The member world engineer units have this cost clearly provided, and we know they come with their own ships. The Starfleet Engineers team, again, I quote:

"Starfleet Engineering Command (5pt from Starfleet, to deploy will require 2 cargo ships and 2 freighters to be sourced from member worlds)"

So does that mean "we pay five points, we get engineers that we can deploy?" Or does that mean "we pay five points, we get engineers with no spaceships, and have to separately pay for the ships?" In the latter case, the ships cost an extra ten points.

This is not a concern I made up, and if "the costs are already clear" to you then I would love to see you explain what obvious piece of logic fits it all together for you.

Seems pretty clear to me. We need to source those auxiliaries separately. Otherwise why would it be noted like that at all?
 
At the moment, we have plenty of bulky forces, what we don't have is a sensor network to prevent infiltration of our space. This is more or less the same problem we had with the Biophage; we spent proportionately a lot more of our effort evacuating colonists and building sensor outposts than we did getting ahold of more ships.

Granted. But since Engineering Teams that come with spaceships cost a full 10 points, and I want scientists in the field right now, I'm willing to take a Heavy Industry Team and a couple patrol ships in change.
 
SynchronizedWritersBlock, I suspect you are right. But I would like confirmation, because it's an unusual case where the "real" cost of a team is 'hidden' in that you have to back up and calculate it separately. I'm not sure that's what Oneiros actually intended, so I'm asking.

@Blackshard :

As far as I can determine, Starfleet Engineering will function as an engineering team... but isn't going to be functional as one unless we pay 10 points to get ships for them.

In which case Starfleet Engineering costs in effect fifteen points to mobilize, whereas member world engineering teams cost ten.

However, it looks like Starfleet Engineering would cost zero 'war support' to mobilize, because member worlds don't lose war support when their ships are drafted as far as I can tell.

Whereas a 'war support' cost of Earth, Andorian, Tellarite, etc. engineers is applied against the respective homeworlds' willingness to support the war.

Granted. But since Engineering Teams that come with spaceships cost a full 10 points, and I want scientists in the field right now, I'm willing to take a Heavy Industry Team and a couple patrol ships in change.
The only scientists we get from your plan are the scientists aboard that one cruiser. I am not sure they represent a whole team all by themselves. It seems unlikely, because we would then be getting two research teams for the price of one (cheap) one.
 
However, it looks like Starfleet Engineering would cost zero 'war support' to mobilize, because member worlds don't lose war support when their ships are drafted as far as I can tell.

No, they cost this:
Federalise Auxiliary Units from <Member World> (3 cost for freighter, 2 cost for cargo ship, 3 cost for other auxiliary units)

The advantage Starfleet Engineering has is that even though it costs 15 points, total, the cost is split among Starfleet (5 pts) and as many member worlds as we care to spread it among (the 10 points of ships). A Member World engineering team is cheaper (10 points) but all of the cost comes down on a single member world.
 
SynchronizedWritersBlock, I suspect you are right. But I would like confirmation, because it's an unusual case where the "real" cost of a team is 'hidden' in that you have to back up and calculate it separately. I'm not sure that's what Oneiros actually intended, so I'm asking.

@Blackshard :

As far as I can determine, Starfleet Engineering will function as an engineering team... but isn't going to be functional as one unless we pay 10 points to get ships for them.

In which case Starfleet Engineering costs in effect fifteen points to mobilize, whereas member world engineering teams cost ten.

However, it looks like Starfleet Engineering would cost zero 'war support' to mobilize, because member worlds don't lose war support when their ships are drafted as far as I can tell.

Whereas a 'war support' cost of Earth, Andorian, Tellarite, etc. engineers is applied against the respective homeworlds' willingness to support the war.

Starfleet Engineering is listed that way because the war support costs have to be divided up between Starfleet war support and other member world(s) war support.

15 total cost is the "standard" war support cost for an engineering team + logistics: "Generate Generic Engineering Team from <Member World> (15 Cost to Member World, gain Engineering team)" (edit: actually, it doesn't mention any aux ships here, but for that large cost, I suspect they do come included)

It's only Tellar, Earth, and Andor that provided discounted engineering team + logistics.
 
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No, they cost this:
Federalise Auxiliary Units from <Member World> (3 cost for freighter, 2 cost for cargo ship, 3 cost for other auxiliary units)

The advantage Starfleet Engineering has is that even though it costs 15 points, total, the cost is split among Starfleet (5 pts) and as many member worlds as we care to spread it among (the 10 points of ships). A Member World engineering team is cheaper (10 points) but all of the cost comes down on a single member world.
Okay, SOMEHOW I got the idea that the point cost of assets was separate from the "reduced war support" consequence we get from drawing certain assets.

Maybe I just just give up.
 
I'm pretty torn. I know I've got the "External Diplomacy + All the Runabouts" vote in now, but I feel like there's good arguments for more internal diplomacy, or engineering, or heavy industry. The only thing everybody seems sure about is that External Diplomacy team. Beyond that, anything could be a good idea.
 
@OneirosTheWriter

A few questions related to a potential omake series:

A) do you have a Commander for the Red team yet?

B) How big is the team?

C) What rank do you need to command it?

D) What rank is a runabout pilot?

E) How long does it take to get promoted, assuming above average performance?

F) Do you have anything in mind for pilot training?
 
So by default, we're going to have a total of 20+10+10=40 war support that we can spend by the time the war officially starts in 2315.

Given that there's more than 40 points* that I want to spend before that, I consider it of primary importance to get an internal diplomacy team to increase the amount of war support we can spend. If it's +5/month, then that's +10, which only breaks even, yet still gets the other benefits of an internal diplomacy team. If it's +10/month, than we get +20, which is a net +10 that we can spend.

I also think it's important to get the Ked Paddah on board, and given how this month's Captain's Logs events went, this may a longer process than we'd like. So getting an external diplomacy team to start ASAP is also important.

Recons and starbase/outpost construction mobilization can wait another month.

[X] Plan Diplomatic Buildup
-[X] Federation Diplomatic Service Ambassadorial Team 4 - External Diplomacy (10pt cost for Starfleet, gain External Diplomacy Team)
-[X] Federation Diplomatic Service Consular Team 3 - Internal Diplomacy (10pt cost for Starfleet, gain Internal Diplomacy Team)

edit:
* My wishlist before the war starts:
External diplomacy team - 10pt
Internal diplomacy team - 10pt
All the recon teams (+ bonus research cruiser) - 3+4+3=10pt
At least one heavy industry team - 5 or 10pt
An engineering team + logistics - 10pt
Total: 45 or 50pt

As this Arcadian Crisis proceeds this quarter, more options may turn up, and thus this wish list may expand.
 
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Okay, stupid questions:
1) How many rounds to prepare before the ultimatum ends?
2) How many points to invest?
Depending on 1) and 2), what's the plan?
Going in fast and hard?
Slow and sure?
Recon & decapacitation?
Recon & decide then?

Because that should be the basis for what we do NOW.
 
@OneirosTheWriter

A few questions related to a potential omake series:

A) do you have a Commander for the Red team yet?

B) How big is the team?

C) What rank do you need to command it?

D) What rank is a runabout pilot?

E) How long does it take to get promoted, assuming above average performance?

F) Do you have anything in mind for pilot training?

I'm not the qm (obviously) But Red Squad is /Academy/ red squad. We're drafting a bunch of the most talented 3rd and 4th years and really hoping we don't get them pointlessly killed. So the answer to a couple of your questions are "Most of them are literally cadets"
 
Okay, stupid questions:
1) How many rounds to prepare before the ultimatum ends?
2) How many points to invest?
Depending on 1) and 2), what's the plan?
Going in fast and hard?
Slow and sure?
Recon & decapacitation?
Recon & decide then?

Because that should be the basis for what we do NOW.

Briefvoice Strategy Plan

We're under the gun to make this a "fast" war, which means finishing it in under a year. Despite that, we can't be reckless. I think we should do something like this:

1. Pick two of their major worlds (but not the capital) and begin intercepting shipping around both to cut them off. This would be done with Task Force #1 and #2.
2. Eventually, they're forced to respond. When a Licori fleet is sent out, consider its size.
2a. If they seem to have committed a lot of their forces, have whichever Task Force they went after retreat. Meanwhile Task Force #3 combines with whichever Task Force they didn't go after and hits the planet they didn't commit to defending. Base strike, take out the Outpost, control the orbit.
2b. If they didn't commit sufficient forces to draw down defenses on one of the worlds, make them pay for it by combinining Task Force #3 with whichever Task Force they did go after and smash their much-weaker fleet.
3. Ideally cooperate with Gaeni and Ked Peddah on the above.

The idea is that no matter how they choose to respond, it's the wrong bet. If they mass the majority of their fleet to take on one of our Tasks Forces, we hit them at a different location with the remainder of our fleet. If they try to conserve their forces and send a smaller fleet, we smash it flat with our superior firepower. If they try to hunker down and not do anything at all, we destroy their cargo ships and freighters and disrupt their supply network until they have to do something, because only the home world is fully self sufficient.
 
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Briefvoice Strategy Plan

We're under the gun to make this a "fast" war, which means finishing it in under a year. Despite that, we can't be reckless. I think we should do something like this:

1. Pick two of their major worlds (but not the capital) and begin intercepting shipping around both to cut them off. This would be done with Task Force #1 and #2.
2. Eventually, they're forced to respond. When a Licori fleet is sent out, consider its size.
2a. If they seem to have committed a lot of their forces, have whichever Task Force they went after retreat. Meanwhile Task Force #3 combines with whichever Task Force they didn't go after and hits the planet they didn't commit to defending. Base strike, take out the Outpost, control the orbit.
2b. If they didn't commit sufficient forces to draw down defenses on one of the worlds, make them pay for it by combinining Task Force #3 with whichever Task Force they did go after and smash their much-weaker fleet.
3. Ideally cooperate with Gaeni and Ked Peddah on the above.

The idea is that no matter how they choose to respond, it's the wrong bet. If they mass the majority of their fleet to take on one of our Tasks Forces, we hit them at a different location with the remainder of our fleet. If they try to conserve their forces and send a smaller fleet, we smash it flat with our superior firepower. If they try to hunker down and not do anything at all, we destroy their cargo ships and freighters and disrupt their supply network until they have to do something, because only the home world is fully self sufficient.
Buildup?
Like:
  1. Shore up infrastructure
  2. Secure diplomatic front
  3. Deploy recon/patrols
?
 
I'm not the qm (obviously) But Red Squad is /Academy/ red squad. We're drafting a bunch of the most talented 3rd and 4th years and really hoping we don't get them pointlessly killed. So the answer to a couple of your questions are "Most of them are literally cadets"
Ok.

That works out well with my general character timeline. Well, depending on a couple other factors.
 
I just noticed

OneirosTheWriter said:
T'Mir will attempt to create a decoy for Thirishar to follow, Hard DC Sci-T: pass
Thirishar faces Hard DC Sci-T test to detect that they are following a decoy - failed
Thirishar faces Hard DC Rec-T to reach the decoy in time to return to Betazed system at -2: failed
I assume that "Rec_T" means 'reaction roll,' as in a check against the Defense stat.
 
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