Fire Lanes: What even how does

By MrTopHatJones, in Star Wars: Armada

So I've noticed Fire Lanes as a very popular objective as something NOT to make your opponents take due to the high point values and the ability to rack up a ton of points before your opponent can even get to the tokens.

Can someone elaborate on this? If someone is dumb enough to pick Fire Lanes, do I just place them all at distance 4 of my setup and rack up points while making them come to me? Or is there some other, smarter strategy for this?

I'm looking at an Ozzel "make them come to me" 2nd player fleet and was looking for ways to make 1st player pay since activation bids are so popular. If I can get someone with a high bid to come to me and rack up 60-90 points before they can even engage, that seems like a pretty good deal for me.

High number of ships.

Place 1 on the left, place two on the right.

Chances are high that Jaina can sit on the left all alone with an uncontested 15pts per turn.

"...do I just place them all at distance 4 of my setup and rack up points while making them come to me? Or is there some other, smarter strategy for this?"

You pretty much got it. If you outgun them with a broadside fleet (for example) you can easily rack up a 90 pt lead in the first two turns. You also have an advantage if the enemy has a mix of ship speeds as they will probably spread them out attempting to contest the fire lane tokens.

All in all in the right lists it's a huge disadvantage for your opponent.

High number of ships.

Place 1 on the left, place two on the right.

Chances are high that Jaina can sit on the left all alone with an uncontested 15pts per turn.

So for Imps, I'd want to place them close together so, say a Demo, etc can sit on all 3 and snag the victory tokens?

Your opponent gains the points if you overlap the tokens, so no dont do that.

Your opponent gains the points if you overlap the tokens, so no dont do that.

Sit NEAR, my apologies.

Your opponent gains the points if you overlap the tokens, so no dont do that.

Sit NEAR, my apologies.

The ultimate come at me bro.

It works on number of dice, so you will want an ISD front arc too, or theyll just sit at long range in a group.

A few things to keep in mind about Fire Lanes:

  1. You can pile the objective tokens up on top of each other during setup to create a "points pillar" that your opponent is then responsible for spreading out (or not!).
  2. At the end of the turn, each token is effectively resolved one at a time, which means if you've got three tokens in one arc, you ping each one of them. It's not an attack, so there aren't limitations on how many you can ping.
  3. The dice come only from your batteries and are resolved similar to an attack but aren't actually an attack. That means that +dice effects that trigger during an attack (best example: Ackbar) don't work, but upgrades that add to your battery (Enhanced Armament, Expanded Launchers, etc.) will work.
  4. Be careful to set your fleet up correctly. Similar to Contested Outpost (the other positional objective that scores points), some players only consider how to score points from the objective for the first 2-3 turns. This can result in games where you score points from the objective for the first half and then your opponent scores points from the objective for the second half, making it effectively a wash and thus potentially a waste of an objective. Try to score points (or threaten it, anyways) throughout the entire game if possible.

Don't forget you can stop and go speed 0 if you need to.

Don't forget you can stop and go speed 0 if you need to.

It seems like for the Imps, this is where you'd want Ozzel or bank some nav tokens so you're not spending 2-3 turns getting your butt back in gear once the fight starts.

Of course, with 180 victory points from an objective, you may just have to hang on and not screw up too bad.

A few things to keep in mind about Fire Lanes:

  • You can pile the objective tokens up on top of each other during setup to create a "points pillar" that your opponent is then responsible for spreading out (or not!).

Holy Snokes!!! It's this true, never considered this... makes it kind of a turbo charged contested outpost, albeit your opponent determines final placing, and does not have to be within range one... still, 45 points per turn! Geeeeeeeeze!

A few things to keep in mind about Fire Lanes:

  • You can pile the objective tokens up on top of each other during setup to create a "points pillar" that your opponent is then responsible for spreading out (or not!).

Holy Snokes!!! It's this true, never considered this... makes it kind of a turbo charged contested outpost, albeit your opponent determines final placing, and does not have to be within range one... still, 45 points per turn! Geeeeeeeeze!

Its contested outpost for ISD's. Park those front arcs and prepare to repair heavily, the onslaught will come.

For obvious reasons, this objective as Imperial works well with double ISD builds that can keep between eight and twelve dice per ship on a given objective.

'Fire Lanes'... Now there's an objective I have not played in a long time...a long time.

... Not since Advanced Gunnery was Cut Off at the Gunnery Team and left to die next to a Lava Flow because it thought it had the Power to Overcome the High Ground... I mean, Rules Precedence...

... Right?

Edited by Drasnighta

Ugh. Advanced Gunnery errata. Ruins it. YOU RUINS IT. Hobbit Hobbbbit Hobbbbit.

I love how it gives second player a bunch of free points early on, and helps you know where their guns will be pointing later on. As a rebel broadside player - set up parallel to the board edge and then hook around the objective token stack so they have to choose between getting your fleet in arc or giving up the victory tokens.

Come at me bro - indeed!