Good morning everyone! After a dissapointing chapter 1 (I already knew that upgrade options are quite limited) let's go with my second chapter about fleet building...
CHAPTER 02 - BUILDING A TRIPLE CYMOON: OBJECTIVES
While this kind of fleet has no super powerful objectives it has a good ones and is not so bad playing against others.
Let's start:
1. Red objectives
- Advanced Gunnery: a really bad option. If you think you could save 2 points removing one gunnery team and equipping Avenger you are wrong. Of course you will hit hard (I hope you did), but if just that objective ship is destroyed your best score will be 171 and we are trying to make this competitive. On the other hand, if it is no taken, then you lost 5 prizeless red dice.
- Most Wanted: another bad option cause you must choose between one of your three ISD ending with the same drawback AG has. You coul take this one if you fly with Ozzel and added 1 Gozanti to the fleet.
- Precision Strike: from meh to bad. I saw the power of big ship dealing damage card through ramming and flipping the up with this. But that will end being a way to help bomber list to get the points you are trying to deny saving your ISD at all cost.
- Openning Salvo: this one seems promising with triple Cymoon. 5 red dice and 3 black, all of them rerollable... ñam!ñam! Now consider that if you ram yourself by accident you are giving your oponent a whole ISD without having to kill it. Stupid!.
- Close-range Intel: not an awesome one. You can get some points expending useless accuracies. I should try it to see how many points would be possible to get but I don't think it worth it.
- Targeting Beacons: not an awesome one either. Two fixed tokens to reroll 2 dice. Meh.
- Blockade Run: here we have a really good one. I am about to take some measurements but in the meantime think on this: The short sides are 3'. Long range is 1'. One ISD cover 2'+its base. You have 3 ISDs. Exactly! You also get some benefit from this placing obstacles so this improve your threat and help you avoiding being flanked like @Mad Cat said. In addition to this you could get some victory points (not too many) from reaching the enemy deployment zone. At speed 3 you should be able to do it in 4 rounds I guess so you are able to delay the engagement for a while and still getting those points. But don't focus on those points, they are just 60.The good news are that if you managed to loose one of the non-flagship you are still able to get a 10-1 (400+40 vs 119+20).
- Station Assault: while blockade run is a good one for tactical reasons, this one is good for scoring reasons. Your opponent face a ton of hull to put down so you would play a normal game but with the next scoring conditions: If you lose an ISD but any station that ISD worth just 39 points. Loosing one station it doesn't change anything. If your opponent destroy both station that's not enough to prevent you from 10-1 and he will need to kill you also a star destroyer. So bassically you turn "you have to kill me one ISD cause I won't let you kill anything else" into "you need to destroy one ISD AND one station cause I won't let you kill anything else". Also about to proof but the numbers works to me.
2. Yellow Objectives
- Hyperspace Assault... I guess no.
- Fleet Ambush: it would help a bit with deployment against big squadrons fleet but then you get ambushed turn one with bombers so I guess no too.
- Fire lanes: @The Jabbawookie suggested me this one. I am not fully convinced buth there is possible to get some points easily if planned well. The problem I see is that if your opopnent just spread the tokens is easy to end overlapping one of them. On the other side 2 rounds are easy (90 points) and it is possible to score at least 15 following rounds overlapping one of them. Again, the target is never the objective points rather than the enemy fleets. This is just a source to fix the lost of an ISD.
- Contested Outpost: this works as the previous one but without overlapping issues. While Fire Lanes has a better potential scoring, in practice I think this one will give more points. That's is my must go.
- Fighter Ambushed: no, no, no.
- Capture de VIP: 50 easy points. Not a bad one. Have the risk of loosing the ISD with the token.
- Jamming Barrier: I don't think is a good idea. To loose one shot due to obstruction or loosing dice due to the barrier... bad idea.
- Planetary Ion Cannon: extra shots could work well but not in love with this one. Not the worst though.
3. Blue objectives
- Superior Positions: huge drawback facing squadron fleets
- Intel sweep: 75 points are awesome. It is playable but having Solar Corona I don't think it worth it. I mean, Solar Corona is an Intel Sweep with enemy ships instead of objective tokens ![]()
- Dangerous Territory: not a big deal.
- Minefield: I am curious about how this would work in a non-strategic enviroment. But it is so risky...
- Salvage run: could be an interesting way to control the deployment and gain some token. Dust clouds though? Please no!
- Solar Corona: the big winner. Do you have deployment disadvantage? Anymore!
- Navigational Hazards: with three huge bases you are asking for overlapping obstacles all the time.
- Sensor net: this is not going to give too many points so no.
So basically the good ones are Blockade Run / Station Assault; Contested Outpost; Solar Corona. There are other that could work but I think those are the best by far.
I think with this fleet building is finally closed.
