Star Trek: Dominion War Walk Thru
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Author: Kobayashi
Strategic Comment: Kobayashi
Date Submitted: 2/21/01

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 WormHole

The 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 Victory

Finally, 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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