From a narrative point of view, some of the Objective Cards make more sense than others.
Minefields - got it.
Fleet ambush - superb.
But what is Fire Lanes supposed to simulate, and how does it do that?
Hyperspace assault seems like an interesting deployment tactic in a game, but how does it relate to a narrative situation? Is it part of breaking through a defensive line around a strategic location that's located somewhere off-screen (or outside off the play area on the first player's side)?
I ask because I'm designing a ladder-style campaign for my Armada community. I've got certain strategic objectives in mind, and I want them represented by objectives in the game. I'd like to adopt the existing ones, but maybe have some custom ones as well.
So, how do you interpret the objectives we have, what sorts of objectives would you suggest would make for interesting battles with a narrative edge to them?
