Ok. Let’s build ten ships and form 6 of them into a battle group?
Assuming fleet-2 battle group. This leaves 11 unattached ships at Mazar.
Let’s brave the stellar nursery with a single ship.
@RogerBW asked for a die roll:
Ship lost on 4+: d6: 6
Let’s do it again.(don’t forget shield modifier)
@RogerBW asked for a die roll:
Ah, I failed to do the stuff other than buying Ascendancy. Fixed now.
Poking the phenomenon, ship lost on 5+: d6: 5
4 commands remain.
Let’s do it again!
You don’t have any more ships there - the last one’s in warp.
Spend one command to drop it out of warp there then.
@RogerBW asked for a die roll:
Lost on 5: d6: 4
Complete transwarp drive.
(Help me out. I can warp past the Klingon homeworld?)
I don’t think you can warp past hostile ships.
Edit: confirmed, I’m afraid you can’t. Rule 8.3.
Hey @Lordof1 now you’ve stopped me winning, do you want to exchange trade agreements?
If you’re willing, I honestly can’t think of a reason why not.
Edit: oh wait, I thought of one. Sorry, no.
an instance of “sorry, not sorry”
Ok. Let’s launch the battle group to the border of Kronos and launch an attack.
@RogerBW asked for a die roll:
OK, with Transwarp Drive complete that’s C4 enter warp, C5 leave warp, C6 attack ships at Kronos.
Federation: 6 ships, weapons 4+, shields 1, Battle Group rerolls 1s
Klingon: 15 ships. weapons 4+, shields 0.
Federation: pool 6d6: 1, 2, 2× 4, 2× 5 for 4+
Klingon: pool 15d6: 3× 1, 2× 2, 2× 4, 2× 5, 6× 6 for 5+
@RogerBW asked for a die roll:
Federation reroll: pool 1d6: 1 for 4+