan; fixed here.)

Card 5: Klingon (@Marx)

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