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deDios

Madine Double Liberty fleet tuning

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Posted (edited)

@GiledPallaeon has been a great source of double ISD / double Lib doctrine in the past. I've heard @Truthiness and @duck_bird also have some experience with lists like this...  Comment if you feel the urge, but I know you're busy winning things and data collection and probably some covert stuff.

I've flown a single Madine Liberty for a long time because I enjoy it, and am told that mid-game maneuvering is my strong suit in the game, since my poor dice have given me the death sentence on on 12 systems (+ 2 states and a canadian province). I've flown the Lib with 2 TRC90's as well as with an Admontion in the past, but really I like the Liberty ship.

I have a couple subtle tweeks that I will have limited time to test. Perhaps some fellow admirals would enjoy helping me focus my last bit of testing.

Design constraints for my fleet:
Poor dice mitigation is essential.
This fleet's objectives enjoy 2nd player as much (or more with Bail) than having initiative.
A 5 activation minimum must be maintained.
My Liberties need between 1-2 turns of fighter cover to survive consistently.
Engine techs and Officer Leia somewhere are stapled to my Madine fleets.

Questions:
BattleCruiser+Spinals+C&S Gunners sounds great at red range,
      vs. StarCruiser+SW7's with similar damage then add OTHER TOYS to both Libs or squads.
Bail Organa vs. Intel Officer on MonKarren+XI7 (which amazingly increases overall damage). Same price.
Lando Falcon (finish up bomber and 'grit'y tank)
      vs. 2x A-wings (have flotilla to command + 1 ADDT'L DEPLOYMENT)
Could trade out a flotilla for a CR90 by losing Lando and changing BattleCruiser to StarCruiser.
      Could then add TRC to a CR90A for good finishing power.
      or could then add Liberator+FleetCommand to CR90B for some jank.

Sorry for the long  post, but some of you are information junkies. Thoughts, calculations, speculations, stone silence, and knee-jerk reactions are appreciated.
 

3 Examples:

Double Dragon

Author: Aaron K (deDios)
Faction: Rebels
Commander: General Madine

GR-75 Medium Transports (18)
- Comms Net (2)
- Leia Organa (3)
= 23 points

GR-75 Medium Transports (18)
- Comms Net (2)
- Ezra Bridger (3)
= 23 points

[flagship] MC80 Star Cruiser (96)
- General Madine (30)
- Mon Karren (8)
- SW-7 Ion Batteries (5)
- Bail Organa (7) or Intel Officer (7)
- Engine Techs (8)
- Linked Turbolaser Turrets (7)
- XI7 Turbolasers (6)
= 167 points

MC80 Star Cruiser (96)
- SW-7 Ion Batteries (5)
- Stategic Advisor (4)
- Engine Techs (8)
- Dual Turbolaser Turrets (5)
- XI7 Turbolasers (6)
= 124 points

1 Shara Bey (17)
1 Tycho Celchu (16)
1 Lando Calrissian (23)
1 Z-95 Headhunter Squadron (7)
= 63 points
Ghosts in the Dark

Author: Aaron (deDios)
Faction: Rebels
Commander: General Madine

GR-75 Medium Transports (18)
- Comms Net (2)
- Leia Organa (3)
= 23 points

GR-75 Medium Transports (18)
- Comms Net (2)
- Ezra Bridger (3)
= 23 points

[flagship] MC80 Battle Cruiser (103)
- General Madine (30)
- Mon Karren (8)
- Bail Organa (7) or Intel Officer (7)
- Engine Techs (8)
- Spinal Armament (9)
- XI7 Turbolasers (6)
- Caitken and Shollan (6)
= 177 points

MC80 Star Cruiser (96)
- SW-7 Ion Batteries (5)
- Stategic Advisor (4)
- Engine Techs (8)
- Linked Turbolaser Turrets (7)
= 120 points

1 Tycho Celchu (16)
1 Shara Bey (17)
1 Lando Calrissian (23)  *One less deployment here. Could be 2x A-wings?
= 56 points
Double Dragon with Spikey Tail

Author: Aaron K (deDios)
Faction: Rebels
Commander: General Madine

GR-75 Medium Transports (18)
- Quantum Storm (1)
- Comms Net (2)
- Leia Organa (3)
= 24 points

[flagship] MC80 Star Cruiser (96)
- General Madine (30)
- Mon Karren (8)
- SW-7 Ion Batteries (5)
- Bail Organa (7)or Intel Officer (7)
- Engine Techs (8)
- Dual Turbolaser Turrets (5)
- XI7 Turbolasers (6)
= 165 points

MC80 Star Cruiser (96)
- SW-7 Ion Batteries (5)
- Stategic Advisor (4)
- Engine Techs (8)
- Dual Turbolaser Turrets (5)
- XI7 Turbolasers (6)
= 124 points

CR90A Corvette (44)
- Ezra Bridger (3)
- Turbolaser Reroute Circuits (7)
= 54 points

1 Shara Bey (17)
1 Tycho Celchu (16)
= 33 points      *Lost a good squad for cover/bombing and activation, but much more ship-to-ship firepower.
Edited by deDios
Added a couple of tags shamelessly soliciting advice

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Quick hot take:

Fleet 470 (75/400/400)
======================
MC80 Star Cruiser (96 + 54: 150)
    + General Madine (30)
    + Strategic Adviser (4)
    + SW-7 Ion Batteries (5)
    + Engine Techs (8)
    + Linked Turbolaser Towers (7)
MC80 Star Cruiser (96 + 31: 127)
    + Caitken and Shollan (6)
    + Heavy Ion Emplacements (9)
    + Engine Techs (8)
    + Mon Karren (8)
GR-75 Medium Transports (18 + 9: 27)
    + Toryn Farr (7)
    + Bright Hope (2)
GR-75 Medium Transports (18 + 3: 21)
    + Leia Organa (3)
Lando Calrissian (23)
Wedge Antilles (19)
Shara Bey (17)
Dutch Vander (16)

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I've been tinkering with Madine with double Libs myself:

 

Name: Manuveuring Tool 2.0
Faction: Rebel
Commander: General Madine

Assault: Advanced Gunnery
Defense: Fleet Ambush
Navigation: Minefields

Pelta Assault Ship (56)
• General Madine (30)
• Ray Antilles (7)
• Take Evasive Action! (6)
= 99 Points

MC80 Battle Cruiser (103)
• Lando Calrissian (4)
• Weapons Battery Techs (5)
• Engine Techs (8)
• Heavy Ion Emplacements (9)
• H9 Turbolasers (8)
• Quad Turbolaser Cannons (10)
= 147 Points

MC80 Battle Cruiser (103)
• Strategic Adviser (4)
• Weapons Battery Techs (5)
• Engine Techs (8)
• Heavy Ion Emplacements (9)
• H9 Turbolasers (8)
• Quad Turbolaser Cannons (10)
= 147 Points

Squadrons:
= 0 Points

Total Points: 393


The name of the game is positioning, with Madine + Take Evasive Action providing additional 2-4 yaw clicks (depending on use of nav command/token) plus the use of a 2-click Engine Tech.  Plenty of dice fixing between H9/Quad Turbo combo & H9/Weapons Battery Techs combo (for HIE fixing).  Kinda wish I could include Gunnery Teams instead, but this fleet in mainly being built to go SSD hunting, with the idea to accuracy out the 2 braces and drain shields via HIE.

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I wouldn't run 2 liberties. I dropped them entirely because they just weren't cutting it competitively. This is probably even worse in a world with ravager qtc.

 

If you are set running 2, you probably want mk hunting smalls with gt and another hunting larges with hie.  They're very fun ships but kinda struggle right now.

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4 hours ago, duck_bird said:

I wouldn't run 2 liberties. I dropped them entirely because they just weren't cutting it competitively. This is probably even worse in a world with ravager qtc.

 

If you are set running 2, you probably want mk hunting smalls with gt and another hunting larges with hie.  They're very fun ships but kinda struggle right now.

Agate. Agate is the key to everything

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heres a crazy build that seemed to allow me to change anything about my dice roll other than blanks, granted I use Ryankingston's builder so availability of cards is usually not an issue with my regular opponent.

If I understand timing correctly this should allow you to control your dice to average 7 hits with an accuracy, maybe it will give you a good base and you can change it to be more reliable somehow.

Not really a list, but maybe a build for your MC-80's because you want more consistency.

Name: Untitled Fleet
Faction: Rebel
Commander:

Assault:
Defense:
Navigation:

MC80 Battle Cruiser (103)
• Weapons Battery Techs (5)
• SW-7 Ion Batteries (5)
• Spinal Armament (9)
• H9 Turbolasers (8)
= 130 Points

Squadrons:
= 0 Points

Total Points: 130

Edited by DakkaDakka12

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I tried a double Lib version using some of the helpful tips here (Thanks All!) against Irishmadcat the other day and it was a disaster. Granted I flew it more poorly than I've ever flown a single Lib, but it would take some serious squadron savvy to avoid the butt whoopin' I endured (he played a strong list very well). One good squadron attack and a big activation from a Skyhawk and the first one was dust and the second in jeopardy.

I'm thinking of advancing to the rear, and heeding the advice here to something a little more well rounded. BEWARE the sirens of Liberty!

I'll bet I keep working with one, just for nostalgia. I'm a sucker for the niche gear. Now, how about pairing it with a Salvo AFII.......

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4 hours ago, deDios said:

I tried a double Lib version using some of the helpful tips here (Thanks All!) against Irishmadcat the other day and it was a disaster. Granted I flew it more poorly than I've ever flown a single Lib, but it would take some serious squadron savvy to avoid the butt whoopin' I endured (he played a strong list very well). One good squadron attack and a big activation from a Skyhawk and the first one was dust and the second in jeopardy.

I'm thinking of advancing to the rear, and heeding the advice here to something a little more well rounded. BEWARE the sirens of Liberty!

I'll bet I keep working with one, just for nostalgia. I'm a sucker for the niche gear. Now, how about pairing it with a Salvo AFII.......

Hah yeah a lot of Armada comes down to the rock/paper/scissors nature of matchups:

Bombers beats No-Squads

Fighter Screens beat Bombers

No-Squads beats Fighter Screens
 

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