I built a 400 point Rebels fleet the other day where I tried to max out the number of proximity mines I could put out on the map. (and fairly Rebels cartoon inspired)
Had an Assault Cruiser w/ the Proximity Mines and Sabine Wren, and also had the Mart Mattin/Sato's Hammer YT-2400 out on the board (along with Adar Tallon on ship).
I used Squadron Command/Adar to move Mattin up and/or get in an attack, and then still throw out some new mines at the beginning of the Squadron phase. I think I had put out 6 mines all told by the time my opponent KO'd Mattin...
Four of the mines went off, one was destroyed by Anti-Squadron shot, and one was avoided altogether. Definitely disrupted my opponents movement decisions, so I was happy about that!
Any other way to maximize the number of mines that can get on the map (other than more ships with Prox. Mines). Can anything move mines or anything? I included the Minefields Objective, but my opponent did not choose it...
Commander: Commander Sato
Assault Objective:
Targeting Beacons
Defense Objective:
Planetary Ion Cannon
Navigation Objective:
Minefields
[ flagship ]
Modified Pelta-class Command Ship
(60 points)
- Commander Sato ( 32 points)
- Adar Tallon ( 10 points)
- Boosted Comms ( 4 points)
=
106
total ship cost
Assault Frigate Mark II B
(72 points)
- Sabine Wren ( 4 points)
- Proximity Mines ( 4 points)
=
80
total ship cost
MC30c Scout Frigate
(69 points)
-
Foresight
( 8 points)
- Ezra Bridger ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
=
89
total ship cost
1
Mart Mattin
( 22 points)
1
Hera Syndulla
( 28 points)
1
Kanan Jarrus
( 19 points)
1
Shara Bey
( 17 points)
2
A-Wing Squadrons
( 22 points)
2
Z-95 Headhunter Squadrons
( 14 points)
=
122
total squadron cost