Star Trek Ascendancy game 3

@RogerBW asked for a die roll:
Command #4, ship lost on 5+: d6: 1

So that gets you “Whisper Your Way To Success” + 1 Production.

(Do I have 2 production now?)

@Assussanni asked for a die roll:
Tal Shiar Monitoring Posts generates 1 research for a Romulan project on a 3- d6: 1

Place 1 research from the supply on Collective Data Linkage.

2 Likes

Yes: 2 Production, 2 Research, 0 Culture, 5 Ascendancy.

Done, thank you.

1 Like

Pay two production to cancel the two trade agreements between cardassians and Vulcans.

End of turn







Current state of systems and nodes:

Faction sys hw? +hw
Cardassian 5 yes 0
Federation 5 yes 0
Ferengi 3 yes 0
Klingon 5 no 0
Romulan 6 yes 0
Vulcan 4 yes 0
Faction P R C
Cardassian 4 2 4
Federation 3 6 1
Ferengi 5 2 1
Klingon 3 7 2
Romulan 7 4 3
Vulcan 1 5 1

Card 4: Klingon (@Marx)

Sorry, stuck at work for 4 more hours, will respond soon!

2 Likes

I will admit I kinda got caught up in the “Federation are the good guys”- which is a fun role to play and I didn’t realize how close you were to winning :stuck_out_tongue:

If only somebody had warned you… :slight_smile:

Nah. Cardassians have played a great game and snuck in under the wire!

1 Like

@Marx asked for a die roll:
Okay. Let’s see if we can save a little face.

Build Phase

  • 1 Culture and a ship to colonize Sherman’s World.
  • 2 free ships (Terra Nova and Yuri)
  • 3 Production for ships at Terra Nova, forming all 7 ships into Generic Fleet 3.
  • 1 Research on each of the 4 projects.

Final resources: 0P, 3R, 1C

Command Phase

  • Command 1/7: Fleet 2 (currently with 4 ships) leaves 1 ship behind and enters Warp.
  • Command 2/7: Fleet 2 arrives near Son’A
  • Command 3/7: Fleet 2 and 1 additional ship attack Romulans at Son’A

Romulans (Weapons 3+, Shields 0), hitting on 6+
Klingons (Weapons 3+, Shields 3), hitting on 3+ and rerolling for 3 of the ships.

Romulans: d6: 3
Klingon Fleet: pool 3d6: 2, 4, 5 and lone d6: 1

@Marx asked for a die roll:
Romulan explodes, Klingons refresh a Command. Follow Up move into Son’A, and have the lone ship join the fleet.

  • Command 3/7: Fleet at Son’A enters Warp
  • Command 4/7: Fleet enters Temporal Anomaly.
    – Can’t be harmed, will refresh commands on a 3 or 4: d3+1: 3

@Marx asked for a die roll:
Cool. Finish “Mass Fire Tactics”, and refresh 1 Command.

  • Command 4/7: Fleet 1 (Thonolan VI) enters Warp.
  • Command 5/7: Fleet 1 arrives at Kronos (near Kronos)
  • Command 6/7: Fleet 1 attacks Vulcans.

Vulcans, 7 ships hitting on 5+ and with Shields 1
Klingons, 8 ships hitting on 4+ and with Shields 3, and pairs of misses also result in 1 hit.

Let’s do this!

Vulcan fleet: pool 7d6: 2× 1, 2, 2× 4, 5, 6
Klingon fleet: pool 8d6: 1, 2, 2× 3, 4, 2× 5, 6

Vulcans hit 2 ships, Klingons directly hit 4 ships and Mass Fire results in 1 more hit for a total of 5 dead Vulcan ships. Fleet disperses.

Do the Vulcans wish to retreat, @Delwayne ?

no retreat. tis an unfortunate circumstance…

@Marx asked for a die roll:
Retreat would be illogical. To the death!

Vulcans: pool 2d6: 2, 4
Klingons: pool 6d6: 1, 3, 3× 4, 6