itzSteve 602 Posted July 24, 2016 Here is a Ginkapo inspired Liberty+mc30 build...what do you think? I know its lacking in activations, but it should hit like a truck! Acbar Likes Liberty Too! Author: itzSteve Faction: Rebel Alliance Points: 399/400 Commander: Admiral Ackbar Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] MC80 Star Cruiser (96 points)- Admiral Ackbar ( 38 points) - Liberty ( 3 points) - Raymus Antilles ( 7 points) - Gunnery Team ( 7 points) - Medical Team ( 1 points) - Leading Shots ( 4 points) = 156 total ship cost MC30c Torpedo Frigate (63 points)- Admonition ( 8 points) - Sensor Team ( 5 points) - Enhanced Armament ( 10 points) = 86 total ship cost MC30c Torpedo Frigate (63 points)- Foresight ( 8 points) - Sensor Team ( 5 points) - Enhanced Armament ( 10 points) = 86 total ship cost 1 Jan Ors ( 19 points) 4 X-Wing Squadrons ( 52 points) Card view link Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 24, 2016 I would personally drop Foresight and turn it into a CR90 and GR75 but that's me. 3 ships is nice but you are at the whims of your opponent if they have 5+ Quote Share this post Link to post Share on other sites
itzSteve 602 Posted July 24, 2016 I would personally drop Foresight and turn it into a CR90 and GR75 but that's me. 3 ships is nice but you are at the whims of your opponent if they have 5+ Yeah, I have been trying to follow the rule of thumb of at least 4-5 activations/6-7 deployments as a general strategy. But this just looked too fun not to build and try out on Vassal. Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 24, 2016 I don't mind playing against it on Vassal. I need some work tweaking some ideas. Quote Share this post Link to post Share on other sites
Ginkapo 8,527 Posted July 24, 2016 Drop Liberty, Raymus, Leading Shots, Medical team, and most of those XWings Switch Foresight to Lando Add Jaina's Light with TRC's. The key to a build like this is running each ship as light as possible. You are running Ackbar not Garm. Hit Hard and hit fast. Squads need time to work you down. Dont give them time. Quote Share this post Link to post Share on other sites
itzSteve 602 Posted July 24, 2016 How about this then? I understand where you are coming from in your philosophy, but at what point do you sacrifice upgrade points for initiative vs. ability to survive? Do you really think Lando will give the one mc30 a better chance to survive than Foresight? Is the extra 4pts really needed for initiative at that point? Acbar Likes Liberty Too! v1.1 Author: itzSteve Faction: Rebel Alliance Points: 386/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Intel Sweep [ flagship ] MC80 Star Cruiser (96 points)- Admiral Ackbar ( 38 points) - Sensor Team ( 5 points) - Enhanced Armament ( 10 points) = 149 total ship cost MC30c Torpedo Frigate (63 points)- Admonition ( 8 points) - Sensor Team ( 5 points) - Enhanced Armament ( 10 points) = 86 total ship cost MC30c Torpedo Frigate (63 points)- Lando Callriassian ( 4 points) - Sensor Team ( 5 points) - Enhanced Armament ( 10 points) = 82 total ship cost CR90 Corvette A (44 points)- Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 53 total ship cost 1 Tycho Celchu ( 16 points) Card view link Quote Share this post Link to post Share on other sites
Vergilius 2,117 Posted July 24, 2016 How about this then? I understand where you are coming from in your philosophy, but at what point do you sacrifice upgrade points for initiative vs. ability to survive? Do you really think Lando will give the one mc30 a better chance to survive than Foresight? Is the extra 4pts really needed for initiative at that point? Lando will definitely give that one MC30 a better chance to survive than Foresight. If you plan on sending it in at black dice range, your evades won't benefit you. But what you'll need is the ability to tank big hits from ships, which is what Lando provides. Foresight is awesome in a Mon Mothma list when your evades do something at close range. 1 Ardaedhel reacted to this Quote Share this post Link to post Share on other sites
itzSteve 602 Posted July 24, 2016 (edited) How about this then? I understand where you are coming from in your philosophy, but at what point do you sacrifice upgrade points for initiative vs. ability to survive? Do you really think Lando will give the one mc30 a better chance to survive than Foresight? Is the extra 4pts really needed for initiative at that point? Lando will definitely give that one MC30 a better chance to survive than Foresight. If you plan on sending it in at black dice range, your evades won't benefit you. But what you'll need is the ability to tank big hits from ships, which is what Lando provides. Foresight is awesome in a Mon Mothma list when your evades do something at close range. It's not the evades that give Foresight its benefit in this list (although they do help a lot!). It is the ability to spread out the damage similar to Advanced Projectors. Does one Lando reroll which may or may not work in your benefit, worth more than spreading out damage to keep it off your hull, along with the two dice evade ability? Edited July 24, 2016 by itzSteve Quote Share this post Link to post Share on other sites
Ginkapo 8,527 Posted July 24, 2016 Your ability to survive is your ability to fly. The upgrades are there to help you survive one turn only. PT forced me into a position where my ships were under threat multiple turns. 1 Ardaedhel reacted to this Quote Share this post Link to post Share on other sites
itzSteve 602 Posted July 24, 2016 Your ability to survive is your ability to fly. The upgrades are there to help you survive one turn only. PT forced me into a position where my ships were under threat multiple turns. So when you get caught in that position to be under threat for more than one turn, wouldn't you rather have Foresight on your ship than Lando? It could be the difference between dying and escaping with 1 hull left... Quote Share this post Link to post Share on other sites
Ginkapo 8,527 Posted July 24, 2016 Your ability to survive is your ability to fly. The upgrades are there to help you survive one turn only. PT forced me into a position where my ships were under threat multiple turns. So when you get caught in that position to be under threat for more than one turn, wouldn't you rather have Foresight on your ship than Lando? It could be the difference between dying and escaping with 1 hull left... I would rather have Mon Mothma, rather have an mc80, rather not be flying a fragile ship.... You get the idea. Commit to a philosophy or dont. Now by all means find your own philosophy. This is why netlisting is tough, its more than just a list. 2 Vergilius and PT106 reacted to this Quote Share this post Link to post Share on other sites
Vergilius 2,117 Posted July 24, 2016 How about this then? I understand where you are coming from in your philosophy, but at what point do you sacrifice upgrade points for initiative vs. ability to survive? Do you really think Lando will give the one mc30 a better chance to survive than Foresight? Is the extra 4pts really needed for initiative at that point? Lando will definitely give that one MC30 a better chance to survive than Foresight. If you plan on sending it in at black dice range, your evades won't benefit you. But what you'll need is the ability to tank big hits from ships, which is what Lando provides. Foresight is awesome in a Mon Mothma list when your evades do something at close range. It's not the evades that give Foresight its benefit in this list (although they do help a lot!). It is the ability to spread out the damage similar to Advanced Projectors. Does one Lando reroll which may or may not work in your benefit, worth more than spreading out damage to keep it off your hull, along with the two dice evade abiltiy? I find the evades to be worth more, but it really depends upon what level of damage you have incoming and from what source. I tend to see a lot of chip damage incoming, which means you redirect one shot, and then another. I suppose if you're just trying to tank one big hit across all of your shields, that's ok. Lando is worth about 4 points of damage saved off of one big hit. With Foresight, you're tanking all of that one big shot on your shields, in which case, you don't have your shields for a subsequent round of combat. With Lando, your reroll should force him down, and then you'll have some shield damage leftover on the following round. Quote Share this post Link to post Share on other sites
itzSteve 602 Posted July 24, 2016 Your ability to survive is your ability to fly. The upgrades are there to help you survive one turn only. PT forced me into a position where my ships were under threat multiple turns. So when you get caught in that position to be under threat for more than one turn, wouldn't you rather have Foresight on your ship than Lando? It could be the difference between dying and escaping with 1 hull left... I would rather have Mon Mothma, rather have an mc80, rather not be flying a fragile ship.... You get the idea. Commit to a philosophy or dont. Now by all means find your own philosophy. This is why netlisting is tough, its more than just a list. Point taken...touche! Quote Share this post Link to post Share on other sites
Caldias 2,202 Posted July 25, 2016 For MC30s, I've found that in my experience, without Mon Mothma, the best defensy upgrades are, in this order, Admonition, Lando, and Advanced Projectors. Advanced Projectors are only last because of XI7s, but I've found they also go a long way in keeping you alive against squadron bomber runs. As others have said, Foresight is only really worth it with Mon Mothma. 1 itzSteve reacted to this Quote Share this post Link to post Share on other sites
Red Castle 3,869 Posted July 25, 2016 I think Foresight is also worth it if you take the Scout version with a Turbolaser Reroute Circuits and Ackbar. Makes you roll 4 dice from the side at long range while being able to evade 2 dice that can also redirect on 2 zone instead of one, that makes it a very good sniper hard to get rid. And if they close in to destroy it, you'll have your black dice to add some punch. Kinda put your opponent in a **** if you do, **** if you don't situation. 2 Vergilius and itzSteve reacted to this Quote Share this post Link to post Share on other sites