Make the lifeboat a Most Wanted?

By Norell, in Star Wars: Armada

A crazy idea is in my mind recently. More of a theory really but I just wonder what you guys think about it.

Basically I allow the opponent to be first player. He won't choose my yellow or blue commands because they suit my fleet too much, so he's stuck with Most Wanted. I make my lifeboat my most wanted and some juicy ship from his fleet to be the other. Would it worth the risk? He should either distribute his ships to go after my lifeboat giving me a tactical advantage, or he lets my lifeboat alone in which case I'll have the advantage of Most Wanted and he won't. Any thoughts?

It's the standard way to play most wanted as even if he catches your lifeboat it's worth sod all points were as his large ship could give you a massive point boast

The points from a life boat (rebel) is +18 extra because of doubling the cost (plus whatever the commander is).
While you choose the enemy's highest point cost ship. Say a ISD II for instance. That will net you an extra 120 points. So the total point difference is 102.
Not only that, all of you're ships get bonus dice while attacking the ISD making it far weaker than it was before.
If you ever have a flotilla in you're fleet, Most wanted is one of the best.

Edited by Sniperbon

If you're an Imperial you might as well use an ISD with Reinforced Blast doors and Motti for good measure. The rebels would need to concentrate a lot of firepower on the ISD to destroy it and if you're playing right they will be distracted by the rest of your fleet as well.

No reason what so ever to put it on your own ISD even with all those upgrades as your giving every ship hitting you more dice which even a ISD will buckle under

10 minutes ago, Forresto said:

If you're an Imperial you might as well use an ISD with Reinforced Blast doors and Motti for good measure. The rebels would need to concentrate a lot of firepower on the ISD to destroy it and if you're playing right they will be distracted by the rest of your fleet as well.

No. Never do that. Never.

3 hours ago, Forresto said:

If you're an Imperial you might as well use an ISD with Reinforced Blast doors and Motti for good measure. The rebels would need to concentrate a lot of firepower on the ISD to destroy it and if you're playing right they will be distracted by the rest of your fleet as well.

Even if this were tactically ideal--which it's not, but if it were--there is no way you're going to make it ideal enough to be worth risking offering your opponent 120 bonus points instead of 18.

20 hours ago, Forresto said:

If you're an Imperial you might as well use an ISD with Reinforced Blast doors and Motti for good measure. The rebels would need to concentrate a lot of firepower on the ISD to destroy it and if you're playing right they will be distracted by the rest of your fleet as well.

I think your build here is wanting advanced gunnery instead. AG also has the double points penalty if you lose your objective ship. In AG scenario at least you won't be getting extra dice from enemies but you could still use such a tanky build to stop your opponent from going for your gunnery ship.

Edited by Muelmuel