Other incidents provoked by the scientists at Prograde:
  • The small shrine that popped up in one of the rec rooms dedicated to T'Lorel and her eponymous Maneuver
  • Creative Solutions Bingo at the first viewing of recordings of the actions in space near Ixaria
  • Betting non-academic supercomputer energy credits on first uses of protocols, tactics, and maneuvers, examples including "Ironically", "Not until the Enterprise gets into a weirdness", and "It works, but we get yelled at anyway"
  • The "Prograde Burn": Like a Photon Torpedo, but add a dash of hot sauce and 1 mL saline (drunkenly held to symbolize Councillor Stesk's tears)
That last one makes me feel like a terrible person.

edit: Really, though, I'm not going to blame them for their quirks: When your job involves tasks like recomputing optimal bombardment patterns for sterilizing biophage-infested planets to take new tech into account, you kind of have to have a way to let off steam.
 
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On second thought unless we get a +10 bonus to both techs and somehow know that fact ahead of time (so that we can boost) an event bonus to mutual support is useless. The project will finish in 2 years either way. So I guess soft-locking the offensive doctrine choice by choosing an appropriate war game is the best option. Frontline Infrastructure and To Boldly Go don't seem particularly suited for war games.

If we performed a sufficiently large exercise (say "The Klingons have come over the border in numbers, we're shifting to meet them") we'd probably throw in some stuff like practicing rapid outpost construction and throwing up repair berths. So Frontline Infrastructure.

But we'd need a lot of ships for that and probably also some of our engineering ships, who are ultrabusy.

Mutual Support may also be suitable for a large-scale disaster relief exercise with a little bit of combat thrown in; say, handling a subsector plague outbreak while keeping hospital ships safe from Yrillian raiders.
 
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Federation operational doctrine has Starfleet ships operating primarily as patrol and main offensive units, with member ships operating primarily as defensive units and reserves. In addition, any garrison fleet must be able to fend off offensives on the scale of Sguirri in case of our primary fleet units being drawn off elsewhere for a large offensive operation, or heading to drydock, like at Sguirri.

Pretty trying to defend every colony via garrisons, even if only in the limited territory of the GBZ, is a fools errant. You simply spread your forces all over the territory which makes it easy for the enemy to destroy the piecemeal. Instead what you generally do is establish a few strongholds at the frontier with significant fleet presences, from which you can intercept an attack or at the very least catch them on their way back since pretty much any big loss of ships outweighs the damage you can do to a colony in almost every case, especially since I don't think any faction in Star Trek is very eager to start large scale orbital bombardments since those simply invite retribution in kind and populated planets are far to fragile (and rare) for that kind of doctrine.

Pretty much what we do with our borderzones already, just on a smaller level.... I mean look at the various world wars or other naval (or land conflicts) conflicts - you will almost always see that kind of tactic used.
 
Outposts are not just gun stations, they are also major sensor platforms, and should help with getting more advanced notice of hostile fleets inbound in order to give more time to mobilize our local fleet forces.
 
Tried my hand at logo making, opinions?

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Formal suggestions for new "wargames". You could consider this an omake if you liked.

Exercise Hope
Exercise Task Force: four ships, cruiserweight or less; Explorer leader allowable; one or two hospital ships
"Hostile" Forces: Two combat frigates; science vessel in support if convenient; runabout squadron.
Friendly Forces: existing outposts and starbases in exercise area, with their shuttle and runabout complements.

Scenario: A serious plague has developed in the No't Hereistan subsector, and civil authority is shaky. Starfleet is sending in a hospital ship and a small task force to provide disaster relief, cure the plague, and protect civilians. Raiders from the other side of the border/governmental ships that have gone rogue/pirates are expected to interfere in this process.

Exercise Matrix Shield
Exercise Task Force: Three-ship task force, selected at random; starbase.
"Hostile" Forces: Five-ship task force, selected at random.
Friendly Forces: Nearby member world forces.

Scenario: A starbase is being attacked by an enemy task force. Friendly forces are inbound but will not arrive for two hours. Starfleet forces must defend until reinforcement and/or drive off the attackers.

Exercise Matrix Lance
Exercise Task Force: Five-ship task force, minimum one capital.
"Hostile" Forces: Starbase and runabout/shuttle complement; three frigates.
Friendly Forces: N/A.

Scenario: A hostile starbase is acting as a hub for raiding activity against Starfleet and member world assets in this region. A task force has been assembled from member world and Starfleet ships to capture or destroy it.

Exercise Cleansweep
Excerise Task Force: Six-ship task force, selected at random. Engineering ship.
"Hostile" Forces: Three frigates including at least one science ship, ten runabout squadrons
Friendly Forces: None.

Scenario: The N'ot Hereistan subsector is experiencing a serious pirate and smuggling problem. Starfleet is sending a task force to conduct a punitive sweep for pirate forces and oversee the construction of an outpost to provide a more permanent presence.

Exercise Courageous
Exercise Task Force: Existing subsector forces, including installations and member world forces.
"Hostile" Forces: None. Optional small number of frigates with runabout support.
"Friendly" Forces: One explorer, simulating crippled EC ship.

Scenario: An Explorer Corps ship was in the area. Starfleet has lost contact. All ships are directed to begin immediate search and rescue operations.
 
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I support this product and/or service.

Formal suggestions for new "wargames". You could consider this an omake if you liked.
I like it. in fact why don't we do it the next time we get a chance to. I am pretty sure that the experience from doing all of those exercises will go a long way toward better preparing the Starfleet for the coming war.
 
Not quite:

It gives 1S 2C 1H 2L to all installations, which is actually better for the purpose of defending a colony.
Good catch. I skimmed that and didn't see the twos.

Starbases are C18 H18 L18.
Outposts are C10 H10 L10. *

Thus, once we get both, we'll have :

Starbase: C21 H19 L21 S+2
Outposts: C13 H11 L13 S+2

... This is scary. Good. We'll need it to sway the odds.

*: I'm not actually sure about this. :/

Pretty trying to defend every colony via garrisons, even if only in the limited territory of the GBZ, is a fools errant. You simply spread your forces all over the territory which makes it easy for the enemy to destroy the piecemeal. Instead what you generally do is establish a few strongholds at the frontier with significant fleet presences, from which you can intercept an attack or at the very least catch them on their way back since pretty much any big loss of ships outweighs the damage you can do to a colony in almost every case, especially since I don't think any faction in Star Trek is very eager to start large scale orbital bombardments since those simply invite retribution in kind and populated planets are far to fragile (and rare) for that kind of doctrine.

Pretty much what we do with our borderzones already, just on a smaller level.... I mean look at the various world wars or other naval (or land conflicts) conflicts - you will almost always see that kind of tactic used.

By garrison fleet, I meant a fleet of ships that can be concentrated to intercept any incoming forces. :/

Basically, our sector garrisons, but over a much smaller area.

However, my point of asking the Amarki and Apinae to increase their commitment stands.
 
If the Cardassians start the full war, the Apiata and Amarki forces will also be needed elsewhere. The Apiata aren't going to be sitting 3 queenships in the colonies when their homeworld is under direct threat.
 
I may not be the first one to have this idea, but we now have such a concentration of ships in the gabriel zone that probably not all of them can be kept busy with important stuff at the same time. So, since the job of these ships is too look scary so the cardassians dont get cocky and that job doesnt get impeded by some fun wargames, could we get a discount on bigger wargames as long as they are held with ships in the gabriel zone?
 
I may not be the first one to have this idea, but we now have such a concentration of ships in the gabriel zone that probably not all of them can be kept busy with important stuff at the same time. So, since the job of these ships is too look scary so the cardassians dont get cocky and that job doesnt get impeded by some fun wargames, could we get a discount on bigger wargames as long as they are held with ships in the gabriel zone?
Probably not, because then we'll have to expend political will convincing the Council that our ships in the Gabriel Expanse aren't JUST there to play games.

From the pacifists' point of view, there is a very worrisome possibility of Starfleet getting accustomed to 'using' the Gabriel Expanse as a free-fire zone in which it is free to think in terms of war and warfighting rather than the broader mission they desire for Starfleet. And there'll be a sense of pouring assets into a Starfleet that, well, "plays war games," said with Stesk's best dry, disapproving voice.
 
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Starbases are C18 H18 L18.
Outposts are C10 H10 L10. *

*: I'm not actually sure about this. :/
They are all over the place, C6 H12 L12, C4 H8 L8, C9 H15 L15 and some other combinations, I don't think we have seen C10 H10 L10 though. Some of this is reinforced/upgraded vs normal outposts, some of it Oneiros changing his mind on what stats they should have.
 
I support this product and/or service.

Formal suggestions for new "wargames". You could consider this an omake if you liked.
Not sure about the runabout squadrons for pirates/hostile forces; Yrillian pirates use corsairs, which are "full-sized" ships.

That said, I'd like to be able to write about Rogue squadron acting as OPFOR.
If the Cardassians start the full war, the Apiata and Amarki forces will also be needed elsewhere. The Apiata aren't going to be sitting 3 queenships in the colonies when their homeworld is under direct threat.
Fair enough.

However, the Apiata have zero queenships in the GBZ. So, there's that. I'd like to see another Little Queenship Task Force though.

We really need to pivot spinwards - I'd like to move some UE and Andorian ships in. I'll be a lot happier once we get a further D rebalancing.

Hmm...

I may not be the first one to have this idea, but we now have such a concentration of ships in the gabriel zone that probably not all of them can be kept busy with important stuff at the same time. So, since the job of these ships is too look scary so the cardassians dont get cocky and that job doesnt get impeded by some fun wargames, could we get a discount on bigger wargames as long as they are held with ships in the gabriel zone?
The PP cost is because the ships still need to be patrolling, doing regular exercises, and undergoing maintenance. Furthermore, wargames require resources, and Stesk may not like them.

*starts work on wargame omake*

@AKuz Do you mind if I use Tiger Team?
 
Fair enough.

However, the Apiata have zero queenships in the GBZ. So, there's that. I'd like to see another Little Queenship Task Force though.

We really need to pivot spinwards - I'd like to move some UE and Andorian ships in. I'll be a lot happier once we get a further D rebalancing.

Hmm...
Little queenships are what I mean. The things are explorer sized and fly in squadrons with two stingers. If the Apiata go through with increasing their commitment like they said they would they'll have a third of their fleet up here.
 
On using wargames to support an Offensive Doctrine Choice

As a reminder, here is the only Offensive Doctrine draft we've ever gotten.

//Be able to refuse fleet battles, and operate in smaller groups in enemy territory, picking off isolated ships, engaging in small-group battles, attacking undefended starbases and avoiding high-risk action as much as possible. Gain bonuses to small size engagements, and ability to decline battles.
//NB - Wolf Pack industry "core ship" will affect Explorers if FDD is Lone Ranger, or Cruisers if either other doctrine.
"Wolf Pack Doctrine" -> "Operational Tempo"; // Re-Roll attempts to avoid battle, all ships in a Wolf Pack gain +1 D
"Wolf Pack Doctrine" -> "Homefront Support"; // Discount to new design project requests for Target ship type
"Wolf Pack Doctrine" -> "Wolf Pack"; // May declare fleets of no more than 5% of your total tonnage that may attempt to bypass border zones to operate in enemy territory.
"Operational Tempo" -> "Initiative Doctrine"; // +2 to Attempts to join or decline battle, gain +2 D when attempting to escape battle
"Operational Tempo" -> "Patience"; // Reduce enemy response rolls by 3 as you attempt to pick off isolated targets
"Operational Tempo" -> "Daring Captains"; // Every ship with a point of crew rating, or Explorer Panel captain, adds additional 1% to Fleet Combat
"Homefront Support" -> "Building the Den"; // Bonus to building shipyard berths the next 500kt multiplier up from your most modern core ship
"Homefront Support" -> "Pack Logistics"; // Time that a Wolf Pack can be in enemy territory increased
"Wolf Pack" -> "Attack Pattern Alpha"; // Unlock Attack Pattern Alpha: +1 L, D when outnumbering the enemy, Wolf Packs remove enemy Target Priority
"Wolf Pack" -> "Interdiction"; // Reduce enemy income while operating in their territory
"Wolf Pack" -> "Small Unit Tactics"; // +5% Fleet Combat for Wolf Packs

//Focus your fleet power on enemy starbases and systems. Receive a combat bonus when attacking starbases, attempting to secure orbit, or defending against the same.
"Base Strike Doctrine" -> "Attack Pattern Delta"; // Improve ability to avoid by-pass borders when en route to a target
"Base Strike Doctrine" -> "Who Dares Wins"; // +5% Fleet Combat v Starbases, Planetary Defences, Unlock Target Priority: Explorers and Starbases
"Base Strike Doctrine" -> "Strong Foundations"; // +1 L, +1 H for Starbases/Outposts
"Attack Pattern Delta" -> "Coordinated Fire"; // Unlock Target Priority: Hull+HP Lost, Increase Double Damage chance
"Attack Pattern Delta" -> "Galaxy Wing"; // Unlock Galaxy Wing: Explorers more likely to be source of fire, more likely to draw fire.
"Attack Pattern Delta" -> "Steamrunner Wing"; // Unlock Steamrunner Wing: Escorts more likely to be source of fire, more likely to draw fire, gain evasion.
"Who Dares Wins" -> "The Shining Light"; // +2 to Response Rolls for defending colonies/starbases, +1 L when outnumbered or defending a base
"Who Dares Wins" -> "In Excelsis"; // Free Snakepit Project: Excelsiors re-classified as cruisers, -2 Qtr build time, -1 of each crew type required.
"Who Dares Wins" -> "Nor the Battle to the Strong"; // Explorer Corps recruitment increased, Any FYM Explorer in the fleet gives an extra +1% to combat
"Strong Foundations" -> "Starbase Push"; // All newly ratified members who do not have a Starbase get a free 8-turn Snakepit option to build one
"Strong Foundations" -> "Arsenal of Equality"; // Discount to creating new Shipyard complexes

//Concentrate your fleet for all-in battles and receive bonuses in engagements involving large forces.
"Decisive Battle Doctrine" -> "United Starfleet"; // Sharply reduced garrison levels during wartime, gain detached United Fleet "Sector"
"Decisive Battle Doctrine" -> "Sensor Pickets"; // Increase chance of bringing the enemy fleet to battle if at least half of the fleet is Escorts
"Decistive Battle Doctrine" -> "Attack Pattern Omega"; // Unlock Target Priority: Shield+Combat, Unlock Attack Pattern Omega: Explorers take Lead (more likely to fire, be fired upon)
"United Starfleet" -> "Hand in Hand"; // Member Worlds and Affiliates will contribute 25% of their fleets to the United Fleet
"United Starfleet" -> "Arsenal of Liberty"; // Discount to building new shipyard berths, Explorer build times reduced by 2 Qtrs, Academy intake increased
"Hand in Hand" -> "United Federation"; // Member Worlds and Affiliates will contribute 50% of their fleets to the United Fleet
"Sensor Pickets" -> "Torpedo Charge"; // Unlock Torpedo Charge: reduce enemy evasion, escorts on both sides more likely to fire
"Sensor Pickets" -> "Battle Bridge"; // Gain +5% combat in any engagement involving at least 20% of your fleet
"Attack Pattern Omega" -> "Feints"; // Unlock Feints: Enemy Firing Priority shifts to Escorts, Escorts gain high evasion
"Attack Pattern Omega" -> "Vanguard"; // Unlock Vanguard: Enemy Firing Priority shifts to Cruisers, Cruisers +1 L, some evasion
"Attack Pattern Omega" -> "Auxiliary to Shields"; // Unlock Auxiliary to Shields: Lose -2 D, Gain +1 L

Seems pretty obvious that to support base strike we do a wargame about attacking a starbase. To support Wolf Pack, we do a mock Wolf Pack. To do Decisive Battle we.... well, I'm not sure how to do it without it being prohibitively expensive. Do something where we've got ships from at least three member fleets in addition to Starfleet in order to practice working together?
 
Probably not, because then we'll have to expend political will convincing the Council that our ships in the Gabriel Expanse aren't JUST there to play games.

From the pacifists' point of view, there is a very worrisome possibility of Starfleet getting accustomed to 'using' the Gabriel Expanse as a free-fire zone in which it is free to think in terms of war and warfighting rather than the broader mission they desire for Starfleet. And there'll be a sense of pouring assets into a Starfleet that, well, "plays war games," said with Stesk's best dry, disapproving voice.

How about some of the more peaceful war games for the doctrines proposed on the last page? Using the idle moments in a warzone that has been a bit chilly recently to improve the procedures for starfleets regular duties sounds pretty politically attractive.
 
Nah, I figure the two of us running through the building shooting phasers at each other will be good practice for Starfleet Security to deal with.
at least until they decide beaming you two into the brig is a good way to deal with both of you. Unless you push them far enough and they beam you both into space without spacesuits.
 
at least until they decide beaming you two into the brig is a good way to deal with both of you. Unless you push them far enough and they beam you both into space without spacesuits.
"Both are wearing some sort of scrambler that makes it hard to get a fix on them and almost impossible to beam out. Looks like they're having this duel, Starfleet Command be damned."

"Don't worry, Admiral Sulu..."

A pair of eyes glints in the darkness. The shadowed figure holds a PADD In one hand, putting together a comms strategy, the other, a phaser.

"... I have someone on it."

ADELE CHATSWORTH HAS ENTERED THE ARENA
 
I think we should allow the colonies., as while we might have to move a small chunk of the garrison to them, the Cardassians can't just leave those colonies alone in the event of a large-scale offensive, and they'll bleed ships from each attack. If they go for a big fleet hitting each colony one by one, then they'll be slow enough that after the first, we'll have enough advance warning to move the fleet there. If they attack them with divvied up chunks of the fleet, then they run into the same risk that they avoid fighting our fleet for now, gutting their fleet in a fight. What we should do is build a Starfleet outpost and a member world outpost at each to boost our defenses there (unless I misunderstood the mechanics, we can do that) and leave a moderate garrison there or waiting in a system near several colonies so they can aid one if it gets attacked.
 
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