Point farming off of objectives

By shmitty, in Star Wars: Armada Fleet Builds

This topic in the main forum got me thinking about what objectives I use.

That got me to write up a blog post about how I pick objectives. I like objectives that score points and the highest point scoring options are Precision Strike, Superior Positions, and Fire Lanes. So I built this fleet with those 3 objectives in mind:

MC-80

  • Admiral Ackbar
  • Home One
  • XX-9 Turbolasers
  • Leading Shots
  • Boosted Comms

MC-30

  • Ordnance Experts
  • Assault Proton Torpedoes

MC-30

  • Ordnance Experts
  • Assault Proton Torpedoes

Jan Ors

3x X-Wing

2x Y-Wing

It definitely has some compromises, but should have the potential to score a ton bonus points off of objectives. You can read more about how I put the fleet together here:

I wish it had a 4th ship, titles on the MC-30s, and more squadrons, but I just ran out of points. What do you think?

I'd do outpost over firelanes..? You can either score points with your huse dice ships or pound them to oblivion as they race for the trap

I'd do outpost over firelanes..? You can either score points with your huse dice ships or pound them to oblivion as they race for the trap

Its because of the "points cap" of Contested Outpost versus Fire Lanes.

Contested Outpost nets you, at best, 120 points maximum.

Fire Lanes will net you 15 * 3 * 6 = 270 points Maximum.

Drawsnighta has it right. Fire Lanes can net you more than double the points of Contested Outpost for essentially the same strategy.

I've been experimenting with the same list-building approach, for the same yellow and blue objectives (the reds have three objectives you can use to crank up the points, so that one's flexible).

First of all, I love this list archetype. I run 80-30-30 with squadron escorts sometimes.

I do think Superior Positions is a pretty big weakness here. Not only do you lack a great ship buildout for multiple rear shots, but I think you'll have trouble getting rear shots for your squadrons unless they're uncontested. A-wings are fantastic for SP, and I'd try getting a few in here for that purpose. In my experience, the way to get the SP shots with squadrons is to be able to either stiffarm the other guy's interceptors with a few of your own to give your attackers time to get the rear shots, or to jump out fast and grab a bunch of them with an early rear-shot "alpha strike". Both of these require speed. Also, you really want to make sure those shots are landing, even if they're only single-damage hits. Bomber as such isn't particularly important in this case, and the unreliable X-wings are pretty brutal when you get them into that rear arc and then they whiff. So I'd probably drop in a pair of A-wings in place of those Y's.

Now, that does leave you down a couple of bombers for Precision Strike. For that reason, you might then want to consider retooling slightly for Most Wanted over Precision Strike. You'll get the extra points for a doubled kill instead of from flipping cards, and you can decide based on the deployment and the matchup whether to gamble your points fortress MC80 or hedge your bets with a lower-cost MC30.

Speaking of your points fortress, do you have a good defensive plan for that MC80? Without ECM, you don't have an out for when the pain train parks on you; without Engine Techs, you don't have the speed to dodge the pain train. MC30s make great aggressive face-punchers, but are pretty tough to use defensively. If you've got a plan and the skill to do so, more power to you (and please teach me your sorcerer's ways!), just an observation.

Swapping out PS also obviates XX-9, which I assume you're using to amp up your PS threat. You could drop that, buying back 5 points, which leaves you 2 short for ECM. Since you're dropping PS anyway in this scenario, devaluing Bomber, swap an X-wing for an A-wing (leaving you 2X/3A/Jan) and use those two points for ECM.

edit: Another approach to addressing your defenses, that will also help you in Superior Positions, would be slapping an Engine Techs on the MC80 instead of the ECM. ET would help you stay at range from high-threat attachers like ISDs, while also helping you position for SP shots. You'd have to scrape out another point somewhere to do this, though. No idea where it would come from.

Edited by Ardaedhel
Lots and lots of really sound advice.

I think you're right on about switching the Y-wings out for A-wings and I will likely do just that. I do want to keep the fleet built for Precision Strike though. I have netted some massive points from that objective as the 1st player and really wanted to try something geared towards it. I don't think I've ever played with XX-9s before, so I really want to give it a shot and see what happens. I tried to really sell out in going for the objectives with this fleet, which is not my usual approach.

I'd really like to fit in Engine Techs as well and think it might help more than ECM in some cases. I could ditch the Boosted Comms and Leading Shots to get there. Trading the offense for maneuverability might be worth it.

Oh and I have always used MC-30 Scouts in a more defensive role. The Torpedo variant tends to be my facepuncher. With Ackbar, they hurt just enough that people have to close with them. If I keep them at Speed 2 with a Nav token banked they can punch it to Speed 4 when they need to escape. I have some ideas on how to fly them that I am looking forward to trying out. There will definitely be battle reports on my blog for this fleet soon.

What about dropping one of the MC-30s to a Torpedo variant? It would still have excellent medium-to-short-range firepower, but might be too tricky to use properly.

Lots and lots of really sound advice.

I think you're right on about switching the Y-wings out for A-wings and I will likely do just that. I do want to keep the fleet built for Precision Strike though. I have netted some massive points from that objective as the 1st player and really wanted to try something geared towards it. I don't think I've ever played with XX-9s before, so I really want to give it a shot and see what happens. I tried to really sell out in going for the objectives with this fleet, which is not my usual approach.

I'd really like to fit in Engine Techs as well and think it might help more than ECM in some cases. I could ditch the Boosted Comms and Leading Shots to get there. Trading the offense for maneuverability might be worth it.

Oh and I have always used MC-30 Scouts in a more defensive role. The Torpedo variant tends to be my facepuncher. With Ackbar, they hurt just enough that people have to close with them. If I keep them at Speed 2 with a Nav token banked they can punch it to Speed 4 when they need to escape. I have some ideas on how to fly them that I am looking forward to trying out. There will definitely be battle reports on my blog for this fleet soon.

What about dropping one of the MC-30s to a Torpedo variant? It would still have excellent medium-to-short-range firepower, but might be too tricky to use properly.

Good points all.

My first instinct was actually to recommend switching out for the Torpedo Frigate (which is pretty much the only one I personally run, in fact), but you're spot on with the offensive vs defensive thing, which I why I wouldn't suggest it for your build.

Unless you use the extra points to beef up the organic defenses on the space turd. Which, I think you're right that you'd get more out of ET than ECM on there. You probably don't want to drop Boosted for this, though, because you'll very often need it for keeping those rear-shotting squadrons corralled.

Just some quick thoughts... gotta run or I'd put in more. Overall big fan of both the list and the way you plan to use it. I might try hijacking it myself for a couple game, with some personal-preference tweaks. ;)

I find the torpedo MC30 works best if the have superior activations and/or first player. Not sure it would work will with you missions build, no red dice means it difficult to keep up rear shots and makes fire lanes more difficult.

If you did want to change out an MC 30 scout, what about going for neb B, salvation+ TLRC you could even add engine techs.

Slow play for early impact and crit fishing or keeping those red dice on target.....Then whizz passed using those lovely double clicks to get rear shots...

Or

Yavaris and our favourite guy in an A wing would be wet yourself funny for getting rear shot victory tokens. Give your mc80 Tallon for even more fun.....claim 3 tokens a round, the only way this machine can be stopped is by killing a scatter token protected ACE ( with an xwing or 2 sitting on his shoulder ), it can be slowed but not stopped by killing the MC80 or Yavaris.

I just love my Nebs......

Sorry the last post was on done on my phone and is full of typos......

You are actually following my idea in a way shmitty. My idea was that people would start picking those 3 objectives (along with Contested Outpost) to mitigate losses that they have suffered all the while building on their points to increase their lead.

I find the torpedo MC30 works best if the have superior activations and/or first player. Not sure it would work will with you missions build, no red dice means it difficult to keep up rear shots and makes fire lanes more difficult.

If you did want to change out an MC 30 scout, what about going for neb B, salvation+ TLRC you could even add engine techs.

Slow play for early impact and crit fishing or keeping those red dice on target.....Then whizz passed using those lovely double clicks to get rear shots...

Or

Yavaris and our favourite guy in an A wing would be wet yourself funny for getting rear shot victory tokens. Give your mc80 Tallon for even more fun.....claim 3 tokens a round, the only way this machine can be stopped is by killing a scatter token protected ACE ( with an xwing or 2 sitting on his shoulder ), it can be slowed but not stopped by killing the MC80 or Yavaris.

I just love my Nebs......

I think you may be correct. If I end up needing to downgrade one of the MC-30 Scouts, a Neb would probably be the best bet. I like the idea of the all Mon Cal fleet, so I am going to try it as is. If it doesn't work out I will swap to using a Neb Support as a trailer.

It appears to me that this strategy can be better carried out with imperials. ISDs to hold the lanes, demolisher to run to the rear of something and a bomber ball for precision and rear attacks. Also Ozzel fits this strategy well enabling the ISD to stop dead in front of the fire lanes and then race past while the MC80 needs to run parallel to the lanes.

Edited by Kheired

Here's what I came up with for an imperial variant:

390(385 without Corrupter if your meta is bid happy)

Vic 1

Motti (staying power)

Wulff Yularen (to keep the squadron token so you can activate 4 squads a round or engineering so you stay in the fight longer)

Boosted Comms

Corrupter (speed 4 Firesprays)

Vic 1

Ordinance Experts

Assault Proton Torpedoes

Dominator

Gladiator 1

Intel Officer

Ordinance Experts

Engine Techs

Assault Proton Torpedoes (pairs well with precision strike and superior positions)

Demolisher

Dengar

Rhymer

TIE Bomber

Tie Advanced

Firespray-31 x2

Precision Strike

Contested Outpost

Superior Positions

Contested works better here I think, knowing where they will be is what you want with Dominator wrecking stuff and Demolisher flanking, I don't think you'll contest Fire Lanes as well as a AF MII gunline but it still could work. I'm not saying this is optimal but the fireball works extremely well with Precision Strike and Superior Positions so you should probably see Contested Outpost most of the time and if they pick red or blue instead you should be able to mine those objectives for all they're worth. Fire Lanes might work better though I've just never played it so I'll have to test it.

The thing I don't like about Fire Lanes is your opponent can move the tokens pretty far towards his own table edge, which is less of a second player advantage. I feel Contested Outpost yields a better advantage for second player because you know where your opponent must deploy/be headed to take the outpost. I feel that while Fire Lanes can yield more it can also backfire way more easily. I do like the mission, though, just would never take it in a tournament.

The thing I don't like about Fire Lanes is your opponent can move the tokens pretty far towards his own table edge, which is less of a second player advantage. I feel Contested Outpost yields a better advantage for second player because you know where your opponent must deploy/be headed to take the outpost. I feel that while Fire Lanes can yield more it can also backfire way more easily. I do like the mission, though, just would never take it in a tournament.

The Distance the Objectives are moved by first player is Distance 1-2. Its not that far. Honestly, the distance isn't that much of a deal, because you don't have to be within distance 1 of them to claim it like an Outpost.

Plus it still has the potential to earn you double the points bonus of Contested Outpost.

The thing I don't like about Fire Lanes is your opponent can move the tokens pretty far towards his own table edge, which is less of a second player advantage. I feel Contested Outpost yields a better advantage for second player because you know where your opponent must deploy/be headed to take the outpost. I feel that while Fire Lanes can yield more it can also backfire way more easily. I do like the mission, though, just would never take it in a tournament.

The Distance the Objectives are moved by first player is Distance 1-2. Its not that far. Honestly, the distance isn't that much of a deal, because you don't have to be within distance 1 of them to claim it like an Outpost.

Plus it still has the potential to earn you double the points bonus of Contested Outpost.

I mean I dig the point potential, but it isn't safe enough for me to feel comfortable taking it against all comers. Other nice thing about Contested Outpost is it removes an obstacle from the board, essentially, since the station doesn't obstruct or heal anymore. Both are great missions, I just personally prefer Contested Outpost.

Honestly, Fire Lanes and Contested Outpost are the only two yellows I even consider anymore. The other two give no points and can be potentially really good for Player One.