So check this out based on the new Defense requirements.

Proposed 2317 Fleet Distribution
The only thing I'm not comfortable with is a Miri-A in the SBZ. Such an important diplomatic sector with three neutral species would be best off with a Centaur-A. Could swap in the Bull in Q1 and send the M-A to the protection force, or if the distance is too much, do a shuffle. Can't really prepare this on the phone but we have C-A all over the place that can be shifted.

Bookkeeping: some sectors read no change when they have changes
 
Impressive techs. I think there are some mechanics hinted at that we don't know about now, though. Mostly having to do with how an offensive war works.
 
Tech that reduces Excelsior base build time by a year and reduces all crew costs by one. All of my yes. With that we could justify building Excelsiors for decades.
 
First one is the T2 with the following 2 or 3 the T3 that follow that

Offensive: Base Strike Doctrine
attack pattern delta- two techs that make it easier to avoid being intercepted
Coordinated Fire- target priority hull+hp lost and improved crit rate! Um wow crits can be big, especially when our big boys are the ones laying them down, and priority to hitting damaged targets it seems so we can burn their ships out faster!
Galaxy Wing- Explorers more likely to be source of fire- this is a tactic so I guess we can only have one, but this means our big boys are more likely to be firing... Elite Ambassador Class likes this a lot!
Steamrunner Wing-Tactic- enemy fleet value (not sure what this is, maybe positioning?) reduced and increased crit hit rate, combo with coordinated fire research and let the crits roll!

Who Dares Win- +5% dmg and +2% burn through against starbases and outposts combined with a targeting priority against them- more damage and more likely to ignore their huge amount of shields to start reducing their high C value, yes please
The Shining Light- bonus to response for defending our own colonies and installations, also +1 L when outnumbered (even by 1!) or defending a Starbase (which would be an interesting decision when combed with Swarm Doctrine ships)
In Excelis- reduces Excelsior build time to 3 years and crew requirements by -1 each removes it from 5ym availability- so the equivalent of the Connie-B... to be honest not that thrilled with this as even if it is the A variant Renissance is not that far behind and the replacement cruiser when that comes out will be better still. Also unlike the other techs this provides only a short time benefit
Nor To Battle The Strong- +1 to EC crew income and +2% to Fleet Value per EC explorer (once again what is fleet value, is that positioning or combat value or something else?) extra crew income is nice, need to figure out what fleet value is but if we have an EC fleet of 8 to 10 ships that can blow up quickly if we deathball them, and in the Licori war we often had 1 or 2 EC ships in the task forces so always something of a boost in an emergency

Strong Foundations- two techs giving +1L and +1H to starbases each, nice boost for something that is being emphasized
Starbase Push- new members without a starbase get a free 8 turn Snakepit project to build one, so basically adds a year to remove PP cost, still very nice and synergizes with other techs that give bonuses for having starbases around
Arsenal of Equality- new shipyard complexes (not berths!) become cheaper, so it makes it easier to start new shipyards, but not to expand them once in place, idea here is to encourage diversification so no one can alpha strike all of our ship building... which is something we have been doing anyway.

My overall view: Has some very nice techs, and unlocks two priorities and two tactics. Priorities we know can only have one active at a time currently, I assume the same for tactic. Which is nice as one only works if we have explorers, so a battle where we have only cruisers and escorts would not benefit. In Excelis is my biggest dislike for the limited usability. Also there is a reference to fleet value which we need to know what that is to evaluate this fully.
 
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Cardassian: 8 to 9 years (more likely to be 8 years)
"More likely" is an understatement, 99.9% chance to finish in 8 years.
My preference her is to use Tiger Team on the Klingons as it requires one fewer boost (potentially two) and gets us two reports faster by 1 or 2 years each in exchange for a possible year delay on the Cardassians (who we already have 2 tactical reports and a 25% chance for a 3rd with listening posts) as opposed to two powers we have no tactical reports on, and the Klingons have two ships we need to do intel on as it is. At best the tiger team unlocks 1 years earlier at skill 6, the new team would be 1 to 2 years earlier guaranteed at skill 3.
The report isn't the only benefit we need to look at, +1/-1% combat and 2% evasion would be pretty significant in a war, about equivalent to a permanent tactical report that stacks with a normal tactical report.
 
Tech that reduces Excelsior base build time by a year and reduces all crew costs by one. All of my yes. With that we could justify building Excelsiors for decades.
I am not too thrilled as I feel that the next gen Cruiser replacement to the Renaissance will be better plus that still uses our explorer berths and is a T3 tech so Ambassadors will be ready at that point.

Remind me again which one that is?
In Excelis under Base Strike Doctrine
 
Tech that reduces Excelsior base build time by a year and reduces all crew costs by one. All of my yes. With that we could justify building Excelsiors for decades.

It's nowher near as good as it sounds. I have a 1500kt cruiser design on the sheet with +1 H/L over an E-A with 160br/115sr cost and 4/5/4 crewing. It will require late 2320s tech. With the enlisted reduction tech and some fat trimming I may be able to reduce costs further.

The tech would also decimate the EC by forcing us to suddenly replace all of them with Ambys.
 
Wolf Pack Doctrine Review:
Operational Tempo- re-roll on failed attempts to evade battle and a bonus to D for ships in a wolf pack, D seems to work on both avoiding and intercepting so a good setup for picking which battles to fight
Imitative Doctrine- bonus to joining or declining battle and a +2 D when trying to escape battle, follow up tech furthers works on the wolf pack of keeping control of where and when to fight, I could also see doing this to run in, blitz them for a few opening volleys then pulling out
Patience- -2 S for enemies to find wolf pack (hey cardassians, I understand outside of the science taaki you only have S3, want to find us now? Also good to know on how great our own ships are at finding wolf packs, once more science is not a dump stat for combat ships) and reducing enemy reaction rolls by 3, so following up by making it harder for the enemy to engage
Daring Captains- ? seems to be missing

Homefront Support- +.25 to crew income and reduced PP cost for target ship design (based on our fleet doctrine, Lone Ranger is Explorer)
Building the Den- Reduces PP costs for berths that closely match targeted ship (so cheaper big berths for our explorers) and 25% build time reduction for targeted ship, caps at 2 Qtrs of reduction
Pack Logistics- Increased length that the wolf pack can operate and a reduction in crew loses from retention for wolf packs- since they operate behind lines I can see stress and lack of full medical care causing turnover

Wolf Pack- Allows a wolf pack to be formed, defines it as well, fleet 5% of total tonnage or less and less than 5% of total numbers, lets them attempt to bypass border zones
Attack Pattern Alpha- One tech removes the enemies targeting priority and the second gives +1 L and +1 D when the wolfpack outnumbers the enemy
Interdiction- Commerce raiding, three techs that allow the targeting of different loops (Feeder, Trunk and Industrial)- this is what a wolfpack is for!
Small Unit Tactics- +5% Fleet Value (we need to figure out what this is) and +2% burn through for the Wolf Pack, burn through is great, lets them do what they came and then disengage with other techs.

So an interesting doctrine, some of the techs only work for Wolf Packs, others work in general. We are missing Daring Captains. So based on our past combat tactics this is not suited for us at all. On the flip side for Klngons with their Swarm doctrine and cloaking devices this is straight up made for them. On and that building the den... Birds of Prey would be 1 and 1/2 year builds and they can get a lot of small berths built. In fact based on our most recent update on the Romulan-Klingon war I think they have this as it make sense as to how a BoP was able to strike at a target in Romulus, it was using the bonuses from Cloaking and wolfpack techs to strike deep.

Ironically this seems to be a doctrine that we will do very will against with our high S values, and Romulans will do poorly (our sensors vs cloaks were better than theirs during the biophage) and Cardassians would have a nightmare against as outside of the science taaki they only run S3 on their ships.
 
The report isn't the only benefit we need to look at, +1/-1% combat and 2% evasion would be pretty significant in a war, about equivalent to a permanent tactical report that stacks with a normal tactical report.

True, but what are the chances one year makes a difference considering we're starting 0/90?

The only thing I'm not comfortable with is a Miri-A in the SBZ. Such an important diplomatic sector with three neutral species would be best off with a Centaur-A. Could swap in the Bull in Q1 and send the M-A to the protection force, or if the distance is too much, do a shuffle. Can't really prepare this on the phone but we have C-A all over the place that can be shifted.

I'll see what I can do.
 
Decisive Battle Doctrine Review: Doctrine is incomplete currently

United Starfleet-reduces garrison requirements during wartime and creates a floating united fleet sector- basically lets us make a deathball
Hand in Hand- To be added
Arsenal of Liberty- To be added

Sensor Pickets- bonus to S for scouting and minesweeping along with bonus to initiating a battle- so this is letting us find the enemy and bring them before our guns, along with reducing the impact of enemy mines
Torpedo Charge- To be added
Battle Bridge-To be added

Attack Pattern Omega- gives us a targeting priority (shield+combat) and an attack pattern that makes it more likely for explorers to both be the ships firing from our fleet and the target of enemy attacks, basically all about getting the big boys to play with each other
Feints- To be added
Vanguard- To be added
Auxiliary to Shields- To be Added

Doctrine is currently incomplete.

One interesting note is Base Strike has 8 T3 techs, Wolf Pack has 7 T3 (but 8 T3 listed as follow ups under the T2) and Decisive Battle lists 7 T3 as follow ups. All 3 have 3 T2 techs.

Wolf Pack is interesting but more in the what the other side might be using, having said that the idea of lone Excelsiors ranging behind enemy lines ambushing their ships is an amusing one.

My preference is either Base Strike or Decisive Battle and won't be able to tell which one until both Decisive Battle is complete and we learn what Fleet Value is.
 
Preliminary comments on Offensive Doctrine:

Wolf Pack: The main bonuses are operational choices; targeting enemy shipping is important. The one big combat boost is the Remove Enemy Target Priority.
Base Strike: Coordinated Fire is huge. Going after already damaged ships is the best focus fire. And crit rate too. The industrial bonuses also fit our typical industrial plans, which is to spread around shipyards and hopefully build multiple large complexes.
Even if we choose this I would not want In Excelsis. It's bad.
Decisive Battle: Not liking the target priorities. C+L is exactly the kind of ship we don't really want to be shooting. However, Attack Pattern Omega also has the massive +50% weighting for our explorers, which would be a very larger increase in fleet firepower. Admittedly we don't know how good Galaxy Wing in Base Strike is, which does the exact same thing without a known percentage. The draft had some large combat bonuses deep in the tree.
 
We also need to consider how we prosecute a war. Decisive Battle will enable us politically, it seems, to gather up large fleet balls. Wolfpack encourages us to Savage enemy shipping. Base Strike will involve primarily attacks on enemy installations and systems. Etc.

Even if we choose this I would not want In Excelsis. It's bad.

Yeah, IE is a waste of RP. And hamstrings us too. If I can build a better Excelsior for cheaper I know you can too.
 
In Excelis- reduces Excelsior build time to 3 years and crew requirements by -1 each removes it from 5ym availability- so the equivalent of the Connie-B... to be honest not that thrilled with this as even if it is the A variant Renissance is not that far behind and the replacement cruiser when that comes out will be better still. Also unlike the other techs this provides only a short time benefit
In Excelis is my biggest dislike for the limited usability.
Even if we choose this I would not want In Excelsis. It's bad.
Yeah, IE is a waste of RP. And hamstrings us too. If I can build a better Excelsior for cheaper I know you can too.
It might be better if we could choose to designate a specific ship class, instead of being locked into Excelsiors? It seems odd to be locked into them specifically.

I would imagine us being locked into our ship choice for a significant period (5-10 years?) Before being allowed to change it, unless we paid a significant pp penalty.
 
I'm somewhat disappointed that Decisive Battle got anti-mine techs while Base Strike didn't. @OneirosTheWriter thoughts on this?

We also need to consider how we prosecute a war. Decisive Battle will enable us politically, it seems, to gather up large fleet balls. Wolfpack encourages us to Savage enemy shipping. Base Strike will involve primarily attacks on enemy installations and systems. Etc.
Part of the problem is that Wolf Pack is incredibly all-in on raiding. We've seen that a wide variety of operations are necessary to successfully prosecute a war. Decisive Battle and Base Strike can both handle a fair range of fights.

e: to be fair to In Excelsis, we'll be moving to player refits and it's possible an expensive Excelsior-B would then be worth reducing the crew on. Maybe.
 
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Wolf Pack is actually something we'd be well-adapted to. It favors high-D high-S designs for wolfpack ships, due to the emphasis on choosing battles, high-D being good for disengagement, and wolfpacks avoiding being detected by an opposed Science test. This plays into the strengths of Starfleet explorers and our emphasis on them with Lone Ranger, especially compared to Cardassian ships. Excelsior pairs raiding deep behind enemy lines has a certain appeal.

Base Strike's nicest feature from a tactics point of view is the target priorities. The ability to focus down enemy ships that are damaged is great for knocking them out quickly and thereby making sure they stop shooting; the fact that you can declare a target priority on enemy starbases and outposts would be good for a raiding force intending to blast the orbitals and withdraw. It's also the only set that specifically plays to the strengths of the Explorer Corps. EDIT: It's worth noting it's also not purely an offensive doctrine. It includes real bonuses to defense.

Can't judge Decisive Battle yet due to incompleteness.
 
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My problem with Wolf Pack is that i just plain dislike the idea of Starfleet shooting down unarmed freighters. In some circumstances it might be necessary, but iI feel t shouldn't be our preferred stategy.
 
we also dont have cloaks, so we will just be flat out worse at it than the romulans and klingons. decisive battle is the way to go for us.
 
My problem with Wolf Pack is that i just plain dislike the idea of Starfleet shooting down unarmed freighters. In some circumstances it might be necessary, but iI feel t shouldn't be our preferred stategy.
We don't need to shoot down freighters, capture and scuttling the ship would still achieve the same effect as destroying them wholesale.
 
we also dont have cloaks, so we will just be flat out worse at it than the romulans and klingons. decisive battle is the way to go for us.

We don't need cloaks to be good at this. It really favors high-D high-S ships, which is what we opted to specialize in.

Birds of Prey would actually be very bad at using this kind of Wolfpack.
 
Actually I now have the ridiculous image of, in the event of war, declaring each individual Kepler to be a Wolfpack. Their high S and decent D scores would make them very hard to catch, and their low firepower is not a detriment to commerce raiding; they have enough to blast a freighter.
 
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