Fire LanesI feel like this is the easiest objective to deal with in the current meta. This is the best objective in the world, if you’re playing Admiral Ackbar. If you’re not playing Ackbar, it’s a death trap. If you’re choosing your opponent’s objectives, don’t take this one unless you know exactly what you’re doing. And, honestly, even then it might not be enough.
That said, if you are going to take this objective, Fire Lanes comes in three flavors:
The Ackbar Stack
The 1-2 Punch
The idea is to spread out your opponent’s fleet and hit them in waves. The same issues apply and the savvy Ackbar player will most likely cruise over to collect two tokens a turn, which leaves you free to dedicate a cheap ship to collecting the third token. I find this works best if you’re hoping to kill your opponent’s ships and you’re less concerned about scoring the other two tokens. This objective will let you play a piloting game and hopefully offer up the victory.
In terms of upgrades there isn’t much to talk about here. Expanded Munitions can give you the edge for the objective, but I feel like centering your plan around a ten point upgrade is questionable. Besides, your turbo laser spot is better spent on X17, Heavy Turbolaser Turrets, or Turbolaser Reroute Circuits.
If you’re looking to play a particular attack pattern and want to mess with your opponent’s movement, then Pylon Q7 Tractor Beam is a good choice. It can keep ships out of range, force them onto an objective, or simply help keep them in arc. Likewise, the Navigation Officer can help with a yaw or changing speeds at the right moment. Though, again, I feel like a well deployed plan will make these upgrades unnecessary.
In terms of commanders, Ackbar for the dice, and Ozzel for the movement are both good choices. Beyond that this objective doesn’t receive a direct benefit, even from my man Tarkin.
I hope this was somewhat helpful and informative. Until next time... She’s Got Admiral Ackbar Eyes.