Help with Objectives

By Jedirev, in Star Wars: Armada Fleet Builds

Hi,

So, I'm new to the game, trying to get my head around the tactics of picking objectives.

Any advice about this build? Ships and Squadrons are what I have minis for.

Ta.

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
- Leading Shots ( 4 points)
= 183 total ship cost

Nebulon-B Support Refit (51 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 68 total ship cost

CR90 Corvette B (39 points)
- Jainas Light ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Ion Cannon Batteries ( 5 points)
= 51 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Jamming Field ( 2 points)
= 23 total ship cost

GR-75 Medium Transports (18 points)
- Repair Crews ( 4 points)
= 22 total ship cost

3 X-Wing Squadrons ( 39 points)
1 Rogue Squadron ( 14 points)

What I'm thinking is:

  • 400 points, so no bid - almost certainly letting the other player choose objective and initiative.
  • The fleet build works around a main offence from the MC80, with the Support Frigate providing some more manoeuvrable firepower. The GR-75s are there to provide support, mostly to keep the MC80 alive and spitting. The CR90 gives me an opportunity to go chasing off after objective counters etc. The fighters - I really need to swap for A-Wings, as the X-Wings seem to general for what they will be doing, i.e. keeping bombers off my ships.
  • So, assuming I lose the bid, I'm guessing Advanced Gunnery won't be picked - its way to risky with an MC80.
  • But the other two I'm less sure about. I picked objectives that I can pretty much avoid and let the enemy come to me - but should I swap them out? Should I change the CR90 fit to make it faster and more survivable at range (maybe Engine Techs, Countermeasures and maybe Lando?)
4 hours ago, Jedirev said:

Hi,

So, I'm new to the game, trying to get my head around the tactics of picking objectives.

Any advice about this build? Ships and Squadrons are what I have minis for.

Ta.

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
- Leading Shots ( 4 points)
= 183 total ship cost

Nebulon-B Support Refit (51 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 68 total ship cost

CR90 Corvette B (39 points)
- Jainas Light ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Ion Cannon Batteries ( 5 points)
= 51 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Jamming Field ( 2 points)
= 23 total ship cost

GR-75 Medium Transports (18 points)
- Repair Crews ( 4 points)
= 22 total ship cost

3 X-Wing Squadrons ( 39 points)
1 Rogue Squadron ( 14 points)

Advanced Gunnery for you red. Use it on the MC80. Dangerous Territory for your blue. Jaina's Light can cruise through the obstacles. Capture the VIP for your yellow. Again, Jaina's Light works good with that one.

4 minutes ago, schmidty1701 said:

Advanced Gunnery for you red. Use it on the MC80. Dangerous Territory for your blue. Jaina's Light can cruise through the obstacles. Capture the VIP for your yellow. Again, Jaina's Light works good with that one.

Thanks. What about further optimising Jaina's Light for objective chasing - I mean, stripping off the Ion Cannon upgrade, and freeing some points up with A-Wings, and fitting a speed / tanky build?

If you can I’d swap the nebulon and cr90b for two cr90 a’s with trc so you can shoot and scoot at long range (ackbar doesn’t add dice unless you can form the pool to begin with). You really want to hide those nebulon side arcs, so it doesn’t synergize all that well with ackbar. And maybe swap jamming field for comms net to support the big guy. Just my two cents.

I’d do

Advanced Gunnery, Contested Outpost, Salvage Run

16 hours ago, MandalorianMoose said:

If you can I’d swap the nebulon and cr90b for two cr90 a’s with trc so you can shoot and scoot at long range (ackbar doesn’t add dice unless you can form the pool to begin with). You really want to hide those nebulon side arcs, so it doesn’t synergize all that well with ackbar. And maybe swap jamming field for comms net to support the big guy. Just my two cents.

I’d do

Advanced Gunnery, Contested Outpost, Salvage Run

Ackbar Nebs have to be played as sweepers, kept way in back, but that side arc is wider than an Assault frigates so they are incredibly hard to escape. And when you figure they have the same from arc as they do an ackbar side you can use that to create a wide swath of area denial, pretty darn close to 180 degrees. But they are fragile, for sure, if you present them as a target they are going to wilt.

As far as objectives go, I mostly agree. Contested Outpost is good, but the blue is always weak for second player Ackbar MC80's without strategic so it typically ends up an auto pick for the opponent. The way to fix it is including VCX's to run fire lanes and Sensor net. Those are the 3 objectives that let Ackbar MC80's absolutely wreck as second player.

On 11/9/2017 at 2:13 PM, BrobaFett said:

The way to fix it is including VCX's to run fire lanes and Sensor net. Those are the 3 objectives that let Ackbar MC80's absolutely wreck as second player.

This. Fire Lanes with Strategic is beautiful.