Star Trek Ascendancy game 3

One command remains; Whisper has one Research on it.

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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?

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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 )

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(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.”

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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!

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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.

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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.