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Star Trek: Ascendancy» Forums » Strategy

Subject: To Boldly Go - Federation rss

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Alex Almond
United Kingdom
Nelson
Lancashire
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It looks like the Federation is going to be the toughest faction to play in the starting set, and people will likely struggle with them if they try and go head to head with the other races. When being attacked by another player the trick will be to refuse battle with the largest enemy fleets and use a few smaller fleets to Hegemony the enemies territory, if you focus on one system you'll lose badly against their superior battle advancements/fleets.

Advancement wise there doesn't seem to be anything in the way of must haves in the early game, later on Stellar Cartography will be needed to get your ships into places to cause maximum disruption. Broadly the Fed tech is about warp speed and general efficiency.

Early game the Federation is setup to expand rapidly and gain an early lead in culture/ascendancy. There danger to this as it might tempt aggressive players thinking you are a bigger danger than you are and spotting some easy kills when they should be curtailing the early game of other more dangerous factions (Romulan). It's safer to trade with the federation than with other factions, their lack of military tech and smaller fleet sizes reducing the threat they pose with excess production.

If you get setup to harvest a Phenomenon try to use it to accelerate Orbital Labs research to accelerate weapons/shield tech.

Racial Traits

Prime Directive - May never Invade, or colonise primitive worlds.

Explore Strange New Worlds - +1 Culture when you discover a new civilisation or phenomenon.

Fleets

Side B - May reroll 1's - 6 Ships

1 Science (4)
Only roll for one of the ships when braving a hazard. No command needed to brave hazard fleet already occupies.
/

2 Colonization (3)
No culture required to colonize.
/

3 Diplomatic (3)
You may reroll Hegemony rolls
/


Advancements
(11/14)

Starting Advancement
Universal Translator - Expansion +1 Warp

+ 1 to Hegemony rolls



Bureau Of Security (3) - Espionage
Exhaust this card to exhaust another players espionage Advancement (who you have made contact with)

Transwarp Drive (3) - Unknown/Unknown
No ability - I'm guessing it adds warp tokens

Adv. Stellar Cartography (3) - Exploration + 1 Warp
+1 to maximum space lanes.

The Cochrane Institute (3)- Exploration +1 Warp

+1 Impulse
This may come in to help travel short distance space lanes efficiently but it's also for retreating forcing the enemy to expend more command tokens if they want to chase down your fleet.

Long Range Sensor Arrays (4) +1 Warp
When exploring pickup 2 discs and choose one.

Starfleet Academy (4) - Exploration +1 Warp
+1 to hazard rolls

Starfleet Diplomatic Corps (4) - Espionage + 1 Warp

Successful Hegemony Rolls no longer require a culture token to take control of the system

Class 4 Industrial Replicators (4) - Expansion + 1 Warp
Free production node when you colonize

Planetary Defence Shield (4) - Military

Unknown

Orbital Labs (5) - Science + 1 Warp

+1 Science Token per starbase you control during resource generation.


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Angelus Seniores
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i wouldnt say the federation is the most difficult to play.

given they are much more likely to receive bonus culture and have the fleets to help with hegemony/colonization/science they will explore the map quite rapidly and advance ascendancy level fast as well.
once they produce around 4-5 culture per turn they can stay on the defensive until they reach level 5.
the orbital laboratories tech is indeed a big help
they will only be in trouble on small maps where battle is a must to control the necessary planets, but if they were lucky to expand fast, they should be ahead in research and resources that they will be dangerous to go to war with. as you dont need war to hegemonize planets, letting them infiltrate your territory is a highly risky move

i think the planetsry defense shield lets you ignore 1 enemy die result in each round of a planetary invasion
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Nova Cat
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Bakersfield
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That's something I think a lot of people will forget at first: just because the Federation can't invade your planets, that doesn't mean they can't hegemony your planets away from you. And with all their hegemony bonuses, they're likely to succeed. The Fed's discounts on culture costs and relative ease with which they can produce culture tokens will allow them to rise in ascendancy faster than either of the other factions.

I'd just like to take a moment here to appreciate the games's strong theme. Appropriately, the rival factions will be strongly incentivized to disallow the Federation free access to their territory, in order to prevent "dangerous cultural contamination." It sets up the Federation's enemies as being paranoid, oppressive regimes, despite the fact that, mechanically, the Federation is actually the aggressor.
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Igor Horvat
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Novacat wrote:
That's something I think a lot of people will forget at first: just because the Federation can't invade your planets, that doesn't mean they can't hegemony your planets away from you. And with all their hegemony bonuses, they're likely to succeed. The Fed's discounts on culture costs and relative ease with which they can produce culture tokens will allow them to rise in ascendancy faster than either of the other factions.

I'd just like to take a moment here to appreciate the games's strong theme. Appropriately, the rival factions will be strongly incentivized to disallow the Federation free access to their territory, in order to prevent "dangerous cultural contamination." It sets up the Federation's enemies as being paranoid, oppressive regimes, despite the fact that, mechanically, the Federation is actually the aggressor.


https://www.youtube.com/watch?v=6VhSm6G7cVk

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