Objective Combos

By Ginkapo, in Star Wars: Armada

Since the correllian conflict came out it became possible to run hard hitting objective combos to make your opponents heart stop as they realise the horror of what they face.

What I am looking for here are the combos you have found and the tools required for them. (Not whole lists, specific tools)

A couple from me, I made add more later.

Station Assault, contested Outpost, Salvage Run.

Interdictor Suppression Refit with G7 grav wells and Grav shift reroute.

You get an easy 80+ point start to every match with this combo.

Advanced Gunnery, Hyperspace Assault, Sensor Net

Neb B Support with Spinals and Salvation title. At least 1 VCX and Fighter coordination team.

Salvation can work wonders with the first two objectives and can really build you an advantage. Sensor net is easy points with strategic and FCT in the fleet.

A work in progress is Most Wanted, Capture the Vip, Solar Corona

Multiple Intel Officer, DTT equipped Arqs. Most wanted is long range death by red dice cuts. Solar Corona makes it easy to set up a conga line reminiscent of the old Ackbar days. Capture the vip is the weakest and why this is a work in progress. It lets the ships pick up the token early and get back out to long range.

I really like avenger and supressor with some lambdas and Advanced Gunnery, Ion Cannon and Minefields.

The problem I found it came when the opponent bring some strategic too. The objective can easily played against you if you don't do something with enemy strategic. But in my zone I have fun when I see their faces against that.

2 minutes ago, ovinomanc3r said:

I really like avenger and supressor with some lambdas and Advanced Gunnery, Ion Cannon and Minefields.

The problem I found it came when the opponent bring some strategic too. The objective can easily played against you if you don't do something with enemy strategic. But in my zone I have fun when I see their faces against that.

Using strategic to trigger mines and ion cannons on Avengers next victim with added suppressor to taste.

Strong.

4 minutes ago, Ginkapo said:

Using strategic to trigger mines and ion cannons on Avengers next victim with added suppressor to taste.

Strong.

You should see this when the opponent don't bring strategic. I am not sure why but sometimes they choose Advanced gunnery.... The most brutal thing I ever see in this game: avenger double shooting from its front arc. Bye bye whatever.

You mean beside the obvious ones: Objective Tokens (Targeting Beacon, Fire Lanes, Planetary Ion Cannon, Jamming Barrier, Intel Sweep, Minesfield, Sensor Net) + Strategic and Obstacles (Station Assault, Contested Outpost, Dangerous Territory, Navigational Hazard) + Interdictor?

I love the Superior Position + Fighter Ambush + Precission Strike. Combined with a bit relay, it is deadly and can give you a great bonus. Easy up to 120 Points + the destroyed Ship in the first round.
It can be done with rebel or imperial, even when the imperial one is easier (relay 2). With rebels you can do it with rogues (Han, Hera + Luke + Biggs, Dash, Corran, Ketsu, ...).

6 hours ago, Ginkapo said:

Station Assault, contested Outpost, Salvage Run.

Interdictor Suppression Refit with G7 grav wells and Grav shift reroute.

You get an easy 80+ point start to every match with this combo.

In regards to Salvage Run, your opponent can get at least 1 token every time if they have Strategic. Since you place tokens before moving obstacles, the tokens stay near the middle of the map. I've tried several times to get all the tokens and you can't do it.

That said, you can still make it hurt if they try to get the token by moving asteroids and debris fields in the way.

Shmitty posted about it on Steel Squadron, but an Ackbar line running VCX/light biggsball with Adv Gunnery/Fire Lanes/Sensor Nets works nicely as second player.

2 hours ago, Madaghmire said:

Shmitty posted about it on Steel Squadron, but an Ackbar line running VCX/light biggsball with Adv Gunnery/Fire Lanes/Sensor Nets works nicely as second player.

Ive played against that list. Can attest that it gives you absolutely 0 easy decisions. I played fire lanes against it, almost got the table which is what is practically a requirement if you want to eke out a win against it, but the defensive token fort was too much in the end.

For the Arquitens one I would do opening salvo instead of most wanted.

19 minutes ago, BrobaFett said:

Ive played against that list. Can attest that it gives you absolutely 0 easy decisions. I played fire lanes against it, almost got the table which is what is practically a requirement if you want to eke out a win against it, but the defensive token fort was too much in the end.

Yep, that grouping with Ackbar was all kinds of bad choices for the opponent.

3 hours ago, Undeadguy said:

In regards to Salvage Run, your opponent can get at least 1 token every time if they have Strategic. Since you place tokens before moving obstacles, the tokens stay near the middle of the map. I've tried several times to get all the tokens and you can't do it.

That said, you can still make it hurt if they try to get the token by moving asteroids and debris fields in the way.

Only if they deploy a ship at speed 0 and use a squadron dial turn 1....

37 minutes ago, Ginkapo said:

Only if they deploy a ship at speed 0 and use a squadron dial turn 1....

You can't deploy at speed 0. And why would they have to go speed 0 anyway?

25 minutes ago, Undeadguy said:

You can't deploy at speed 0. And why would they have to go speed 0 anyway?

ReCheck, Mate :)

The Objective list in question for Salvage Run included the archtype of an Interdictor with G7-X .

Ergo, you are deploying at Speed 0, within distance 3 of the token, and having to launch the squadron command, because otherwise, you run the risk of your Strategic being too far out of the way to make the run.

10 hours ago, Ginkapo said:

Advanced Gunnery, Hyperspace Assault, Sensor Net

Neb B Support with Spinals and Salvation title. At least 1 VCX and Fighter coordination team.

Salvation can work wonders with the first two objectives and can really build you an advantage. Sensor net is easy points with strategic and FCT in the fleet.

wouldn't you want the other Neb, so you could get 2 squadrons to move with the fighter coordination team? Newb here, just asking for understanding

@buckero0 you are correct, an Escort could shuttle 2 squads with FCT, but the Salvation title typically ends up on a Support because it is fewer points invested and the Salvation is a gunship rather than a carrier. Plus, to shuttle the VCX for the objective you only need SQ 1.

3 minutes ago, BrobaFett said:

@buckero0 you are correct, an Escort could shuttle 2 squads with FCT, but the Salvation title typically ends up on a Support because it is fewer points invested and the Salvation is a gunship rather than a carrier. Plus, to shuttle the VCX for the objective you only need SQ 1.

I could be wrong, but I think Gink was speaking more generically about having VCXs and FCT somewhere in the fleet, not necessarily on Salv specifically. Could be on an MC80, you might have brought Yavaris , you might have upgraded Salv to an Escort... doesn't much matter as long as your decisions make sense within the larger context of your fleet build.

1 minute ago, Ardaedhel said:

I could be wrong, but I think Gink was speaking more generically about having VCXs and FCT somewhere in the fleet, not necessarily on Salv specifically. Could be on an MC80, you might have brought Yavaris , you might have upgraded Salv to an Escort... doesn't much matter as long as your decisions make sense within the larger context of your fleet build.

Yeah I figured the same, I thought his questions was more in regards to why take the cheaper Neb with salvation assuming it has FCT on it. I know in Ginks case FCT isn't on salvation, but I figured I would leave that alone. Thanks for addressing the other part of the question though!

no problem, like I said, I'm super new and still trying to figure out the objectives and how to optimize my list building. Sounds like I was bunching a lot of things together that probably didn't belong. The relay made sense with the VCX but usually Yavaris you'd put on the Escort (2 squadron one) and I see the advantage of FCT on that. (I'm still trying to figure out all the abbreviations, so I'm sure most of the finer points of strategy are eluding me)

Is there a place where they talk about or break down the differences between the 2 ships. All of them have some difference in point cost, some have more obvious differences in ranged weapons (color of dice) and some have different upgrade options.

I know generally, the less you spend the more you have to buy more ships/squads, etc. But are there some clear-cut guidelines for when you want the more expensive ship ? Neb is pretty clearcut. CR90 I think is as well. I've found myself wanting to take the more expensive Pelta because of the ranged dice, where as on most other ships, I've found the cheaper ship is the way to go, unless I have an explicit title or trick I want to run on it. The Imperial vessels seem a bit more difficult to decipher. ISD II is worth the extra cost for better dice. Interdictor based on upgrades you want, VSD based on range?

Gladiator keep it cheap cause you'll want upgrades to get close for efficiency.

Arquitens, I have no idea and the Raider I've been leaning to the 48pt IIclass.

anything serious I"m missing?

all the transports should be super cheap (not sure of the point of the more expensive ones)

Edited by buckero0
2 hours ago, Undeadguy said:

You can't deploy at speed 0. And why would they have to go speed 0 anyway?

G7 grav wells. I am a twst

1 hour ago, buckero0 said:

no problem, like I said, I'm super new and still trying to figure out the objectives and how to optimize my list building. Sounds like I was bunching a lot of things together that probably didn't belong. The relay made sense with the VCX but usually Yavaris you'd put on the Escort (2 squadron one) and I see the advantage of FCT on that. (I'm still trying to figure out all the abbreviations, so I'm sure most of the finer points of strategy are eluding me)

Is there a place where they talk about or break down the differences between the 2 ships. All of them have some difference in point cost, some have more obvious differences in ranged weapons (color of dice) and some have different upgrade options.

I know generally, the less you spend the more you have to buy more ships/squads, etc. But are there some clear-cut guidelines for when you want the more expensive ship ? Neb is pretty clearcut. CR90 I think is as well. I've found myself wanting to take the more expensive Pelta because of the ranged dice, where as on most other ships, I've found the cheaper ship is the way to go, unless I have an explicit title or trick I want to run on it. The Imperial vessels seem a bit more difficult to decipher. ISD II is worth the extra cost for better dice. Interdictor based on upgrades you want, VSD based on range?

Gladiator keep it cheap cause you'll want upgrades to get close for efficiency.

Arquitens, I have no idea and the Raider I've been leaning to the 48pt IIclass.

anything serious I"m missing?

all the transports should be super cheap (not sure of the point of the more expensive ones)

Buck, why don't you start a ship version thread where people can hash out the differences between the two versions? Without absolutely hijacking Ginks thread here there isn't any way we could address all these really good questions. Get a list of all the ships/version from the wiki and ask people to pick their favorite ship and explain when they would use each version. Edit the OP with responses as they tick in. Would be a good resource for you and a good read for the rest of the people out there too :)

Speaking of OP's, back to Ginks point, I was playing around with your Neb list, and did you consider Opening Salvo for your red? Seems like it would be an interesting choice that gave you an edge against gunlines without the possible retaliation of having the (albeit less effective) AG enemy ship fire back.

I have a JJ VSD Carriers list with BCCs and go with Precision Strike, Fighter Ambush and Superior Positions. My squadron wing: Rhymer, Maarek, Tempest, defenderx3, bombersx4

15 hours ago, BrobaFett said:

Speaking of OP's, back to Ginks point, I was playing around with your Neb list, and did you consider Opening Salvo for your red? Seems like it would be an interesting choice that gave you an edge against gunlines without the possible retaliation of having the (albeit less effective) AG enemy ship fire back.

I do like Opening Salvo, but not with Nebs. I like opening Salvo with fast, low hull ships. The key to that objective is not the boost, its the scoring conditions. No matter what happens in the game, you can always ram a cr90 into their ISD turn 6....

Opening Salvo, Capture the VIP, intel Sweep/Navigational Hazards .

Fast very agile low hull ships. A rebel set of objectives.

I like to call Navigational Hazards, "Screw you grav shift reroute"

6 hours ago, Ginkapo said:

No matter what happens in the game, you can always ram a cr90 into their ISD turn 6....

And activate a flotilla with repair crews after just for cheating ;)

3 minutes ago, ovinomanc3r said:

And activate a flotilla with repair crews after just for cheating ;)

Engine techs m8.

Join the Dark Side

7 minutes ago, Ginkapo said:

Engine techs m8.

Join the Dark Side

M8?