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Star Trek: Dominion
War Walk Thru Author:
Kobayashi Act One – The Evacuation of
Deep Space Nine
The scenario
starts with the Federation retreat after abandoning Bajor. While the
Dominion are busy clearing the minefield around the wormhole, a new line
of defense is strung across Vulcan, Delta, Aldeberan and Altair with
Vulcan being the focal point. The Act cumulates with the discovery of the
Valiant. It is
absolutely impossible to hold the front where it is. Do not even think
about it, retreat is the only way to survive. However, we should remember
that even a retreat should be done in an orderly manner. The most
important way you can influence the scenario is to surrender your planets
only to the Cardassians (like how Germans would travel a long way to
surrender to the Americans instead of the Russians at the end of WWII).
Why? Otherwise the Dominion will have bases for their attack ships within
range of Vulcan and Starbase 375. Forget about researching starships.
Concentrate on getting the Early Warning Grid first, you are supposed to
be on the defense In
order to orchestrate the perfect retreat, you need to concentrate your
attack on Dominion ships. 1.
Slowly move all the photon torpedoes from all over the map over to
DS9 and attack Dominion Jem’Hadar War Cruisers which are stacked.
You should be able to kill a dozen Jem’Hadar War Cruisers or so. 2.
Move one Galaxy and Ambassador to DS9 and fortify them there. You
must hold DS9 for a reasonable amount of time so that you can expend all
your existing photon torpedoes. 3.
Move Defiant and the other Galaxy back to the starbase behind
Kalandra. Move the rest of the seventh fleet, including the three
Ambassadors on their way to the starbase as well. 4.
Sell as much as you can of the improvements in Bajor before it is
overrun. 5.
In Kalandra, concentrate on building Starfleet Infantry. This
planet will invariably be attacked by the Dominion. Your goal is to wipe
out all life on the planet by having more infantry there than the
population. This is important as you cannot hold Kalendra indefinitely
because of the defense bonus the sun to the left of the planet gives to
attackers. 6.
If at all possible, you must hold the starbase behind Kalandra or
else the Dominion will get the Changeling Cure tech and begin to build
Founder (spy) units. 7.
Start building Ambassadors everywhere except for Earth and one or
two bigger planets which can build a Galaxy in a reasonable amount of
time. Move them all to Vulcan and Statbase 375 when they are completed. Interesting
Variations: Move
a Galaxy into the minefield and destroy surrounding Jem’Hadar War
Cruisers while the mines protect you. The
Betazed Gambit. Try to Hold Betazed. To do this you must move the Defiant
there as well as the nearby Nebula and other ships. After that, disband a
few ships to help build a shield quicky. Its called a gambit as it might
fail and the Defiant will be lost in the process. Act Two – The Sealing of the WormHoleThe
Federation and Klingons begin to brace themselves for a long war against
numerically superior Dominion Forces while new starship designs are
quickly brought into production. Eventually Sisko finds the Orb of the
Emissary and the wormhole is sealed, preventing Dominion reinforcements
from the Gamma Quadrant. Act
II centers around the sealing of the wormhole, which should be completed
by about day 65. It is absolutely essential to seal the wormhole or the
Federation will be overwhelmed once the Dominion Battleships start
appearing. One common mistake is to miss the message saying that the
Valiant has discovered the dessert planet where the Orb is. When
the Valiant appears, move it back to Altair first while you assemble a
task force to search for the Orb. Two Galaxys, two Ambassadors, the
Valiant and an Oberth should be adequate. Then set off to the area where
the Valiant was found and perhaps on the way you can conquer two lightly
defended Dominion planets, Elas and Troyius as a forward base of
operations. Once
you find the Orb, you have do accomplish the hardest part of the Act,
sneaking a ship back into the wormhole. Sending any ship by itself would
be certain death – even for the Defiant. You need to cautiously move a
few Galaxys plus the Defiant back to DS9 first. Hold at DS9 while the
Defiant goes back into the wormhole and starts the Benny Russell scene.
Thereafter, do an orderly retreat back to Starbase 375 of the survivors. Play
the Benny Russell scene carefully. If Sisko gets down to yellow, fortify
him first while he recovers back to green. If he dies, you will most
likely loose the game later. Once he finds Sarah, the wormhole will be
sealed. Meanwhile,
you would have built a few early warning grids in the crucial places and
moved on to developing the new ship designs. The Norway is the most
important ship to get as it is the first ship which can effectively deal
with the Dominion Battleship. Replace all your Ambassadors with Norways. Occasionally
the Cardassians will attack the Starbase below Aldeberan and this will
trigger a total collapse of your defense line. Make sure you have some
ships placed there. Act Three – The Assault on
Chin’Toka
New
Federation starship designs finally begin to have an impact while the
Dominion Alliance is greatly weakened with the sealing of the wormhole.
The situation is stabilised and the Federation finally has a chance to go
on the offensive. After massive losses, the Federation finally neutralises
the defenses around the Chin’toka system while the Cardassians begin to
develop their metagenic weapon. As
soon as you have breathing room, you must prepare for the offensive by
building up your economy. Build Dabo Casino, Planetary Police and
Promenade Mall everywhere you can. Build Energy Exchanges on you bigger
planets. Do this at the expense of production capability. Energy will be
your most important asset when hostilities escalate further. The
first hurdle is to neutralise the ODP ring. OPDs are very heavily shielded
and cannot be attacked by conventional means. Quantum torpedoes (2 per ODP)
will help to clear the way for your armada through the kill zone. Another
tactic is to park a Sovereign in the badlands next to the ODP. The defense
bonus of the badlands will allow the Sovereign to survive an ODP attack
and kill an ODP in the process. Breaching
the Chin’toka system will involve a huge combined fleet. Preferably, you
should re-capture Betazed as the launching point of your assault. You need
Intrepids to sneak through and search for the ODP control bases, Galaxys
or Sovereigns to rush through and kill the bases and Akiras or Nebulas to
take out the shield on Chin’toka. You should target to capture
Chin’toka before day 100. This will give you time to finish off the
Cardassians at just about the time the Dominion starts to jack up its war
machinery. At
one juncture, the Klingons may ask for help as the new Keldons begin to
exert their superiority over the Klingon fleet. You should not ignore this
plea as they have been hit quite badly by the Cardassians and the Romulans
will turn on them if their combat effectiveness drops below a certain
level. Another
task is to begin cleaning up the Dominion planets at the top where they
are weakest. Do not attack the main Dominion region to the left of Bajor
– you will be slaughtered. You
will begin to encounter the odd battleship or two. Your Norways should be
used to kill incoming Dominion battleships before they reach your planet.
They have a move of only one so take advantage of this. Usually two
Norways, or maybe one veteran Norway, are required to kill a single
unfortified Battleship. Do not be tempted to use Sovereigns if you have
them as they are not as cost effective. Act Four Part I – The
Disintegration of the Cardassian Union
With
the fall of Chin’toka, the road to Cardassia is wide open. The
Cardasians begin to recall all forces in the defense of their homeworld.
Although the Dominion try to help by constantly attacking along the Bajor-Vulcan
route and the Cardassians are overwhelmed finally in a battle of attrition. This
Cardassian campaign is the longest part of the scenario, over 100 turns,
as endless streams of Dominion Jem’Hadar War Cruisers, Dominion
Battleships, Keldons and Galors throw themselves at the invading
Federation Forces. The most important thing to do is to set up an
efficient production and delivery network. To do so, build many Null-space
catapults, Gravity Dynamos and Replicator plants. You will be very rich by
now and can buy improvements after they are half finished. You can also do
the same for half finished starships. Attack
the shipyard at Torres III first using Soukara as a stepping stone, this
will stop the flow of free Galor cruisers that the Cardassians receive.
You may want to launch interdiction missions to search for and destroy the
shipyard at Monac IV located in Dominion territory but do not send large
Armadas into Dominion space until you have destroyed the Cardassians.
Leave the K-white facility alone for the time being. By
the time you control all the Dominion planets at the top, you should have
amassed enough ships to attack Cardassia itself. You will need at least
twenty starships. One really useful tip is to build those easy to produce
Sabre class escourts which you have been ignoring. Send them out up front
as cannon fodder. The Cardies will kill them first and then you kill their
ships. When you land on Cardassia, the Cardassian Empire will implode and
you can then focus on the Dominion. When
you are finally within striking distance of Cardassia, you have to make a
choice. You can either finish off Cardassia quickly (but all Cardassian
planets will be destroyed) or slowly gobble up the surrounding planets
like Torres III before going for the jagular. Base your decision on how
pressing the Dominion attacks are. Another option is to let the Klingons
break through at Yiridia first and do the job for you. Act Four Part II – The
Destruction of Dominion Forces in the Alpha Quadrant
With
their one time allies, the Cardassian, decimated, the Dominion war machine
goes into overdrive. Huge fleets centered around Dominion Battleships are
brought into service but they are already too late to save the day. The
Alpha Quadrant Dominion Campaign is the most difficult part of the
scenario. If you have taken too long before reaching this point, it may
already be too late. After Cardassia lies in ruins, launch surprise raids
to destroy the remaining two Dominion facilities and then finish off the
remaining Dominion forces. The best way to do this is to flank the
Dominion forces from the bottom (either you or the Kligons if you let them
have some Cardassian planets earlier, each Kami K’tinga call kill a
battleship by itself) at Kera II while fending off their attacks near
Bajor. The
Dominion’s production power will reach its zenith by about day 200 and
at around day 150, the Dominion Battleships will appear in greater numbers
and seem overwhelming. You have the dual task of keeping them at bay while
killing off their base planets one at a time. This is no easy task. In my
game by day 225, Dominion casualties were 42 Battleships, 157 attacks
ships and 225 War Cruisers. Remember, every planet you conquer destroys
all the battleships it has manufactured immediately. Fortunately by now
you should have several HKTF (hunter-killer task force) approximately in
this combination. One
to two Intrepids – these are your pathfinders. As they can
move six spaces and see two, Intrepids will scout ahead and retreat before
using their full movement allowance. Three
to four Sabres – these are the fighter escourts. Move ahead of the
main formation and in any surprise attack by Battleships, they are
sacrificed. When the Jem’Hadar attack ships appear, use your sabres to
destroy them (as other craft other than Steamrunners or Defiants cannot
touch them). Even one attack ship can kill an unfortified Sovereign in
normal space Six
to ten Norways – The Norways are your main force. Make sure they are
made from planets with orbital shipyards when used against battleships. Other
rule of engagements: NEVER
attack a battleship with a terrain defense bonus. It is sheer suicide. ALWAYS
recon first and then preposition your forces in the path of an oncoming
battleship so that it stops just short of your Norways. Similar
formations, using Akiras and Sovereigns instead of Norways as the main
force should be used to as PATF (planetary assault task force). Finally,
keep some forces in the upper area to prepare for the Breen ‘Surprise’
attack. Act Five – Final VictoryFinally,
most of Dominion territory in the Alpha Quadrant falls in the hands of the
Federation. Although the new Breen Allies of the Dominion initially score
some successes, they too are defeated. The prophets re-open the wormhole
and after a final massive engagement between the main Dominion Fleet and
Alpha Quadrant forces, the Dominion is vanquished. Not
much to mention here. You control most of the existing map and the odds
are in your favor. Its only a matter of time. The wormhole will reopen
once you take the Breen homeworld so do not kill off the Breen until you
are prepared. Black Cluster is very very difficult to occupy so use an
overwhelming force of ships to take it. It is a crucial stepping stone to
the Breen homeworld. The
only thing to worry about in Act V is the massive Dominion fleet waiting
to get to the Alpha Quadrant. The Klingons will not want to go through the
wormhole so don’t expect any assistance. When the wormhole reopens,
expect about three dozen battleships plus various escourts to try and
break into the Alpha Quadrant within a few turns. You must pre-position
your own ships, Norways lined up in a queue all the way from the mouth to
the part where the tunnel is cut off. Keep replenishing the Norways as
they are killed in battle. Destroy all the battleships within the wormhole
for once they get out all hall will break loose. Stacked the rest of your
invasion fleet behind. When
the seemingly endless stream of battleships slows to a trickle, go through
the wormhole with a mixed fleet, including Akiras, and finish off the
Dominion. It will be a vicious battle but when Great Link is captured you
will win and the scenario will be over. |
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