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THE STAR TREK WARGAMING AND ROLEPLAYING UNIVERSE(S)

I spent a lotta time in my youth wargaming Star Fleet Battles and playing Star Trek the Roleplaying Game (or at least my own personal modifications of both). Both were superb games.

 

A FEW THINGS I HAVE LEARNED OVER THE YEARS PLAYING STAR FLEET BATTLES/STAR FLEET COMMAND

A few principles I have learned in playing SFBs, but many are also widely applicable to both numerous other wargames and to Real Life.

Missiles are always the most effective weapons. They track, they force the enemy to consume resources on defensive countermeasures, their range is the effective greatest of any weapon, they consume little power to prepare, and they do not degrade over distance as far as their destructive power. Their only real limitations are speed of movement (in some cases) and interceptability – otherwise they are a near ideal weapon system

Obtain and use the fastest and most powerful missiles even if they cost you far more – they are worth the expense

Save your attacks against enemy tractor beam defenses until after they are damaged – that is to say punch through enemy shields first and let them intercept your missiles then close in and cripple their tractor beams defenses only after they are in missile holding mode

Always use probes to gather better Intel on operating capabilities/conditions and damage to enemy ships

Carefully time your boarding actions but use them freely

Do not deploy your fighters either defensively or offensively until you have sufficiently damaged or crippled the enemy – your fighters are too easy to kill and are wasted in the initial stages of an engagement, but if the enemy is crippled they are truly lethal

Use missiles as a stand-off weapon against multiple enemy ships so they cannot close and flank you all at once

Prepare all counter-measures (such as wild-weasels) at the beginning of an engagement, a counter-measure is useless if it is unprepared

The Gorns are paper tigers, so are the Romulans if you simply stay out of range and time your defenses properly

The Klingons mean business and fight like hell – short of enemies like the Vagr they are your most dangerous opponents

Hydran fighters are extremely dangerous in squadrons, but Hydran weapons are hit and miss at best – Hydran ships can’t take a punch

The Lyrans are knife-fighters, avoid close contact, if you have to get close then kill immediately

You don’t like the Kzin/Kzinti – liquidate on contact with extreme prejudice

Throw combinations, and often

The optimum range for almost all weapons is point-blank – however that’s probably not the optimum range in which to operate

Constantly rotate your shields and your firing arcs – become excellent at coordinating defensive and offensive actions simultaneously

Maneuver is your friend, but you have to earn his friendship

Your ship will be destroyed if you get too close to the enemy as he dies – let the enemy die at a distance

If you can capture an enemy ship then do so, if you have to destroy him then do so, but never let him escape

The unknown works in both directions

Assume every alien/unknown entity is a potential hostile, but do not force them to be such

Unless your ship is specifically designed for stealth operations then Electronic Counter-Measures are far better employed in a defensive fashion

Place transporter bombs where they will do the most damage – place them strategically, because sometimes that’s the whole battle right there

Once your enemy is afire then press your attack

It is better to cripple or destroy enemy systems than to attack hull or kill crew

Do not give the enemy an opportunity to undertake useful damage control efforts

Never hesitate at your own repairs – employ damage control and repairs efforts as needed and immediately

Withdraw whenever necessary

Steal enemy repair goods with your transporters and use them for your own or simply deprive the enemy of necessary resources – he can’t repair what he doesn’t have

Good Intel and proper sensing is a Weapon – short of main weaponry your most effective one

Sensing passively and running silently does not disclose your location – so get good at it

Scan at all times unless there is a very good reason not to

Limit your enemy’s ability to maneuver

Do not Cross Your T’s, rather dog-leg your firing arcs

Become superb at precise targeting

Fire first if you must, and if you must, fire often and with sure aim

Screw the Prime Directivelet the lawyers sweat over that crap

Yellow or Secondary Alert is the most useless nonsense ever invented, don’t ever bother with it, you’re either on real alert or you’re not, so, always be on real alert

Use the environment (planets, asteroids, gravitational fluctuations, nebulae, etc.) to your advantage

Time is part of your environment – at all times use time to your advantage

Never assume an ally will make a smart tactical decisionalways assume your ally will screw up and be prepared accordingly

Develop new technologies constantly

Study enemy capabilities constantly

Always be open to superior ship designs and refits

Speed is better than power, power is better than toughness, especially when you’re talking high-energy weaponry

Don’t be there when the weapon strikes –avoid rather than absorb

Always be ready to take advantage

Have a battle plan prior to engagement

Be fluid and flexible, but mostly be much faster than the other guy

Make all of your decisions before you have to

Imagine you’re going to be crippled and nearly killed – now you’re that much better prepared for it

Each enemy is different, with different capabilities and liabilities, know your enemy

Out-thinking your opponent is the best way to prove your superiority

He who can recover and re-attack fastest will probably win

There is no virtue and no advantage in absorbing attacks

Wait until the proper moment then cut loose with all hell – do not hold back in combat

The enemy has weaknesses – observe and exploit them

An unstable or untrustworthy alliance is a point of leverage

You can beat multiple opponents at once, but you must be prepared with a plan of action and combat

There is no shame in escape, but there is destruction in defeat

Be prepared for the Trap

Be proficient at Setting the Trap

Anticipate, and avoid

Whether your win or lose and whether your crew lives or dies depends entirely upon you

Communications are vital – unless you have a death wish, and in that case do whatever the hell you want, because you’re an idiot anyhow

Sneaky works – be very, very sneaky

Victory is far better than heroics

The fast kill is the best and saves the most lives – by far

Be unpredictable

There are far more ways to kill the ship chasing you than the one approaching you

Always destroy approaching probes and hamper enemy efforts at gaining information on your ship and capabilities

Disinformation and misinformation – disinformation and misinformation – disinformation and misinformation – don’t make me repeat it again

The Federation has, by far, the most well-rounded and multi-capable ships – that gives you a huge overall set of advantages – use them

In-game targeting systems for photon torpedoes suck, what in the hell is the point of having great ordinance you cannot reliably deliver to the target? Think about it

Smarten all of your weapons, and then make them so efficient in operation that even a dumb-ass could use them effectively

Invention is the Mother of (Power) Projection

Constantly train your crew

Constantly train yourself

The last battle is the one you lose, the next battle is the one after you win