One command remains; Whisper has one Research on it.
Nope. Only 7 commands. Started with 5 and I own 2 starbases
Ah, right, you lost Sherman’s. Thanks. Anything else before end of turn?
Nope. Think I’m all right. No point forming ships into fleets when they get no combat bonus
Card 2: Klingon (@Marx)
(You didn’t upgrade my weapons @RogerBW )
(I don’t see it in your orders! Happy to do it now though.)
That’s weird I edited it into my first post. But yes please!
Sorry, was stuck at work. Gosh the holidays suck. Anyway! I seek glory!
Build Phase
- Gain 1 free ship at my Culture Nodes (Yuri, Terra Nova, and Kronos)
- Spend 4 Research on +1 Weapons.
- Spend 1 Research on “Magnometric Charges”, completing it for +1 Weapons
- Spend 1 Research on each other project
- Spend 3 Resources on 3 Ships in the Kronos system, forming Generic Fleet 1 (with 8 ships… 4 there initially, 3 built, 1 free)
Final Resources: 0P, 0R, 3C
Okay… now the tricky part…
@Marx asked for a die roll:
Command Phase
- Command 1/8: Fleet at Kronos enters Warp.
- Command 2/8: Fleet at Kronos travels to Thonolan IV (Kronos → Prexnak → Temporal Anomaly → Thonolan IV)
- Command 3/8: Ship at Black Hole braves the hazard:
– Ship dies on a 6:d6: 6
@Marx asked for a die roll:
Faaaaaahhhhhkkkk.
- Command 4/8: Ship at Temporal Anomaly braves the hazard
– Automatic success, put that research into “Mass Fire Tactics”.
– Refresh a command (or two) on a roll of 3 or 4:d3+1: 4
@Marx asked for a die roll:
Okay! Okay. 2 Commands refresh.
- Command 3/8: Fleet at Neutron Star enters Warp
- Command 4/8: Fleet at Neutron Star travels to (just outside of) Sherman’s Planet.
- Command 5/8: Single ship between Sherman’s Planet and Son’a Prime impulses towards (just outside) Sherman’s Planet.
- Command 6/8: Attack (with all 5 ships) the Federation (insert Klingon insult) ships at Sherman’s Planet.
Okay. Federation is hitting on 6s, and rerolls hits of 1.
Klingon has 4 ships that reroll hits of 1, and all 5 ships hit on 5+. Hoping that actually makes a difference…
Federation 6+: pool 6d6: 2× 2, 3, 3× 4
Klingon Fleet 5+: pool 4d6: 2× 3, 5, 6
Klingon Ship 5+: d6: 2
So 2 Federation ships buy the farm, and no rerolls on either side.
Does the Federation (@Canadian_Errant) wish to retreat?
I don’t think you have enough movement for that.
14.5: “If one of your Advancements picturing a Warp token is Exhausted, you don’t get the benefit of that Warp token … until the card is Refreshed at the end of the Game Round.”
Ah, I wasn’t sure about the Warp Tokens. No problem: just spend 1 extra command to add 1 Warp Token to make it there (putting me at 7/8 rather than 6/8 at this point).
Thanks for the catch!
Thanks Assussanni, I was just checking that when I saw your comment…
Build phase looks good.
So that’s C1-2-3 to shift fleet 1 to (just short of) Thonolan IV; C4 doomed black hole expedition; C5 Temporal Anomaly research. C4-C5 (again) to get fleet 2 to (near) Sherman’s, C6 to impulse the sole ship, C7 to start that attack. Hurrah, I agree with your calculation.
Fed fleet 2 loses 2 ships, has 4 left. If Fed does want to retreat, it can only be W towards Fleet 1.
I don’t retreat
@Marx asked for a die roll:
Cool. Let us continue then.
Federation needing 6s: pool 4d6: 2, 3, 2× 5
Klingon Fleet: pool 4d6: 2, 3, 5, 6
Klingon Ship: d6: 6
Again, no rerolls, 3 exploded Federation ships.
Last chance to retreat.