Been kicking this around in my head and what to see what others think on this concept.
As fleet comps decide objectives more than anything else everything that follows is targeted at carrier builds. I’m defining a carrier build as directly activation squadrons with the majority of the fleet’s firepower coming from squadrons. Squadrons is love, squadrons is life.
Here are the big deciders for when I pick first or second.
1) Can they throw a large enough alpha strike to harm my fleet
2) Must I play a game of activate after my opponent
3) Will their objectives be incredibly unfavorable for me?
4) Do I get to first last? As in do I have 5 activations to their 4.
5) Other considerations and unknowns
Can they throw a large enough alpha strike to harm my fleet
Since your squadrons are the key to winning the game if you lose them the game follows quickly thereafter. From this cause and effect look at what your opponent is going to field. If you see flight controllers and a horde of defenders/x-wings/really viscous other squadrons that will eat your squadrons for breakfast two or three at a time I’ll take going first. Going first lets me tangle their attack force with my blockers and makes them waste precious activations on moving intel to free up the strike. An activation of 4 is a lot less threatening than 6. *An alpha strike list that I’ve faced was: Stele, Vader, Mauler, Jendon, Defender, Defender from an ISD1 expanded hanger bays flight controllers w/ token* Keep in mind that the same also applies to your carriers. If you get one blown off the field before it can activate you’re down that many squadron activations and that much further in the hole.
Do I need to activate my key ship after theirs
Since Armada is shoot than move getting your opponent to enter your engagement basket is preferred (understatement). The most common way of doing this is to activate your big killy thing after their big baddie goes. Thus, you get your damage in since they moved up to your firing range, but you don’t get shot in return. To illustrate lets say Person 1 and 2 both have an ISD with both players just outside long range speed 3 and facing each other. The one that goes first won’t get to shoot as it has nothing in range. If the Player 1 goes first it’ll end up eating Player 2’s attack and won’t be happy. The reverse is true as well. Extrapolating this to squadrons if there is something that will ruin your day by going before it, go second. In direct regards to squads if you have to activate your squadrons into their aa fire, give wedge and dutch free shots at you second is going to be your friend.
Are their likely objectives REALLY REALLY bad for me
Figuring this out requires some conditional thinking. Lots of small ships that go fast expect blockade run, opening salvo, or most wanted. Big ships with huge dice pools advanced gunnery, fire lanes, and a blue they are very comfortable with. When predicting objectives think of what would really give you a hard time or let your opponent amass enough points that even if you do win you’ll still lose. As a carrier fleet the ones you like the least will be the ones rewarding ship fire. In general lots of ships or dice that are opposing you the more you want to go second. Be very wary of objectives that will pump out unexpected damage or points on you. If you spot high dice pool ships with a strategic or two then you’re going to want second.
Do I get to double tap them
Demolishers love this and so do you. Getting a Yavaris with some happy puppy b-wings to go last and then go first will turn any ship into dust. An ISD with last > first activating its squadrons will clear off the opposing fighter wing in those two activations alone, and probably net a ship or two in the process. Simple and straight forward double taps good.
All the other little things that exist
Does your opponent have something that will turn the game on it’s head like Rieekan where things go zombie on you? Are there tells of objectives you aren’t familiar with? Are you in a position where you have a set goal you must perform to. A set goal is as long as I don’t lose I’ll win the tournament, or my opponent likes to bunker in the corner so I have to draw him out. Depending on the “others” you may want to go second. Playing into an unfamiliar objective can throw you off your game and force mistakes. Going first when all you need is a win puts the onus on you to score points opening the door for mistakes. Trying to alpha strike a Rieekan ship off the field tends to not work so well *BRAINZZZZZ*.
When in doubt go second make your opponent pick into the objectives you like and are most familiar with. Give yourself that comfort advantage of knowing how to best play what you know. In the final determination look towards what wins you the game for going first or second (biggest cop out ever). If the majority of these say go second I’ll go second. If the majority say go first then go first. When in doubt I’ll go second as reacting to your opponent will give you control of the battle field.
As I have one planned for objective choice and deployment let me know what you think of this and what to change in the formatting, and I really want to hear your opinions on when you go first or second.
Edited by mythics