I'll be talking about the objectives that you use when people are all up in your base trying to steal your stuff. I will be including Admiral Sloane and Commander version Leia.
Fighter Wing
Setup: Before deploying fleets, the second player may choose up to 40 points of non-unique squadrons and add them to his fleet (even if this exceeds the number of fleet points he could normally spend on squadrons). Assign squadron ID tokens of a different color to these squads.
End of Game: The fleet point cost of the additional squadrons is added to the first players score as normal if they are destroyed. After the winner is determined, the second player removes the additional squadrons from his fleet.
Usually seen as the weakest of the base defence objectives, Fighter Wing is mostly useful when defending with a squadron heavy fleet against either another squadron heavy list, or to bring the punishment against a no squad list.
Expected Imperial Commanders:
Tarkin: Usually seen with ISD super-carriers, VSD slug-carriers, and possibly the QF, use this to add more TIE fighter CAPs, or just add more bombers.
Motti: Seen with VSD carriers (and fairly rarely now), use this to add some additional sources of relay, or some rogues to help chase down fleeing ships.
Sloane: If you are running Sloane, you already have a high number of squadrons. But with Sloane, there is no such thing as too many squadrons. Use the 40 points to add in five more Sloane instances, I mean, TIE fighters.
Expected Rebel Commanders:
Sato: Add in some more z95s to help proc Sato more often. However, the streaky-ness of the red dice will temper their anti-squad usage. A-wings and Y-wings will also be useful.
Rieekan: While not terribly useful to Rieekan, you could add some generic X-wings to help keep the uniques alive longer.
Dodonna: Y-wings. Is there anythingmore that needs to be said?
Armed Station
Setup: Place obstacles as normal, excluding the station. Then, the second player places the station in the setup area beyond distance one of all obstacles and beyond distance five of the first players edge. The station is an armed station; place the armed station card near the second player's ship cards.
Special Rule: The first player's ships and squadrons cannot resolve the armed station's effect to discard damage cards when they overlap it.
Once per round, instead of activating a ship, the second player can perform one attack with the armed station.
Useful for any fleet.
Expected Imperial Commanders:
Tarkin: Got large ships? Check. Low activations? Check. Defending against a MSU? Check. Use to pass the activation to try to help prevent the first-last attack.
Vader: While the Dark Lord shouldn't need assistance with destroying things, the station can help keep his fleet standing, as well as softening up larger targets.
Screed: I don't know why you are defending with a Clonisher clone in the campaign, but you can use this to help mitigate a first-last against a trc90 or sw90. Snark aside, large/medium ship Screed lists will benefit from a softener and as an activation staller.
Motti: With your low activations, use the station as an activation staller, and to either soften targets, or take potshots at fleeing wounded targets.
Konstantine: Use to soften up ships and to delay your activations.
Tagge: Use to help delay your activations, and as a healer.
Jerjerrod: Use to help pass an activation to help push the enemy towards your Tokyo-drifting ships. Also useful as a softener.
Sloane: If you are using ISD super-carriers, use to pass an activation to help get enemy ships or squadrons in range of a TIE alpha-strike.
Ozzel: Used with both MSUs and Large ships, use the station as a softener and as an activation staller.
Expected Rebel Commanders:
Rieekan: With Trc90s and sw90s, the station can be used as a healing point, or as an activation staller.
Ackbar: Use to help soften up the defenders, or as a healing point for the corvettes.
Dodonna: Use to help with activation disparity.
Garm: Use the station as an activation staller and as a softener for your MC80s and AFs.
Leia: Leia, on the surface, appears to be more useful to MSUs. Use the station as a softener and as an activation staller.
Cracken: Use to help soften up enemy ships, or as an activation staller while you mourn your mc30 that you accidentally sent off the board.
Madine: Normally seen with the MC80Lib, and anything else that has a bad nav chart, the station will be more useful as a softener and staller.
Mothma: Use to stall, or to help repair your mc30s that *somehow* got damaged.
Sato: For stalling so you can get your squadrons in range of enemy ships.
(By the way, if you're counting, that's every single Commander that benefits in some way from this objective.)
Ion Cannon
Setup: The second player must deploy all his ships and squadrons before the first player. After deploying fleets, the second player places three objective tokens anywhere in the play area.
Special Rule: At the end of the command phase, the second player may select one enemy ship at distance 1-3 of an objective token and perform an attack against that ship.The attacker is treated as a ship with a battery armament of four blue dice, but is not friendly to any ship or squadron.The attack is treated as being at medium range, cannot be obstructed, can target any of the defender's hull zones, and has the following critical effect: Blue [crit]: The defender must choose and exhaust one of his defence tokens.
Useful for any fleet.
Expected Imperial Commanders:
Tarkin: Use to soften up a defender after handing out your confire tokens.
Vader: Unfortunately, no rerolls, but can target the weakest hull zone so your rerolls may actually do major hull damage.
Screed: Unfortunately, no auto-crit, but can soften up the weaker hull zones for more hull damage.
Motti: Not terribly useful, but that four blue dice may mean the difference between an alive Motti and a dead Motti.
Konstantine: Use for when you want to help your interdictor punch through a ship that you caught at speed pseudo-zero.
Tagge: Not super useful, but, like Motti, those four blue dice may make the difference between life and death.
Moffy J: For when you though Fast and Furious: Tokyo Drift needed an ion cannon. Seriously, use to help the Vics punch through hard-to-crack ships.
Sloane: Because an exhausted token is a token that is one blue accuracy away from discarded.
Ozzel: For when your speedsters need to actually do damage. Use as a softener.
Expected Rebel Commanders:
Rieekan: While the ion cannons don't get the zombie treatment, they can help the zombies take down damaged Imperial ships.
Ackbar: No extra dice, but can help take out defence tokens, which is almost as good, right?
Dodonna: No pulling that sweet structural damage card with the cannons, but they may help to get your damage through to the hull.
Garm: Use to soften up the enemy to help with all those confire tokens you handed out on turn one.
Leia: Use as a target softener.
Cracken: While the ion cannons can't move at speed three, they can help to soften up the enemy so your speeding mc30 can get in a shot before it is too far away to do anything else.
Madine: For when your Liberty needs more help in taking down ships. Use as a softener.
Sato: For when you feel the need to soften a target up before using your long-range black dice.
Mothma: Because invulnerable mc30s need more help.