Help with objectives for first tourney

By Vitalis, in Star Wars: Armada Fleet Builds

Ok so i have such a fleet:

VDS II

+Screed

+Chiraneau

+Gunnery Team

+Expanded Hangar Bays

Gladiator I

+Engine Techs

+ACM

+Demolisher

Rhymer

2xAdvanceds

2xInterceptors

Tie

Howlrunner

Thats 300 so im second player most of time. Now i need help with choosing objectives, i was thinking:

Assault:

Advanced Gunnery so vic and glad can really pack a punch

OR

Opening Salvo since i got only 2 ships that makes me even vs another 2 ship build and superior vs any 3 or 4 ship builds.

Defence:

Hyperspace Assault for those nasty glad back strikes.

Navigation:

I was thinking about Minefields but dunno here...

Advanced Gunnery (with Glad being the objective ship). You definitely don't want Opening Salvo with only two ships. HSA and Minefields (you want to box in your opponent) are probably what I would go with.

Just be really careful with the Glad. Don't throw him in too early, because if he dies early, you will be a goner against any list with more than 2 ships.

I would bump down one Advanced to another Bomber, and then you will have a little bit of an initiative bid (i would go second if at all possible so that you get the boost from the objective AND because multiple ships lists won't have as many unopposed activations.

Chiraneau is mostly pointless without Bombers or Mauler Mithel in your list. When are you REALLY going to need to disengage your TIES, considering the only thing your TIEs should be concerned with are other fighters trying to get near your ships?

Drop the Advanced for more standard TIEs, and drop Chiraneau for Flight Controllers, and consider tossing Rhymer in there just to make your fighter investment more versatile.

Bank a squadron token on the first move. Now when you activate squadrons you can throw five squadrons with an extra die each. Howlrunner moves in, gets four dice. Regular TIE moves in next, gets FIVE dice (One from FC, one from Howl) and a re-roll thanks to swarm. Interceptors move in, get SIX dice from the same combo with a re-roll. Rinse, repeat.

Now instead of taking kind of crappy, tanky fighters that'll just sit there and take a beating, you've got a quiver of arrows to launch at your opponents bombers that will almost certainly wipe out at least two of their squadrons on one activation.

And, since you're running fighters, start using that measuring stick for more than just your own. Measure your opponent's fighters' potential moves, measure the engagement range from those possible positions, and start planning your fighter movements at least two turns in advance. Nothing frustrates an interceptor more than having your bombers be just 1-2 mm beyond engagement range when they've just gone full out at speed 5 to try and engage them.

Once you start playing fighters like this, abilities like escort really become redundant in the face of more offensive dice. Advanced don't even have swarm, which is the ability that makes TIEs into more than just a mild annoyance.

Edited by Tvayumat

Agree on Chiraneau and Tvayumat's suggestions