Admiral Theia 610 Posted January 28, 2017 Has anyone ever tried to run trip MC80 BC's? Quote Share this post Link to post Share on other sites
Admiral Theia 610 Posted January 28, 2017 I was thinking something like this: Madine on Wings of Fire Faction: Rebel Alliance Points: 400/400 Commander: General Madine Assault Objective: Station Assault Defense Objective: Contested Outpost Navigation Objective: Solar Corona MC80 Battle Cruiser (103 points) - Mon Karren ( 8 points) - Raymus Antilles ( 7 points) - Fire-Control Team ( 2 points) - Medical Team ( 1 points) - XX-9 Turbolasers ( 5 points) - X17 Turbolasers ( 6 points) - MS-1 Ion Cannons ( 2 points) = 134 total ship cost [ flagship ] MC80 Battle Cruiser (103 points) - General Madine ( 30 points) - Engineering Captain ( 6 points) - Engineering Team ( 5 points) - X17 Turbolasers ( 6 points) = 150 total ship cost MC80 Battle Cruiser (103 points) - Engineering Captain ( 6 points) - Medical Team ( 1 points) - X17 Turbolasers ( 6 points) = 116 total ship cost 1 Ardaedhel reacted to this Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted January 28, 2017 It needs Madine and all three need Engine Techs. You'll have pretty much zero squadron cover and no way to modify dice or mitigate defence tokens (luck on rolling acc's not withstanding) It's slightly better than 3 x ISD2 due to easier arc manipulation. It's fun, but will be hard to make work consistently, but if you are playing for fun and like the idea, go for it. Quote Share this post Link to post Share on other sites
Admiral Theia 610 Posted January 28, 2017 With Madine I don't necessarily see the BC's needing ET's (though speed 4 is fun in a large ship). Quote Share this post Link to post Share on other sites
Kendraam 230 Posted January 28, 2017 (edited) I've had vague thoughts about running a Battle cruiser with two Command Cruisers, one on each flank with maybe a GR-75 in the middle with repair crews - stick Garm on the transport and you'd have around 50pts left for squads or upgrades. Fly them tight as though they are all one big ship...dunno, probably wouldn't work! Edited January 28, 2017 by Kendraam Quote Share this post Link to post Share on other sites
Ardaedhel 10,807 Posted January 29, 2017 12 hours ago, Admiral Theia said: With Madine I don't necessarily see the BC's needing ET's (though speed 4 is fun in a large ship). The ability to take ET is a huge asset for them. If you haven't flown them with and without the ET (not to say you haven't, I don't know), it's tough to describe how big a difference they make. That said, that's just a general observation. It may be less applicable in a triple-Lib list. Though I'd honestly see it as more important there, since, to re-orient your fleet, the flanking Lib is going to have to swing wide to get around two large bases. That's a huge turning radius. Quote Share this post Link to post Share on other sites
Admiral Theia 610 Posted January 29, 2017 Those turn radii get a lot smaller when you're running Madine and spamming nav commands (as I am want to do). With that much control over your speed and clicks (and almost always banking a token), you can slow the inside one to one, the middle to two, and leave the outside one at 3. It will control your activation order a bit, unfortunately, but it's avoidable too by giving them a bit of space (say half-3/4 of a base) between each other and staggering them a bit rather than directly abreast (maybe middle one a bit ahead, then when you need to turn the line the middle and outside ones stay at speed three but use extra clicks to essentially switch places in the battle line). Quote Share this post Link to post Share on other sites
Ardaedhel 10,807 Posted January 29, 2017 19 minutes ago, Admiral Theia said: Those turn radii get a lot smaller when you're running Madine and spamming nav commands (as I am want to do). With that much control over your speed and clicks (and almost always banking a token), you can slow the inside one to one, the middle to two, and leave the outside one at 3. It will control your activation order a bit, unfortunately, but it's avoidable too by giving them a bit of space (say half-3/4 of a base) between each other and staggering them a bit rather than directly abreast (maybe middle one a bit ahead, then when you need to turn the line the middle and outside ones stay at speed three but use extra clicks to essentially switch places in the battle line). Right, but what I'm saying is the size of those bases increases the travel distance of the outside edge of that arc quite a lot for the outside ship when you're trying to reorient a line-abreast formation. It's less about how tightly each individual ship can turn, and more about how fast the outside ship can move. I think I'm not communicating well. Here, this illustrates what I'm talking about:WITHOUT ET: WITH ET: How important a consideration this is for you is, of course, up to you. Just pointing it out. 2 Green Knight and eViL dAvE reacted to this Quote Share this post Link to post Share on other sites