Star Trek Ascendancy game 3

@RogerBW asked for a die roll:
Klingon lose two ships.

Round 5
Federation: rerolling 1s hitting on 6s pool 10d6: 3× 1, 3× 2, 3, 2× 5, 6
Klingon: hitting on 6s pool 6d6: 1, 2, 3× 3, 4

@RogerBW asked for a die roll:
Federation rerolls: pool 3d6: 3, 4, 6

@RogerBW asked for a die roll:
Klingons lose two ships, down to 4.

Round 6
Federation: rerolling 1s hitting on 6s pool 10d6: 1, 2, 2× 3, 4× 4, 2× 5
Klingon: hitting on 6s pool 4d6: 2× 1, 2, 5

@RogerBW asked for a die roll:
Federation reroll: pool 1d6: 6

@RogerBW asked for a die roll:
Klingons lose one ship on the reroll. (It was Enterprise wasn’t it? It’s always Enterprise).

Round 7
Federation: rerolling 1s hitting on 6s pool 10d6: 3× 1, 2, 4× 4, 5, 6
Klingon: hitting on 6s pool 3d6: 1, 2, 5

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@RogerBW asked for a die roll:
Federation rerolls: pool 3d6: 4, 2× 6

That finishes off the Klingons; Fed have 10 ships remaining and may impulse-move into Sherman’s.

Two ships. Oof.

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Does combat take up a command?

C3) if not, the stronger fleet moves into Sherman’s Planet orbit

Do the Ferengi want Sherman’s Planet back?

C4) the weaker fleet retreats back towards Pallas 14.
C5&C6 the ship at Thonolan IV goes to warp, exits warp at Romulus

Greetings to the Vulcans, to whom I offer my 1 production trade deal

if I have a command left after that- take 6 ships at Regulus V and form them into 3rd Battle Fleet

Please take Sherman’s planet!

I don’t have the orders or the culture to do it this turn, but I’ll do it next turn if I’m still there.

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Initiating the combat took a command. C1 and C2 were de-warping the fleets, C3 started the fight.

But as the winner of the battle you get a follow-up move (all ships together at impulse). So C3 can end with fleets 1 and 2 moving to Sherman’s, then C4 weaker fleet 1 impulses 2 back towards Pallas.

Or you can give up the follow-up move, and use C4+C5 to move the two fleets in opposite directions - one extra command to gain one space of impulse movement for fleet 1, but they’d still be in the space lane not at Pallas.

Let me know which way you’d like to do this, then I’ll implement the other orders. You have 7 commands total so you can potentially commission fleet 3 if you do it the more efficient way.

By all means, let’s be efficient.







Federation’s offer of 1-production trade deal to the Vulcans is still pending, and next to play is:

Card 5: Vulcan (@Delwayne)

The Vulcans would gladly accept the Federations offer to give us their 1p Trade Deal, but only with the full knowledge that the Federation understands we have nothing to give to them in return. So, in essence, if they still wish to give us their FREE 1p deal, that would mean Vulcans would have unimpeded access through their ships without permission, while at the same time all Vulcan ships would still stop theirs from trying to go past us. Do they wish that? Our suggestion to the Federation would be to hold on to it until someone else is able to reciprocate with a like trade agreement in exchange.

Vulcans:
Ascend to level 3.
Build 5 Ships. Add 4 ships from Vulcan to make Fleet 3 (total 9 ships)
Spend 8 research to increase Weapons.
Add a research token onto project (Writings of Surak)
Colonize Goralis and add a free Research node (from Comm Network)
Vulcans revoke trade agreement given to Klingons. And offer to Federation instead for their 1p.

C1: Get research from Eagle Nebula. (add to Writings of Surak)
pause (to await Federation response regarding trade deal)

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Would the Vulcans initiate combat? It’s a gesture of goodwill, not a way to pass through your space unimpeded

@RogerBW asked for a die roll:
Science Halitra at Eagle Nebula: ships lost on double-6.

  • pool 2d6: 4, 6
  • pool 2d6: 4, 6
  • pool 2d6: 1, 2

Vulcans will not initiate combat. I just needed to wait because our intentions is to drop off an Ambassador onto Romulus and the only way we can do that is with this trade agreement because you have a ship there.