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Gmeista

MC30 questions

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Just as the the title says, I have seen lots of posts about MC30's and their aggressive power. Anyways, they seem like lots of fun and interested in maybe trying it out, I currently own one but thinking of going to 3. I have seen 4 being used but sure I am as much of a fan of that.  I did a forum search and couldn't find to many links to strategy articles. I did read one from Gink awhile ago but can't find it now.

I think I would prefer the torpedo version and here is my first list attempt:

 

3 MC30's 
Author: gmeista

Faction: Rebel Alliance
Points: 392/400  

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

 

[ flagship ] GR-75 Medium Transports (18 points)
-  Mon Mothma  ( 30  points) 
= 48 total ship cost

 

MC30c Torpedo Frigate (63 points)
-  Lando Calrissian  ( 4  points) 
-  Ordnance Experts  ( 4  points) 
-  X17 Turbolasers  ( 6  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 82 total ship cost

 

CR90 Corvette A (44 points)
 Jainas Light  ( 2  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
= 53 total ship cost

 

MC30c Torpedo Frigate (63 points)
 Foresight  ( 8  points) 
-  Ordnance Experts  ( 4  points) 
-  H9 Turbolasers  ( 8  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 88 total ship cost

 

GR-75 Medium Transports (18 points)
 Quantum Storm  ( 1  points) 
= 19 total ship cost

 

MC30c Torpedo Frigate (63 points)
 Admonition  ( 8  points) 
-  Ordnance Experts  ( 4  points) 
-  X17 Turbolasers  ( 6  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 86 total ship cost

 

1 Tycho Celchu ( 16 points) 

 

For our meta the average activation is 4-5 so getting 6 would give me an extra activation the majority of the time. Additionally, no one else is really pushing for first player. The average bid is 3-6, in local tournaments I would like to bring 8-9 tho. In terms of squads the one squad does hurt. We have 6 players, 1-2 will bring a decent bomber wing with the rest bring more of a strong fighter wing.

I am tempted to add Shara Bey but not certain what to take out. By biggest questions in terms of builds are TRC90 and the XI7's.

I have read the cannot get your ship article on MC30's but curious if there is anything on how to attack/deploy - thanks!


Edit: I found a very good thread after posting!

 

 

Edited by Gmeista

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John( @geek19) wrote an article on the MC30 over at our blog, Cannot Get Your Ship Out.

It's a good ship. Very good nowadays given it's all-around good at killing ships, particularly good at killing flotillas, and it's pretty durable against squadrons (especially with Mon Mothma) due to its double redirects and the Admonition title.

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1 hour ago, Gmeista said:

Just as the the title says, I have seen lots of posts about MC30's and their aggressive power. Anyways, they seem like lots of fun and interested in maybe trying it out, I currently own one but thinking of going to 3. I have seen 4 being used but sure I am as much of a fan of that.  I did a forum search and couldn't find to many links to strategy articles. I did read one from Gink awhile ago but can't find it now.

I think I would prefer the torpedo version and here is my first list attempt:

 

3 MC30's 
Author: gmeista

Faction: Rebel Alliance
Points: 392/400  

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

 

[ flagship ] GR-75 Medium Transports (18 points)
-  Mon Mothma  ( 30  points) 
= 48 total ship cost

 

MC30c Torpedo Frigate (63 points)
-  Lando Calrissian  ( 4  points) 
-  Ordnance Experts  ( 4  points) 
-  X17 Turbolasers  ( 6  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 82 total ship cost

 

CR90 Corvette A (44 points)
 Jainas Light  ( 2  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
= 53 total ship cost

 

MC30c Torpedo Frigate (63 points)
 Foresight  ( 8  points) 
-  Ordnance Experts  ( 4  points) 
-  H9 Turbolasers  ( 8  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 88 total ship cost

 

GR-75 Medium Transports (18 points)
 Quantum Storm  ( 1  points) 
= 19 total ship cost

 

MC30c Torpedo Frigate (63 points)
 Admonition  ( 8  points) 
-  Ordnance Experts  ( 4  points) 
-  X17 Turbolasers  ( 6  points) 
-  Assault Proton Torpedoes  ( 5  points) 
= 86 total ship cost

 

1 Tycho Celchu ( 16 points) 

 

For our meta the average activation is 4-5 so getting 6 would give me an extra activation the majority of the time. Additionally, no one else is really pushing for first player. The average bid is 3-6, in local tournaments I would like to bring 8-9 tho. In terms of squads the one squad does hurt. We have 6 players, 1-2 will bring a decent bomber wing with the rest bring more of a strong fighter wing.

I am tempted to add Shara Bey but not certain what to take out. By biggest questions in terms of builds are TRC90 and the XI7's.

I have read the cannot get your ship article on MC30's but curious if there is anything on how to attack/deploy - thanks!


Edit: I found a very good thread after posting!

 

 

Only advice I might give would be to move the h9s to the admonition and have that be the start of your attack. I like the xi7s but if you're trying for sharing, cut those to fit her in.

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So I personally prefer the Scout over the Torpedoe. I feel the lack of range can be harmful and have in the past even done a speed 0 stop and just stayed out of range of those blue dice to the chagrin of my opponent. 

The rule to use with MC30s is to always be navigating. 

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5 minutes ago, Lyraeus said:

The rule to use with MC30s is to always be navigating. 

SFO fixes this.

The rule to use with MC30's is to always be able to be navigating. If you brought SFO, you can throw in the CF's much more liberally, knowing you can just cycle it out if you need that nav underneath.

If you have something else in your officer slot, and you didn't bring some other command fixer like Leia, Ahsoka, Comms Net+Madine, etc., then yes, pretty much all navigates all the time.

Edited by Ardaedhel

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1 minute ago, Lyraeus said:

So I personally prefer the Scout over the Torpedoe. I feel the lack of range can be harmful and have in the past even done a speed 0 stop and just stayed out of range of those blue dice to the chagrin of my opponent. 

The rule to use with MC30s is to always be navigating. 

I've only just started 'dabbling' with the Scout and found that Turbolaser Reroute Circuits are great for some long range damage. I've just gone back and re-read your 'Dodonna the Oppressor' thread as well as Gink's '... Tycho Circus' article as I'm looking for ways to use Scouts with what's available now that wasn't back then... New objectives, Relay, Strategic, Reinforced Blast Doors, etc. I feel the Scout is a vastly undervalued ship.

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5 minutes ago, Ardaedhel said:

SFO fixes this.

The rule to use with MC30's is to always be able to be navigating. If you brought SFO, you can throw in the CF's much more liberally, knowing you can just cycle it out if you need that nav underneath.

If you have something else in your officer slot, and you didn't bring some other command fixer like Leia, Ahsoka, Comms Net+Madine, etc., then yes, pretty much all navigates all the time.

Do you always take a navigate token on the first turn Ardaedhel? I've found that using Skilled First Officer in the opposite way (burn a Navigate to get to the Concentrate Fire) to be a real surprise for your opponent. Double arc, throw in an extra black dice then use your stored navigate token to speed off into the sunset! :D

Edited by HoundsTooth

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3 minutes ago, HoundsTooth said:

I've only just started 'dabbling' with the Scout and found that Turbolaser Reroute Circuits are great for some long range damage. I've just gone back and re-read your 'Dodonna the Oppressor' thread as well as Gink's '... Tycho Circus' article as I'm looking for ways to use Scouts with what's available now that wasn't back then... New objectives, Relay, Strategic, Reinforced Blast Doors, etc. I feel the Scout is a vastly undervalued ship.

My theory with the scout is that you should be prepared to lose it. YOU CAN AND WILL lose a few to an ISD in a single attack... It does happen. 

Since you are prepared to lose them you have to make up points. Use best judgment and don't worry about keeping the ship alive. Worry more about trading up. 

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Thanks for all the suggestions.

If I add H9 to admo should I just put H9's on everything instead then? Or just remove the XI7's completely. And add some more squads? Just

Also what about the objectives? I was thinking intel sweep and having my one flotilla be the runner with Quantum storm. Then escort it with a MC30 or the TRC90 depending what they choose.

Also, skilled first officers look awesome but I don't have any (Liberty is only ship I dont own) and the two ebay sellers I looked at were sold out. Wish those rapid re loaders were SFO's!!

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2 minutes ago, Lyraeus said:

My theory with the scout is that you should be prepared to lose it. YOU CAN AND WILL lose a few to an ISD in a single attack... It does happen. 

Since you are prepared to lose them you have to make up points. Use best judgment and don't worry about keeping the ship alive. Worry more about trading up. 

Do you prefer running them singularly or in pairs? ... Or even threes? 

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DtO always runs with pairs but that is my list. You can use a single to great effect. 

14 minutes ago, Ardaedhel said:

SFO fixes this.

The rule to use with MC30's is to always be able to be navigating. If you brought SFO, you can throw in the CF's much more liberally, knowing you can just cycle it out if you need that nav underneath.

If you have something else in your officer slot, and you didn't bring some other command fixer like Leia, Ahsoka, Comms Net+Madine, etc., then yes, pretty much all navigates all the time.

Yea... I like Intel Officer much more. 

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7 minutes ago, HoundsTooth said:

Do you always take a navigate token on the first turn Ardaedhel? I've found that using Skilled First Officer in the opposite way (burn a Navigate to get to the Concentrate Fire) to be a real surprise for your opponent. Double arc, throw in an extra black dice then use your stored navigate token to speed off into the sunset! :D

Nav token on turn is the advice I give anyone learning the MC30T, but I don't always follow it myself. It's one of those rules that you should follow until you know when and why to break it.

And yes, SFO works in both directions: for the two turns on which it's most critical to do so, you have command 1 (a little bit better than command 1 actually, since you can decide at activation time between the two commands). Nav -> CF is slightly less ideal because it means you didn't successfully predict the engagement timing a turn in advance, forcing you to burn SFO which, like most discard upgrades, provides value simply by being present. But that doesn't mean it's not a good use of SFO, by any means.

IMO. :)

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7 minutes ago, Gmeista said:

Thanks for all the suggestions.

If I add H9 to admo should I just put H9's on everything instead then? Or just remove the XI7's completely.

List-dependent. General rule of thumb is to go all one direction, XI7 or H9, if you're taking either. I generally bring H9 only on one, just because I don't have the points to put it on all of them.

MC30 loves most red objectives, particularly MW, AG, and PS. For yellow, hyperspace assault all day errday. There's not a great blue for them without additional seasoning in the list, but Solar Corona is great for deployment advantage.

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1 minute ago, Ardaedhel said:

MC30 loves most red objectives, particularly MW, AG, and PS. For yellow, hyperspace assault all day errday. There's not a great blue for them without additional seasoning in the list, but Solar Corona is great for deployment advantage.

I'd maybe throw in a recommendation for Superior Positions as a blue objective as well. Gives you the same deployment advantage and with access to speed four I've found it easier to get behind larger, slower ships for the tokens. Also the double click at speed three means, like a Corvette you can swing your 'rear end' out of arc a lot of the time!

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I was so excited to finally get an MC30 but I have discovered that getting the things into a place where they can use their black dice takes some practice.  Not an easy thing for me to figure out.  I have two and have tried them in different configurations but can't seem to get them to punch like they should.    Usually they just die.. even Admonition.  Mostly I chalk it up to bad piloting.. oh well.. more practice!

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43 minutes ago, durandal343 said:

I was so excited to finally get an MC30 but I have discovered that getting the things into a place where they can use their black dice takes some practice.  Not an easy thing for me to figure out.  I have two and have tried them in different configurations but can't seem to get them to punch like they should.    Usually they just die.. even Admonition.  Mostly I chalk it up to bad piloting.. oh well.. more practice!

Always be navigating. 

 

The MC30 takes practice in setting up and learning how to inside turn. 

An inside turn is where you place the Maneuver Tool on the right (or left) and you turn to the opposite direction. For a small ship to do an inside turn legally, the last notch has to be straight. 

It actually does adjust your ending position. Learn it. Love it. Ship it. 

Edited by Lyraeus

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53 minutes ago, durandal343 said:

I was so excited to finally get an MC30 but I have discovered that getting the things into a place where they can use their black dice takes some practice.  Not an easy thing for me to figure out.  I have two and have tried them in different configurations but can't seem to get them to punch like they should.    Usually they just die.. even Admonition.  Mostly I chalk it up to bad piloting.. oh well.. more practice!

I agree with @Lyraeus that navigation commands are very important with the MC30, just like with all small agile black dice ships like Raiders and Gladiators. Getting the hang of using black dice ships is in my opinion one of the more difficult things for newer players to master (right up there with squadrons). I wrote an article on getting the hang of black dice ships for that very purpose and hopefully you find it helpful.

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2 hours ago, Snipafist said:

I agree with @Lyraeus that navigation commands are very important with the MC30, just like with all small agile black dice ships like Raiders and Gladiators. Getting the hang of using black dice ships is in my opinion one of the more difficult things for newer players to master (right up there with squadrons). I wrote an article on getting the hang of black dice ships for that very purpose and hopefully you find it helpful.

I have found your articles invaluable as I've been getting going with Armada.  Thank you so much for the work you're doing as it's both informative and entertaining!  My buddy and I are in a CC campaign right now so I'm locked into the ships I have but I can't wait to get out and try my MC30 again... or find a way to add them to a fleet and really let him have it :)

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