Proximity mines - experiences, how to use, what to avoid

By Rimsen, in Star Wars: Armada

Greetings admirals!

What are your experiences using the new Proximity mines?

How many is enough? Is there any case where you have too much?

How do you deploy them?

I only had 1 chance to try them so far. I love the Interdictor, and I like to play the objective game. So these bad boys seemed a natural fit to my fleet where I value zoning and leading the enemy.

I had a Demolisher, BrunsonDictor, 2 gozantis with the proximity mines, Mareek, Jendon, Boba and 2 Firesprays. The objectives are Surprise attack / Contested Outpost (it was Rift Ambush in the game - we played that - even greater control of obstacles) / Salvage Run

So far I figured i place them behind obstacles. I also had Grav Shift Reroute, so I covered the mines from the flak attack, and the enemy hardly want to contest any of the objectives going through the obstacles and the mines. I only have 2 mines, because

1, I figured I need the DCaps to somewhat increase the offensive power of the Dictor

2, I think 4 would be too limiting for me too. I feel that the chance to step on 1 of my mine would be too high.

What do you think? Have you tried it so far?

Edited by Rimsen

1) If you’re gonna use them, bring a lot.
2) Forward deployment isn’t necessarily the right call. Deploy them where you think your opponent will be when you engage.
3) Don’t leave them just as a deterrent. Fleets with Gunnery teams can clear mines in fairly short order. I’ve cleared 6 from in front of me using 4 hammerheads with GT in a game.

Think of them sort of like squads. They aren’t particularly good in small numbers and Generally don’t pay for themselves when used too far from your fleet.

Edited by Church14

What about pairing the Dictor and mines with Ion Storm, Abandoned Mining Facility (Fantastic with Dictor), and Volatile Deposits? These all bring in points from use of obstacles in one way or another. Might be really solid!

12 minutes ago, CommanderDave said:

What about pairing the Dictor and mines with Ion Storm, Abandoned Mining Facility (Fantastic with Dictor), and Volatile Deposits? These all bring in points from use of obstacles in one way or another. Might be really solid!

Then you have to bid for 2nd player.

1 the more the better.

2 I think the minimum you can take something from is 2. Not great but enough to make navigation more risky, to cover a flank or protect some point of interest.

3 not necessarily to place them in the face of your enemy, specially if you don't count with some kind of obstacle advantage (GSR being the best). If you have it then you can deliver some nasty damage and remove an activation (flotilla) but don't be overconfident on the success of this tactic. A possible mistake is to think on speed 0 mine boom but there is not real advantage on that as there are no defense tokens involved. A round 1 mine can be repaired so I would only try this if I can put several mines or against ship that will need some time to get rid of those cards (repair 2).

4 use obstacles. Obstruction may end on a safe mine. Dust clouds are just obscene and I used them with nice results. They can hide 2 mines and they will be invulnerable from even 2 or 3 dice AA attacks. Also being able to move them allow you to build some dense don't-move-here zones. With some objectives to not move there may be not an option.

I need to continue playing with them but I definitely fell in love with these upgrade.

I ran a minefield fleet based on two interdictors (grav well and scrambles in tow) and a victory. Used surprise attack and minefields along with fire lanes as objectives

First game, the opponent had never seen surprise attack before... That was a mistake. He spawned at speed 0 on the station due to the grav well and suffered 3 turns of nav raid tokens. I used my 6 mines to create a wall between his flagship and support ships. He was forced to eat damage on turn 1 from the mines or split up. His flagship was dead on turn 4 without ever moving and his support ships were never able to get into the fight until it was dead.

Second game, different opponent took minefields. 12 mines made quite the wall on his side of the field and the grav well ensured he was starting speed 0. The mines essentially let me steer his ackbar build into a front arc to front arc situation but I horribly misplayed it and allowed him to turn.

If anyone took firelanes, the idea would be to lock down half the field with mines, forcing him to choose between attacking mines or attaching me, or just spawning opposite corner to the objective and hand me 270 points worth of objective without contest

I've had some fun with Sabine and Mart. The ability to place mine at right place and time when needed is great.

3 hours ago, JKShulenburg said:

If anyone took firelanes, the idea would be to lock down half the field with mines, forcing him to choose between attacking mines or attaching me, or just spawning opposite corner to the objective and hand me 270 points worth of objective without contest

I guess it's really meta-dependant, as I would never chose Fire lanes without strategic. Too easy to flip on you.

Edited by Rimsen
4 hours ago, JKShulenburg said:

Used surprise attack and minefields along with fire lanes as objectives

If your opponent has strategic, Corvus Raider as Flagship or a good Raddus list, it can turn against you.

Edited by spike2109
7 hours ago, spike2109 said:

Then you have to bid for 2nd player.

Just bring Demo along then.

2 hours ago, spike2109 said:

If your opponent has strategic, Corvus Raider as Flagship or a good Raddus list, it can turn against you.

If you picked these objectives for your list I would expect some strategic in there.

7 hours ago, Jimble said:

I've had some fun with Sabine and Mart. The ability to place mine at right place and time when needed is great.

I have used Sabine with some success, but haven't used MM yet. How many times was he able to effectively drop a mine in a game? More than 2?

Edited by itzSteve
8 hours ago, itzSteve said:

I have used Sabine with some success, but haven't used MM yet. How many times was he able to effectively drop a mine in a game? More than 2?

2 mines placed with knowledge of ship position, speed, and direction is powerful. Luke has a 25% of dealing 2 damage cards. Those mines may do it above 50% of the time.

9 hours ago, itzSteve said:

I have used Sabine with some success, but haven't used MM yet. How many times was he able to effectively drop a mine in a game? More than 2?

I normally get 2 mine drops with Mart. 3 on a few occasions

Proxmines are going to be my jam. I cant wait to use them with Blockade run.

Maybe the Victory I can be used as a mine-layer. Placing 2 mines can help out the disadvantage of the lack of mobility

54 minutes ago, Rimsen said:

Maybe the Victory I can be used as a mine-layer. Placing 2 mines can help out the disadvantage of the lack of mobility

Fleet 880 (0/381/400)
======================
Interdictor Suppression Refit (90 + 31: 121)
+ Moff Jerjerrod (23)
+ Proximity Mines (4)
+ G7-X Grav Well Projector (2)
+ Grav Shift Reroute (2)
Victory I-class Star Destroyer (73 + 4: 77)
+ Proximity Mines (4)
Victory I-class Star Destroyer (73 + 4: 77)
+ Proximity Mines (4)
Victory I-class Star Destroyer (73 + 4: 77)
+ Proximity Mines (4)
Gozanti-class Cruisers (23 + 6: 29)
+ Comms Net (2)
+ Proximity Mines (4)

While I see the fun in this fleet, I fail to see the competitive edge :D

1 minute ago, Rimsen said:

While I see the fun in this fleet, I fail to see the competitive edge :D

You can choose objectives wisely 🤣

20 minutes ago, ovinomanc3r said:

You can choose objectives wisely 🤣

Contested outpost seems fairly obvious for yellow.

Station assault for red, you can just sit on you 80 points behind the minefield.

Salvage run can also be good, the zone being even more dangerous.

14 minutes ago, Rimsen said:

Contested outpost seems fairly obvious for yellow.

Station assault for red, you can just sit on you 80 points behind the minefield.

Salvage run can also be good, the zone being even more dangerous.

Surprise Attack would be also a blast

Mining whatever

Fleet ambush could get a fun try

Infested Fields

Minefields for the lols

Volatile deposits

I have been using Proximity Mines in a Ackbar list. It has the PM card on a AF and two flotillas, giving me 4 mines to place at deployment. I also have Sabine Wren and I have just modified the list to add Mart Mattin in it. I have tried to use the new objectives with the list, but I keep falling back to Most Wanted, Planetary Ion Cannons (I love this one as it gives me the 3 Ion Cannon shots along with all the mines), and Superior Positions for deployment advantage. An Ackbar list can just skirt the edges of the mines forcing the opponent to come through the mines to attack. The mines have been effective roughly 50% of the time, but more importantly they are a great distraction on the battlefield.

For objectives, has anyone tried to strap proxmines to Purrgils (tokens do move with the obstacle, right)? It sounds barbaric, but I saw ya'll talking about objectives, but no mention of ...

Marked for Destruction becoming an even bigger pain in the butt with 1 Doom-Purrgil in the play area.

Or Abandoned mining facility where you PMine the other dust cloud (coincidently hiding the pmines) where they plan to mine for points (and they need their engineering to score the objective) + 1 doom purggil roaming the area.

Or Navigational Hazards where several rocks could be rigged and placed across the table to increase their peskiness.

(If I'm interpreting that rule incorrectly, this will be a silly and merely fanciful post of dribble.)

The real trick is to find a way to use mines that takes advantage of commonly used objectives *while you are first player.*

Can anyone paying attention to tourneys since RitR came out chime in on what the common ones are?

1 hour ago, Church14 said:

The real trick is to find a way to use mines that takes advantage of commonly used objectives *while you are first player.*

I never thought about it, but having sufficient proxymines is a bit like 'strategic' (to a much lesser extent) because they encourage the other player to hand you 1st player if they are nervous enough about your mine-leveraged objectives.

6 hours ago, deDios said:

Or Abandoned mining facility where you PMine the other dust cloud (coincidently hiding the pmines) where they plan to mine for points (and they need their engineering to score the objective) + 1 doom purggil roaming the area.

I played Abandoned Mining Facility as second player against someone with Proximity Mines. They mined the Dust Cloud and I just sat my lifeboat and a transport behind it at speed 0 - within distance 1 of the cloud but just beyond distance 1 of the mines. And if my opponent wanted to get to my ships, they had to fly past their own mines (ended up losing the lifeboat due to miscounting the turns and staying at speed 0 too long, though).

We didn't think of putting the mines on purrgil. That sounds evil. Can you fit more than one on a single purrgil?

Proximity Mines do see a good way to handle a lot of the location-control objectives if you're a first player without a good way of dealing with that.