Intel Sweep

By DarthAmmon, in Star Wars: Armada

Just reading through Navigation objectives and I'm wondering what kinds of ways there are to counter the second player when they're using a lifeboat. I can imagine it's difficult to stop them grabbing 3 tokens and the 75 points, when they can position 3 of them reasonably close and in a good sequence to collect. Demolisher and CR90 spring to mind. But if the second player is running one too, I'm guessing it gets a lot more difficult to run down the lifeboat. lol

Strategic - will allow you to control the token.

Edited by Benji1980

You know where their intel sweep ship needs to go. Intercept it and kill it.

The thing is he can put all 3 tokens alongside his deployment zone. Then yoi can't focus on the objective flotilla becaus it will be his killing zone.

Have your Demolisher-II jump forward with Jonus and murder their objective ship.

And Strategic.

Loving the replies, guys. :-) Giving me a good picture of what I need to consider in order to defend myself if I use the objective in my fleet. :-)

It seemed like an almost straightforward points grab. But if there's one thing I've learned, what I think in my head and the middle finger I get from the table are two very different things. lol

Keep this in mind:

Intel Sweep can quickly become very bloody. Fleets that pick it from YOUR selection do it for a reason; it suits them. And your opponent is going 1st, so that gives him an edge.

The reverse is true if you're the one going 1st and picking Intel Sweep...

It's rarely a straight up points grab.

As someone else has said it's a bloodbath at times, but let's face it that's what you want in a war game so who cares.

One thing I've found with objectives (with the fleets I've been using anyway), is that I can find some really nasty ones from the Assault and Defense piles, but EVERY time, the Navigation choices always let me down and let my opponents off with a very mild challenge in comparison.

2 minutes ago, DarthAmmon said:

One thing I've found with objectives (with the fleets I've been using anyway), is that I can find some really nasty ones from the Assault and Defense piles, but EVERY time, the Navigation choices always let me down and let my opponents off with a very mild challenge in comparison.

Superior Positions. Best 2nd player objective there is. But you need a fleet that can run it.

Intel Sweep. Less about the pts (but that too), and more about luring your enemy into your overlapping fields of fire. I like this with Acbkar MC80 w/ET.

Dangerous Territory. Decent enough. Try to use the obstacles in a smart/offensive manner, not just for round 1 token collection.

Minefields. Can be good with Strategic. And FCT.

Solar Corona. Setup advantage. Accuracy advantage. But no points, sadly. But a good one for some fleets.

Sensor Net. Strategic, maybe FCT. Jerjerrod. Collect a PILE of tokens.

Salvage Run is an alternative to Intel Sweep. More obstacles, bonus Nav tokens. 80 pts total. Still a brawl in the middle.

Nav Hazards. Never tried it, can't really comment.

Salvage run is a great objective for any fleet except an Ackbar-focused one. All you need is some carefully placed dust fields.

Tip: Grav shift reroute

7 hours ago, Norell said:

Salvage run is a great objective for any fleet except an Ackbar-focused one. All you need is some carefully placed dust fields.

Tip: Grav shift reroute

Haha. You clearly havent put a grav well opposite the station or your tip would be different

No, I love to shield myself with obstacles and force the opponent to eithet go around them or suffer somr losses ;)

23 hours ago, Green Knight said:

Nav Hazards. Never tried it, can't really comment.

Nav Hazards is weird. If you run MSU, it's a good objective to take, but it strictly counters medium and large ships. Within range 2 is actually a lot of wiggle room when you are trying to move your small ships through, but the range shrinks against large ships. I see it more as an addition to your list if you really want to punish large ship lists. Most Wanted and HA tend to be the go to for MSU, so SP or SC get picked. I changed it up. I don't see Nav Hazards being very useful against another MSU list, unless you're trying to obstruct shots. Small batteries get even smaller.

It can also help disengage your squads by moving obstacles in-between them.

When I played @ @comatose , the big issue with Nav hazards that people forget is that you can block placement of the obstacles with your squads, so fighter screen takes a whole new meaning. And yes, it utterly decimates large ships .

I've put a list together to take advantage of Nav Hazards, whether it's my own objective or my opponents.

All i need now is to see if anyone ever picks it in a game.

I'll report back once i have data.

I really like Nav Hazards as an objective when flying Jerjerrod/Arquitens.

Got good effect from it in the last tournament (the only tournament) I attended. You can't make JerJer land on rocks! :)

On 3/22/2017 at 6:40 AM, moodswing5537 said:

When I played @ @comatose , the big issue with Nav hazards that people forget is that you can block placement of the obstacles with your squads, so fighter screen takes a whole new meaning. And yes, it utterly decimates large ships .

Squad placement makes it possible to prevent movement of an obstacle to a safe place for your opponent. This isn't something I realized until we played it, but it was very powerful.