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

By Rimsen, in Star Wars: Armada

6 hours ago, Grumbleduke said:

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.

My very first game with mines and this objectives happened that way.

Easy solution (as o has GSR) move the cloud away so it will be harder to end at 1 of the cloud and beyond 1 from the mines. This way you prevent a round 1 farming and maybe even a round 2 if she want to navigate to speed 0 to park next to it.

That's one of the reasons I said before placing them right in the face is not the best way normally. If you have a lot of control it's ok, but big ships can tank and repair. I would only recommend that if you are able to blow up flotillas and small ships. Against medium size and big ship is better to place the mines where they will be when the battle start

I tried a list with Ackbar, 3x Mark II and 2x Transport. All 5 with Prox Mines (8 mines).
Additional there were Ezra, Sabine and Mattin. Adar Tallon was used as well, for a better placement of Mattin.
The remaining points were used for Dutch, Shara (really weak anti squadron...), Repair Crew (for self repair, when a transporter is used to block), Quantum Storm (for Ezra), Comms Net and Caitken.
Missions were Ion Storm, Abandoned Mining Facility and Hyperspace Migration.

Having 11-12 mines on the field really looks good.

This is nice, when you are second player. You can really try to stay back and block everything with the mines. Sadly Ion Storm is the mission you will most likely play. And for this, you need at least some combat range. Maybe Station Assault would be a better choice.

38 minutes ago, Tokra said:

I tried a list with Ackbar, 3x Mark II and 2x Transport. All 5 with Prox Mines (8 mines).
Additional there were Ezra, Sabine and Mattin. Adar Tallon was used as well, for a better placement of Mattin.
The remaining points were used for Dutch, Shara (really weak anti squadron...), Repair Crew (for self repair, when a transporter is used to block), Quantum Storm (for Ezra), Comms Net and Caitken.
Missions were Ion Storm, Abandoned Mining Facility and Hyperspace Migration.

Having 11-12 mines on the field really looks good.

This is nice, when you are second player. You can really try to stay back and block everything with the mines. Sadly Ion Storm is the mission you will most likely play. And for this, you need at least some combat range. Maybe Station Assault would be a better choice.

Why not just Most Wanted?

16 hours ago, deDios said:

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.

A combination of proximity mines and a few strategic squads offers an opportunity. Especially if Grav Shift is brought.

1st, bring objectives that give you a decisive advantage. Think Fish Farm, Nose Punch, whatever.

Second, look at current popular objectives. Build strategies to rob the benefits from your opponent. Think of using strategic to move the Intel Sweep or Salvage Run tokens closer. Grav Shift moving through Contested Outpost closer to you. Proxy mines to make something like Dangerous Territory a safety hazard.

You could feasibly create an objectives based list that doesn’t much care about first or second player.

8 hours ago, ovinomanc3r said:

Why not just Most Wanted?

On this match, because i wanted to test (or focus on) the new objectives.

And most wanted has a little problem with Raddus. And additional you have to go for the fight. I wanted to try a fleet where you could farm victory tokens. Where the opponent has to come for you, and has to fly through a minefield.

20 hours ago, Tokra said:

On this match, because i wanted to test (or focus on) the new objectives.

And most wanted has a little problem with Raddus. And additional you have to go for the fight. I wanted to try a fleet where you could farm victory tokens. Where the opponent has to come for you, and has to fly through a minefield.

Surprise attack, perhaps? They can’t flak all those mines, and Mart gets in on the action quicker.

17 hours ago, The Jabbawookie said:

Surprise attack, perhaps? They can’t flak all those mines, and Mart gets in on the action quicker.

Same Problem. The opponent does not have to come. And i don't like this mission (so far). It is similar to Fleet Ambush (and we know how often this one is used). There is basically no way to stop the opponent from flying away (there are too many ways to bypass it).

I wanted to use something, where the opponent has to fly to you, or he will loose high. Most Wanted and Surprise Attack would only end in a 6-5, when the opponent is just hiding.
I planed to make a minefield that will hurt. Forcing the opponent to fly through it, or he will go down with a high score.

19 hours ago, Tokra said:

I wanted to use something, where the opponent has to fly to you, or he will loose high. Most Wanted and Surprise Attack would only end in a 6-5, when the opponent is just hiding.
I planed to make a minefield that will hurt. Forcing the opponent to fly through it, or he will go down with a high score.

Then really the only option left is station assault which only worth 80 points. Might try Marked for Destruction, but that needs close-medium range.

I used this fleet in a tournament the other day.

Mines (399/400)

Commander: General Dodonna

Objectives: Minefields, Advanced Gunnery, Asteroid Tactics

[flagship] MC80 Command Cruiser (106)
- General Dodonna (20)
- Home One (7)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Bail Organa (7)
- Linked Turbolaser Towers (7)
= 158 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Proximity Mines (4)
- Sabine Wren (4)
- External Racks (3)
- Ordnance Experts (4)
= 52 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Proximity Mines (4)
- Ezra Bridger (3)
- External Racks (3)
- Ordnance Experts (4)
= 51 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Proximity Mines (4)
- Hondo Ohnaka (2)
- External Racks (3)
- Ordnance Experts (4)
= 50 total points

Squadrons (88/134):
1x Mart Mattin (22)
1x Outrider - Dash Rendar (24)
1x Kanan Jarrus (19)
1x Millennium Falcon - Lando Calrissian (23)

I need to run mines a little bit more, because I hit my own mine at least once per game. One opponent chose minefields, which gave me a great opportunity to control his deployment. (See picture) He could eat a couple of mines, separate his fleet, or have his MC-75s leave single file, which wasn’t a great option for him.

34478AF8-1821-4869-B001-74ACACD0527E.jpeg

2 hours ago, bkcammack said:

I used this fleet in a tournament the other day.

Mines (399/400)

Commander: General Dodonna

Objectives: Minefields, Advanced Gunnery, Asteroid Tactics

[flagship] MC80 Command Cruiser (106)
- General Dodonna (20)
- Home One (7)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Bail Organa (7)
- Linked Turbolaser Towers (7)
= 158 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Proximity Mines (4)
- Sabine Wren (4)
- External Racks (3)
- Ordnance Experts (4)
= 52 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Proximity Mines (4)
- Ezra Bridger (3)
- External Racks (3)
- Ordnance Experts (4)
= 51 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Proximity Mines (4)
- Hondo Ohnaka (2)
- External Racks (3)
- Ordnance Experts (4)
= 50 total points

Squadrons (88/134):
1x Mart Mattin (22)
1x Outrider - Dash Rendar (24)
1x Kanan Jarrus (19)
1x Millennium Falcon - Lando Calrissian (23)

I need to run mines a little bit more, because I hit my own mine at least once per game. One opponent chose minefields, which gave me a great opportunity to control his deployment. (See picture) He could eat a couple of mines, separate his fleet, or have his MC-75s leave single file, which wasn’t a great option for him.

34478AF8-1821-4869-B001-74ACACD0527E.jpeg

I would straight up fly my flotilla through that like a flail tank. Losing 18-23 points to clear the path and not wound 100+ seems okay

Also, why isn’t one of the proxy mines on the MC80? You would gain a mine

Edited by Church14
1 hour ago, Church14 said:

I would straight up fly my flotilla through that like a flail tank. Losing 18-23 points to clear the path and not wound 100+ seems okay

Also, why isn’t one of the proxy mines on the MC80? You would gain a mine

My 1st opponent did exactly that. His Comms Net flotilla went down round two to mines.

I was tweaking my list at the last minute and for some reason thought the MC80 didn’t have an offensive retrofit slot. If I’d remembered I would have dropped TFO from all three hammerheads and added the proximity mine to the 80. TFO got used maybe 2 times the whole tournament and that was to get greedy with hit/crits. It really was extra with H1 and OE.

On 11/17/2019 at 12:05 PM, Tokra said:

Same Problem. The opponent does not have to come. And i don't like this mission (so far). It is similar to Fleet Ambush (and we know how often this one is used). There is basically no way to stop the opponent from flying away (there are too many ways to bypass it).

I wanted to use something, where the opponent has to fly to you, or he will loose high. Most Wanted and Surprise Attack would only end in a 6-5, when the opponent is just hiding.
I planed to make a minefield that will hurt. Forcing the opponent to fly through it, or he will go down with a high score.

Yeah, with your fleet there is room for escaping. She wil take some damage but then is gone.

If you're idea is to force your opponent to come to your long range fire through a mines field, Station Assault is your best I guess. But you will have to be happy with a 7-4

That's something I like about objectives focused fleets (and also bother me); they're really hard to build correctly. There is basically two ways to do it right. Or the choices are nightmare (no matter how he choose to deal with them) or they show light enough to bait your opponent into your plan. If he can just ignores you and get around your objective he will choose a good lost better than high risk win. Unless tournament points maths involved, where he MUST take that risk, but that's something you don't have control over.