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    State of the Federation

    A biweekly podcast for ALL your Star Trek: Attack wing needs!

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    Latest Episodes:
    TNG Episode 9--Origins Recap Part 2: Worlds Jul 10, 2017
    Show notes

    We recap the second Origins event: the World Championship!
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    TNG Episode 8--Origins Recap Part 1: Nationals Jun 26, 2017
    Show notes

    We recap the first of Origins' big events, and discuss what was played there! (Hint: we CALLED IT!)
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    All Kott Up: 2017 Star Trek Attack Wing World Championships Jun 17, 2017
    Show notes

    I've been following this game for four years now--almost as long as it's been in existence. In that time, I've seen it go through a few ages and shifts: cloaked Klingons, Cloaked Mines, the Borg menace and nerf; the Regionals and first Worlds, and Peter repeating the year after--all the way to the present day. I don't know this, but I feel in my bones that another shift is coming on. I think that, in years to come, we'll look back at Origins 2017--specifically Friday and Saturday, Nationals and Worlds--as the pivot point of a new era of Attack Wing... in the best possible way. It started with the terrifyingly strong field at Nationals. It reached its peak with the announcements of new costs and new templating at the fan appreciation event. And it finished the only way it could: with the final match at Worlds. But in order to get there, we had to have the rest of the tournament first! General Observations Ng Convenient: One of the top 14 Nationals players who qualified for today was Chris Oberst--but he wasn't able to make it. Fortunately, the 15th-ranked player from yesterday, Howard Ng, happened to be on hand with a fleet! He was happy to join in the fun, and we were happy to have him--he's a great guy and a lot of fun to watch! Nemeses: There were a variety of ships on display--mostly Federation, but bioships and one Borg geometry build also--but there were swarms of Reman warbirds and fighters everywhere. Of course, that's not terribly surprising: both boast extreme firepower and strong durability (assuming the Reman has the requisite Interphase Generator). Of course, one build towered above the rest... Deep Space Mine: Last year, Dustin Gross barely missed the Worlds cut at Nationals with a DS9 build predicated around hiding behind a wall of mines. This idea has worked for others--Albert Hsia made Top 8 at the 2016 Modesto Regional with a similar concept--and Dustin was insistent that the build had legs. Unfortunately, he once again missed making the cut with it here... but almost every Origins attendee walking by turned their head to look at it! One and Done? Not Quite: The idea of the quickplays was to have a quick one-round tournament and award some good prizes--a nice little filler while we waited for the big tournaments. They were so popular, though, that two quickplays happened during Worlds, and when I left today people were excitedly planning for tomorrow's rounds! I've been really thrilled with the enthusiasm that's been shown about STAW over the last few days--it left us all feeling like next year is going to be even bigger! Gee WizKids!: Last year, if you asked any of the WizKids staffers involved with STAW about the game their faces took on what could only be described as a pained expression. This year, though? Their enthusiasm was so strong as to be contagious. They're happy about what's coming up--and in my opinion? You should be too! The Swiss Four on the Floor: After four rounds of play yesterday--five or six for some--four more rounds quickly took their toll on the assembled playerbase. Richard and Ben, lending their considerable judging expertise once again, were sitting more than standing; Ben especially could hardly keep his eyes open and might even have been nodding off between rounds. As for myself? I spent as much time as I could sitting down, and I still feel like I've been in a high-speed shuttle crash. After I finish this off, I am going to go sleep forever! Just Dance: If yesterday was about jousting, then today was about piloting. Perhaps it was fatigue setting, but the pace of play was far slower, more deliberate, and more maneuvering-focused. The fourteen best players in the world put on a wonderful clinic in how to play the game. A small recommendation: if you're not planning on coming out to Origins because it's just too competitive? Come anyway. These folks are a joy to watch. Photon Finish: Here's how close the field was. Going into the final round of Swiss, Caley Roark was first in the standings at 3-0 and quite a lot of fleet points. There were still situations where he wouldn't have made the cut. Only four were going to advance, but it can't be stressed hard enough that these players were all fantastic and I can't think of a name I'd have been surprised to hear made it in. ROUND FOUR FINAL STANDINGS, TOP 4 CUT: 1. Peter Smith, 4-0 2. Jordan Kott, 3-1 3. Caley Roark, 3-1 4. James Mendez, 3-1 Top Four: The Builds PETER SMITH Prior to today, there had been two Star Trek Attack Wing World Championships. Peter won them both. He also entered the Top 4 as the only undefeated player--in fact, he'd never lost a single ship at all! He's part of the Guelph, Ontario crew that also includes perennial winner of pretty much everything Joseph van der Jagt and Worlds contender Matt Dobson, as well as a high number of other highly skilled players. USS ENTERPRISE-A Jean-Luc Picard 9 Faked Messages William T. Riker (Pegasus) Sakonna Upgraded Phasers Type 8 Phaser Array USS HATHAWAY Khan Singh 6 Admiral Matt Decker Ibix Dynasty Lure Warp Jump Quark (Warp Jump) Upgraded Phasers Type 8 Phaser Array SAKHAROV Styles Warp Jump Second of Five Cloaked Mines Cloaked Mines David Montgomery flew this build--designed by State of the Federation's own Robert Fletcher--in Nationals yesterday, and it frustrated Peter so badly that I literally saw him pulling at his hair. Naturally, his response was to run it the next day. This build is designed to hit you hard and make sure you never land a blow due to the powerful movement manipulation and effective attack cancellation that is Warp Jump... and Peter was carrying four. The one downside of all these Warp Jumps? No room for a resource--which Peter definitely felt the need for at least once! JORDAN KOTT Last year, I said that Jordan was a guy to watch. Not to blow my own horn, but boy was I ever right. Hailing from Seattle, WA, Jordan has emerged as one of the top fleet-builders in the game to the point where I now have to completely redo my list of playables just because of the three different builds he ran over the course of this past week. Prior to today his highest finish was a T4 in last year's Nationals, but he was well-equipped to improve on that here. He's always finding innovative new ways to combine cards--just like he does in the list below: USS ENTERPRISE Kor 8 Ibix Dynasty Sakonna Worf (Rotarran) Deana Troi Li Nalas Tactical Station Upgraded Phasers Photonic Torpedoes Charging Weapons USS DEFIANT NCC-1764 Khan Singh 6 Admiral Q Think Fast Conditional Surrender Jennifer Sisko Miles O'Brien (Starter) Cloaked Mines Upgraded Phasers Type 8 Phaser Array QUARK'S TREASURE Zek Diplomacy Second of Five Quark (Projected Stasis Field) Agony Booth Resource: Co-Pilot It's about 15 hours after I first saw this list, and I think I'm just now starting to get it. There's just way too much synergy to describe here, but I'm going to try anyway. Start with the obviously good chassis of the 3-attack Fed ships with the typical weapon upgrades. Sakonna and Worf on the Enterprise retain their traditional roles, and Li Nalas lets you Troi twice--but Li Nalas also serves as Madred insurance and all four help Kor with his rerolls. Meanwhile on the Defiant, Admiral Q and Think Fast are cards that are usually reserved for filling out an extra point... but here they effectively give a ship that needs maneuverability a red 1 Come-About and an extra die for a Tactical Station-infused alpha strike. Jen Sisko does double duty (seeing a theme yet?) as turn one disruption but is also the perfect choice for Think Fast--which only disables her, meaning that he can still O'Brien and have her around for Conditional Surrender. In other words, every Crew on this ship is serving two or even three purposes all at once... and the shuttle provides two attack cancels and a nasty PSF-Booth-Second of Five routine that will leave opposing fleets crippled to boot! CALEY ROARK Coming to us from Lancaster, PA, Caley came in 5th yesterday... which was his first Regionals+ event ever! He missed the Nats cut but made this one, and was in fact the only other 3-0 going into his round four match against Peter. Caley's a solid guy with a sound tactical mind for maneuvers--which is funny, considering his fleet: USS DEFIANT Ronald Moore William T. Riker (Hood) Systems Upgrade Sakonna Upgraded Phasers Type 8 Phaser Array Aft Phase Cannon BIOSHIP BETA Worf 5 Biological Technology SCIMITAR Gul Evek Interphase Generator Resource: Co-Pilot This build is designed to do one thing: survive. Don't be fooled by the lack of upgrades on the big ships; they roll a ton of defense dice (and get blanks rerolled, in the Scim's case), and can get the Battlestations conversion with a quick Co-Pilot. Plus, with Biological technology in the mix, Caley was frequently rolling 4 defense dice while still keeping the Beta's hit cancel available. The Defiant rounds it all out by providing some offensive firepower at a bargain cost! JAMES MENDEZ Out of Indianapolis, IN, James's biggest claim to fame is finishing second at the 2016 Chicago Regional. If I had to pin him down, I'd say he's a fundamentals player: the kind of guy who can build a rock-solid win streak by keeping his eye on the ball and mastering the most basic elements over riskier flourishes. His build definitely reflected that mentality: USS HATHAWAY Gul Madred Admiral Shanthi William T. Riker (Pegasus) Sakonna Upgraded Phasers Type 8 Phaser Array Lure VOR'CHA CLASS Khan Singh 6 Detonation Codes Cloaked Mines Quark (?) FEDERATION ATTACK SQUADRON FEDERATION ATTACK SQUADRON Resource: Co-Pilot I'm not sure how much more digital ink can be spilled on two-fighter builds; they're strong, and so is this. After ganking, Madred gives way to Shanthi--who can reroll against cloaks (and pick up that sweet, sweet Co-Pilot conversion) at skill 7 thanks to Riker. I'm not sure what was under Quark--I think it was a second set of Cloaked Mines. This is a bread-and-butter fleet that pretty well represents the archetype by which all others are judged. Top 4: The Matches Peter Smith vs. James Mendez: This game starts out very slowly, with 1 and 2 forwards pretty much all around. Peter drops his mines then docks his shuttle; James turns around and starts dancing. It looks like he's anticipating a Warp Jump-fueled flank attack--or is moving to flank himself. Peter does nothing of the sort, content to move up slowly and bring Second of Five across from the shuttle. Slowly, cautiously, the two fleets dance towards and around each other... until Peter has the Vor'cha in range and rolls 7 hits! Unfortunately for him, however, James also has hot dice and rolls 4 evades--and, by spending a Co-Pilot token, ensures that only two hits get through. Despite needing to get his fighters into the engagement, James moves them up slowly--he does not seem to want to fly them into Peter's mines. A bank by his Hathaway brings Peter's into range; the Vor'cha slams into the back of its own fighters. Peter elects to stick around for this engagement, and it pays off: the Hathaway and Enterprise-A combine for five damage, leaving James's Hathaway at a scant 2 hull. James only has a shot on Peter's Hathaway, and can only manage one damage in reply. James finally drops his own mines and also has Madred tell Picard just how many lights there are--leaving Riker in charge. There's an awkward moment here where it's pointed out that Peter missed a mine trigger and James missed a Hathaway free action; everyone is starting to get pretty tired. The judges elect to have the players continue as is, though. James decides to have Projected Stasis Field hit the Enterprise-A, but that's more than enough motivation for Peter to Warp Jump both ships out of there and he immediately does so. James's fleet is now clustered in the middle of the map, pointed in all directions; Peter splits his ships on opposite sides of the map. James flips his fighters around but loses tokens to a ton of damage from a debris field and Peter's mines, while the Vor'cha moves to bracket the Enterprise-A. That's cause for a second Warp Jump. Peter then takes out James's Hathaway; one fighter can shoot at his own, but Peter spends the Ibix Dynasty. The Enterprise-A reappears on Peter's side of the board, meaning that Peter's mines are once again between it and James's fleet. James expects more tricky maneuvering, but the Enterprise-A charges straight in--drawing a startled "Oh!" from James as it does so. Clearly not having expected that, James has had the fighters turned away... leaving them helpless under the Enterprise-A's guns. James's fighters turn towards the Hathaway, but it blows straight by them on the way to target the Vor'cha--which turns around to face it at range 3. That's the situation as the ten-minute mark is announced. Peter doesn't want to face the Vor'cha on these terms, so the Hathaway spends its last Warp Jump. The Enterprise-A only manages one hit against the shieldless fighters it sees, but one still beats zero as James whiffs. Upgraded Phasers shoot again and take those fighters down to their last token. The Hathaway reappears facing them dead on; the fighters gamely bank toward it and take an evade, but the other set is nowhere near here and certainly won't arrive in time. Neither will the Vor'cha, which speeds back even with the APT--the Hathaway kills the fighters with one shot. At this point, Peter has taken out half of James's fleet while only taking one damage the entire game. The Enterprise-A finally turns to face the Vor'cha, as does the Hathaway; James's last set of fighters only make it to range 3 and lose a shield to mines for their trouble. The Vor'cha, still carrying that APT, does a 3 bank into close engagement range; the Hathaway shoots down its shields and time is called. The Vor'cha finally does some damage by taking off the Hathaway's shields; the Enterprise-A's return fire can't quite seal the deal, but it's academic--Peter's ahead on points and has already won. Jordan Kott vs. Caley Roark: In contrast to the other match going on, Caley sends in his big ships right away; his Defiant is more cautious, though, as are both of Jordan's ships. The Teenyprise picks up the shuttle and Cloaked Mines go down. After some closing maneuvers, Jordan relaunches the shuttle to hit the Scimitar with Diplomacy; it blows right past the shuttle and into the mines--where a hit and a crit turn into three hits thanks to Direct Hit. That's almost half its hull, and Jordan hasn't even shot yet! The 1764 turns to face the Scimitar, but also just barely has an unobstructed shot on the Beta; the Teenyprise does as well once it moves up. Troi disables Evek, but the shots are going to the Bioship; a Think Fast from Jordan and a whiff from Caley take off 5 of the Beta's 6 shields; that's enough to let the Tennyprise deal three crits to its hull--Communications Failure, Injured Captain, and Jostled Navigator! Worf might as well be blank now. Caley scans on the Beta to dodge some mine damage, but Peter whiffs anyway; Quark's Treasure runs, but the Defiant has a shot. It takes an Evade, just in case. After some deliberation, the 1764 shoots at the Scimitar instead of the bioship, as it's not cloaked right now--and won't ever be again, as it shoots off all of the Scimitar's shields! The Teenyprise can't quite get the job done and leaves the Scimitar with 1 hull left; the Scimitar's reply leaves it with only 2 of its own. On the next round of shots, Jordan happily trades the Te…

    Full show notes at the publisher

    2 Feds 2 Furious: 2017 Star Trek Attack Wing National Championships Jun 17, 2017
    Show notes

    Wow, is it Nationals already? It feels like the year just flew by--but US Nats went down today, and I was there under the State of the Federation Banner to tell you the tale!General ObservationsBest Day Ever?: We were hoping for 18. WizKids set up for 22. 26 showed up to play--tied for the second-largest recorded attendance at a Regionals+ event ever! But quality matters... which is why seeing players such as Robert Chest, Jordan Kott, Jared Hoffman, Dustin Gross, and of course the Canadian Crew of Peter Smith and Joseph van der Jagt go head-to-head was really amazing to see. A diverse range of builds, entire archetypes out of left field, exciting announcements in the fan appreciation event... this may well be STAW's best day ever!A Lon Vacation: One disappointment to some of us who enjoy his play was Lon Porter bowing out to participate in other Origins events. He regretted playing in quickplays Wednesday and Thursday, as it left him feeling a bit burned out--plus, if he'd done well, he wouldn't be able to do anything else at Origins! (Can't say I disagree there; I've been here three days and still haven't had time to see the exhibition hall!)Oh Captain, My Captain: There might have been a wide array of builds, but Jean-Luc Picard 9 and Khan Singh 6 were everywhere. Kor 8 also made several appearances; while he wasn't strictly a captain, Admiral Forrest was equally ubiquitous.Warp Jump For Joy: I was disappointed when I didn't see any Warp Jumps at Fremont. Turns out, it was spending all that time getting ready for its coming-out party here. It felt like everyone had at least one--David Montgomery had four--and they served as everything from key repositioning to spot attack cancels. Look for more from this one going forward.Across the Neutral Zone: While there was a wide variety of which ships appeared--USS Bellerophon, anyone?--Federation ships were far more prevalent than anything else (along with, of course, Type 8s and Upgraded Phasers). Reman Warbirds, meanwhile, were almost nowhere to be found--only one made the top 4, and it certainly wasn't a typical build!Prized Fighters: There were so many fighters you guys. Peter Smith and Joseph van der Jagt both ran two, and one player even ran three! Single fighters also made many appearances--but were generally soundly countered by the prevalence of Upgraded Phasers.The SwissCircuit Judges: Surprisingly, most of the judge calls were very minor--but they were constant. Hats off to Ben Cheung and Richard Kopacz for running a tight ship--and running all over the place!Joust An Old-Fashioned Slugging Match: You'd think, in a format defined by obstacles, Warp Jump, and Admiral Forrest, that tense maneuvering games would be the order of the day. You would be wrong. Despite all the games, most fleets engaged fast and furiouslyEveryone is My Co-Pilot: 26 players... over 20 copies of Co-Pilot. By the fourth round, if you didn't have one you weren't at the top five tables. It helped that Ben and Richard made the call that the first ability would work if declared--not that many people used it anyway!You Must Flip It: One of the peculiar quirks of con play--we all had to wear our badges, and the players that leaned over their ships very nearly knocked them over several times! Jared Hoffman had the idea of flipping his around to the back, but it kept sliding back to the front--so he ended up flipping it over and over!SWISS WORLDS CUT, FINAL STANDINGS:1. Joseph Van Der Jagt, 4-0 (520)2. Dustin Gross, 4-0 (77)3. James Carter II, 3-1 (467)4. Jared Hoffman, 3-1 (455)----------CUT----------5. Caley Roark, 3-1 (390)6. Robert Chest, 3-1 (319)7. Peter Smith, 3-1 (257)*8. Chris Oberst, 3-1 (247)9. Bill Buhler, 2-2 (391)10. Joel Bennett, 2-2 (348)11. James Mendez, 2-2 (342)12. James Bess, 2-2 (342)13. Matthew Dobson, 2-2 (313)14. Jordan Kott, 2-2 (309)*As sitting World Champion, Peter was already qualified for Worlds and his qualification went to 14th place.Top 4: The BuildsJOSEPH VAN DER JAGTWorlds 2015 finalist. National champion of two countries in 2016. Worlds top four 2016. Too many regionals to count.You know who he is. And he was back to defend his title.USS HATHAWAYJean-Luc Picard 8 (USS Enterprise-E)Admiral Maxwell ForrestConditional SurrenderWarp JumpType 8 Upgraded PhasersUpgraded PhasersCONSTITUTION CLASSKhan Singh 6Conditional SurrenderSakonnaQuark (Warp Jump)Type 8 Phaser ArrayUpgraded PhasersFEDERATION ATTACK SQUADRONCoordinated AttackFEDERATION ATTACK SQUADRONResource: Co-PilotJoseph piloted a deceptively simple two Fed/two fighter list with tricks and punch. The Warp Jumps and Conditional Surrenders were effectively two attack cancels per ship, and the rest was high skill, high quality attack dice. Sometimes, the bread and butter gets the job done.DUSTIN GROSSHailing from Carlisle in the heartland of Ohio, Dustin barely missed qualifying for Worlds last year, but he came back with a vengeance today with this list:USS PROMETHEUSKhan Singh 7Admiral Maxwell ForrestHidden (William T. Riker [Pegasus])Hidden (Warp Jump)Hidden (Quantum Slipstream Drive)SCIMITARJean-Luc Picard 6Interphase GeneratorInterphase GeneratorQUARK’S TREASUREGul MadredLi NalasQuark (Warp Jump)Resource: Co-PilotDustin’s build is designed to do two things: gank a captain or two with Madred and then run the hell away. This led him to a 4-0 Swiss with all of 77 fleet points. Opponents tried just about everything they could think of against it, but had very little luck all day--up to and including Peter Smith, who was knocked out of the game and ultimately the Top 4 by this strategy in round four despite being 3-0 at that point!JAMES CARTER IIIf you were wondering who this year’s dark horse is, you’re looking at him. Straight out of Cincinnati, Ohio, James is entirely new to the national stage; he's never even played in a Regionals+ event before.USS ENTERPRISE-AShakaar EdonAdmiral Maxwell ForrestPicard ManeuverJanice RandWilliam T. Riker (Pegasus)Secondary Impulse ReactorSakonnaTactical StationType 8 Phaser ArrayUpgraded PhasersUSS PROMETHEUSKhan Singh 7Second of FiveHidden (Pavel Chekov [Reliant])Hidden (Projected Stasis Field)Hidden (Quantum Slipstream Drive)QUARK’S TREASUREMatt Decker 2Jennifer SiskoPositron BeamQuark (Tractor Beam [MU])Resource: Co-PilotJames’s build is designed to rush in before an opponent is ready and throw their formation into disarray--which, for most fleets, is too much to come back from! If an opponent made the mistake of moving forward too far on the first turn, the Enterprise-A could (with the help of both Forrest and Picard Maneuver, thanks to Janice Rand) run in and start hitting them turn one. Positron Beam--which gets the range it so sorely lacks on a shuttle--and Tractor Beam frequently comboed to mean that one ship never saw actions again!JARED HOFFMANAnother Ohio native, this time from Mount Vernon, Jared posted a Top 8 finish back at Worlds 2015. His fleet was one after my own heart:SPECIES 8472 BIOSHIPJean-Luc Picard 9Biological TechnologySPECIES 8472 BIOSHIPKhan Singh 6Admiral Maxwell ForrestCloaked Mines1ST WAVE ATTACK FIGHTERSFlanking AttackSometimes, you just need a lot of attack dice with near-perfect quality. The real winner here, though, was Biological Technology combined with Co-Pilot--it very frequently meant that the bioship was almost as good as cloaked!Top 4: The MatchesJoseph van der Jagt vs. Jared Hoffman: Joseph is dice with quality. Jared is dice with quality. As you might expect, this isn’t exactly a maneuvering game. Both line up along the edge and joust right at each other--though Jared did hold back his ships a bit on the turn of engagement to avoid being in fighter range. Jared trades a shield off of one of the Fed fighters for all of Khan’s shields--a poor roll on his part along with a rolled evade means no fighter token for him. On the next round, Jared drops Cloaked Mines in the middle of the scrum and flies Khan right up against the fighters while Picard hangs back. The Hathaway proceeds to take out Khan while getting three crits through. It looks like Joseph might take a nasty stab-at-thee of simultaneous fire… but the third flipped crit is Stunned Helmsman! Jared does manage to knock off some fighter tokens here, but that’s a poor consolation prize--especially since Joseph takes off a Hideki token and one of Picard’s shields in reply.At this point, Joseph predicts that Jared will move forward and perhaps come-about, and performs 1 come-abouts with both fighters… but Jared just moves Picard 1 forward and has the squadrons’ backs right in front of him. Joseph does take off two more Hideki tokens with the Hathaway, which has now moved to flanking position, but takes heavy damage to the fighters--leaving them with two tokens on one and one on the other. Another set of 1 come-abouts fixes that, though, and now everyone’s back in arc. Picard gets chipped down to three hull--Biological Technology does a lot of defensive work here, but it can only do so much. Meanwhile, once again Jared can’t find the dice to take out more than a shield on the fighters, which fire back and kill Picard. Jared’s now down to his fighters, and tries for Joseph’s one-token fighters as a consolation prize--he rolls four hits, but Joseph rolls straight evades on three dice. After that, it’s a mop-up operation that leaves Joseph with his fifth tabled opponent of the day.Dustin Gross vs. James Carter II: David got this match on film; I had to move back and forth to watch both, so I missed some of the earlier moves. Still, here’s roughly what happened.James starts the game by Jennifer Siskoing both of Picard’s Interphase Generators--this winds up being a key play. His Prometheus charges in with a quick Quantum Slipstream after docking the shuttle; Dustin, meanwhile, docks his own shuttle and moves Madred and Li Nalas over in preparation for Gul Madred. Then it’s James and the Ent-A, which charges in with Forrest, Rand, and Picard Maneuver all in a row. Dustin, apparently flabbergasted, leans back and says, “I wasn’t prepared for this!” It looks like it might be a bad opening for him… but the Ent-A winds up millimeters out of range and he breathes a heavy sigh of relief.James responds by launching the shuttle on the next round to use beams both Positron and Tractor to make sure Picard doesn’t get his standard complement of actions… but his tractor beam whiffs! Dustin Warp Jumps his Prometheus out of harm’s way--it’ll reappear on the opposite end of the board later--and only the Ent-A has a shot. 6 damage looks like a good start, but Co-Pilot turns 3E3BS on the defense roll into 6E!At this point, it’s all about the dance. Madred has already hit Edon--that happened prior to the Warp Jump--so James now needs a kill to win. Another shot on the Scim forces Dustin to burn another Co-Pilot, but no damage gets through. James keeps up the chase, though, with the Ent-A and the shuttle tailing the Scimitar and the Prometheuses headed to do battle. The Scimitar looks like it finally might get a chance to take an action and put the game literally out of reach… but Tractor Beam pays dividends and an aux token goes down! The Ent-Ad also gets a crit through; the Scimitar’s Agility is reduced by 1. That’ll help, but James had to be hoping for something better.Meanwhile, Madred (who is still around thanks to Li Nalas) makes James’s Khan see five lights, but winds up right in James’s sights and has to burn his other Warp Jump to get away. The Scimitar doesn’t get away without some damage, though, and takes another crit… which gives it its fourth aux token! (The shuttle had been beaming more on there.) There’s no way those Interphase Generators will ever be enabled--that Jennifer Sisko pays huge dividends now. It still has five evade dice and Co-Pilot… but will that be enough to survive to the end of the match? Decker makes this even harder on the next turn, bringing the Scimitar down to three durability left.James’s Prometheus is in pretty bad shape too--Dustin takes a shot at Range 3 with his, and rolls 2H2BS. After some heart-rending choices, he decides to save the Co-Pilot for the Scimitar… which bites him when James rolls 2E on two dice! The Ent-A rolls 5H1C against the Scimitar, and Dustin burns his last Co-Pilot to save it with one hull… not realizing that Decker can (and does) take it out automatically one turn later. Ten minutes is called--If Dustin can take out James’s Prometheus he might just pull this off. (His shuttle is still docked on Prometheus, remember!) He rolls three hits, but James spends an Evade token and his last Co-Pilot to save it.After a turn of running from James and backing up to avoid flying off by Dustin, the Prometheus takes a Decker hit and uses the die to finish off its opposite number. The Ent-A is still around, though, and hits the Prometheus hard enough to put it down to its last two hull. Even so, everyone can feel the time pressure. Dustin sends the Prometheus as far away as he can, but some deft Forrest maneuvering just barely keeps it in range and arc. Even after a target lock reroll, the attack ends up with just three hits… Dustin has two green dice and needs to roll straight evades… but he only rolls one and the game is over--and as Dustin extends his hand in congratulations, the timer beeps the end of the round!SEMIFINALS RESULTS:Joseph van der Jagt defeats Jared HoffmanJames Carter II defeats Dustin GrossFINALS: JOSEPH VAN DER JAGT VS. JAMES CARTER IIThe last man standing of the Canadian Crew versus the Queen City kid who came outta nowhere! Joseph beat James in Round 4 of the Swiss, but it was very close--can James come back and do it again?James wins initiative and starts setting up on the edge. Joseph knows he has to be very careful here with his setup--whatever formation he decides on will probably be attacked almost immediately. He sets up his fighters in the middle, with the Khan Connie on the side... Jared sets the A in his corner on that same side and Joseph sets up the Hath opposite it. Jennifer Sisko hits JLP's Warp Jump and Conditional Surrender... and the game is on! Jared’s shuttle docks, fighters both go 1F and evade--these first-turn actions matter in this matchup! James flips the Prometheus maneuver dial, showing… 1F?! And the Ent-A’s does too?!Where's the ambush?!?!Joseph, on the other hand, goes 2F with the Khannie and 1F with the Hath... is he planning on holding station by going back and forth? It’s time to set maneuvers again already--I had already expected some shooting by now. One fighter 1 come-abouts; the other banks towards the A--he's covering his flank with one while moving the other up to attack. Important when your opponent can teleport behind you!James is taking forever to reveal his dial--it's a 6F! The question he must have been asking himself: does he Quantum Slipstream here? He decides not to--which is probably the wrong call. It looks like Joseph might have the less experienced James psyched out. The Ent-A charges right in with Picard Maneuver, though--possibly to make up for the Prometheus’s lack of aggression. Shooting will happen this turn! Joseph moves up the Hath 1F, then leans over the table to examines Shakaar Edon and company... he doesn’t see many tricks here besides a Warp Jump, and James obviously can't afford to burn that this early. After some thought, Joseph throws down an evade and BS--this is a little rough because James, who has initiative, will use the nearby derelict ship to remove the Ent-A’s aux token before Joseph can clear the Hath’s.The Khannie moves up and takes a BS. Hathaway's Conditional Surrender is still disabled, so Joseph Warp Jumps it well out of harm’s way. The Khannie gets a single hit on the Ent-A; the Ent-A responds by using Upgraded Phasers to knock two tokens off the fighters with Coordinated Attack--which also means it won’t get a shot, because with two tokens gone…

    Full show notes at the publisher

    TNG Episode 7--Worlds Preview Jun 12, 2017
    Show notes

    We look ahead to Worlds, and give you a preview of what you can expect to see the most competitive players running there!@
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    TNG Episode 6--Our Favorite OPs! May 29, 2017
    Show notes

    Wondering how to fill the time until the next round of OPs are released? Here are some recommendations for past OPs to go back and enjoy again!
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    TNG Episode 5--UK Nationals and Reverse Course May 15, 2017
    Show notes

    What happened at UK Nationals, and what's the new hotness you should know about? Listen in and find out!
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    TNG Episode 4--Common Strategies, Part 2: Cloaked Mines, Lure, and Faked Messages May 01, 2017
    Show notes

    Today's episode is all about three of the most powerful cards in the game: Cloaked Mines, Lure, and Faked Messages!
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    TNG Episode 3--Common Strategies, Part 1 Apr 18, 2017
    Show notes

    In this episode, we talk all about movement quality and strategies--plus a few example builds!
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    Show Notes--TNG Episode 2 Apr 11, 2017
    Show notes Its Continuing Mission
    The stunning return of State of the Federation marches on. In episode 2, Joseph, Tucker, and Robert discuss the Drive OP. Each of them builds a fleet to bring you victory, providing massive firepower, ninja treachery, or "Just the facts, ma'am" as befits each of their approaches. Those stories and more! You're listening to State of the Federation. Our notes on the show after the jump.
    Timmy, Power Gamer
    Robert
    U.S.S. Reliant [20] - Jean-Luc Picard 6 (Captain) [4] - - Infiltration [5] - - Janice Rand [2] - Romulan Pilot [3] Ship Total: 34 SP
    Klingon/Borg Starship (B'Rel Class) [24] - Kor 8 (Captain) [5] - - Drex [4] - Borg Ablative Hull Armor [10] - Worf [2] Ship Total: 45 SP
    U.S.S. Defiant NCC-1764 [22] - James T. Kirk 9 (Captain) [6] - - Ibix Dynasty [6] - - - Tactical Station [2] - Worf (Admiral) [2] - Type 8 Phaser Array [0] - Upgraded Phasers [1] - William T. Riker [4] - Sakonna [3] Ship Total: 46 SP
    Resource: TACTICS [5]
    Fleet Total: 130 SP
    Johnny, Combo Player
    Tucker
    Quark's Treasure [16] - Thought Maker [4] - Quark [2] - - Warp Jump [0] - Elim Garak [4] - - Picard Maneuver [5] Ship Total: 31 SP
    U.S.S. Defiant [24] - Jean-Luc Picard 9 (Captain) [6] - - Faked Messages [6] - Warp Jump [5] - Type 8 Phaser Array [0] - Upgraded Phasers [1] - Sakonna [3] Ship Total: 45 SP
    U.S.S. Defiant NCC-1764 [22] - Jonathan Archer 6 (Captain) [4] - - Lure [6] - Maxwell Forrest (Admiral) [3] - Type 8 Phaser Array [2] - Upgraded Phasers [3] - Brunt [1] - Jennifer Sisko [3] - - Warp Jump [5] Ship Total: 49 SP
    Resource: Co-Pilot [5]
    Fleet Total: 130 SP
    Spike
    Joseph
    U.S.S. Hathaway [U.S.S. Hathaway] (22) Khan Singh [GenKhan] (4) Sakonna [Gavroche] (3) Warp Jump [U.S.S. Hathaway] (5) Systems Upgrade [U.S.S. Hood] (2) Upgraded Phasers [U.S.S. Lakota] (1) Type 8 Phaser Array [U.S.S. Hood] (0) Total (37)
    U.S.S. Stargazer [U.S.S. Stargazer] (22) Jean-Luc Picard [Starter] (6) Adm Maxwell Forrest [Enterprise NX-01] (3) Warp Jump [U.S.S. Hathaway] (5) Systems Upgrade [U.S.S. Hood] (2) Upgraded Phasers [U.S.S. Lakota] (3) Arsenal [U.S.S. Phoenix] (4) Type 8 Phaser Array [U.S.S. Hood] (2) Total (47)
    USS Defiant (24) Gul Dukat (6) Picard Maneuver (5) William T. Riker (4) Systems Upgrade (2) Warp Jump (5) Type 8 Phaser (2) Upgraded Phasers (3) Total (46)
    Fleet total: 130

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