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Posted (edited)

A couple of years ago, I stopped using my MC30’s and swapped to Imperials. Yesterday I played my son and he used 2 of my MC30’s and after he stomped all over me, I wondered what they would be like now as I’ve not used them against some of the newer ships. I have in mind a list using my 3 (probably Mon Mothma or Rieekan) but wondered if below would be better nowadays with 4?

Commander: General Dodonna

Assault: Advanced Gunnery

Defense: Hyperspace Assault

Navigation: Solar Corona

MC30c Torpedo Frigate (63)

• General Dodonna (20)

• Lando Calrissian (4)

• Ordnance Experts (4)

• Assault Proton Torpedoes (5)

• Admonition (8)

= 104 Points

MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• Assault Proton Torpedoes (5)

= 72 Points

MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• Assault Proton Torpedoes (5)

= 72 Points

MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• Assault Proton Torpedoes (5)

= 72 Points

GR-75 Medium Transports (18)

= 18 Points

GR-75 Medium Transports (18)

= 18 Points

Squadrons:

• Shara Bey (17)

• Tycho Celchu (16)

= 33 Points

Total Points: 389

Edited by Herr Style
Bad England!

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This might just be me but whatever I see an MC 30 list, I want to put a ackbar on it.  Then add in Enhanced  armaments on them with gunnery team.  As it’s awesome to run at someone with 8 dice at close range and a near vsd broadside at medium range. On a ship that has no normal red dice.    Does it work? Sometimes, but it’s fun.  

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1 hour ago, Sobonis01 said:

Then add in Enhanced  armaments on them with gunnery team. 

I’ve used this on Torp frigates with Ackbar but never Gunnery Teams. For me it’s always got to be Ord Experts or occasionally Sensor Teams. 

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On 5/10/2020 at 9:55 PM, Sobonis01 said:

This might just be me but whatever I see an MC 30 list, I want to put a ackbar on it.  Then add in Enhanced  armaments on them with gunnery team.  As it’s awesome to run at someone with 8 dice at close range and a near vsd broadside at medium range. On a ship that has no normal red dice.    Does it work? Sometimes, but it’s fun.  

I agree. Running so many broadside ships without Ackbar doesn't make sense to me. The choice of Dodonna seems to be because he's the least expensive Rebel Commander and his ability is useful, especially with APTs. But Ackbar's ability is far superior for MC30s. I'd trade one of the naked GR-75s, which is purely for a cheap activation, to take Ackbar instead of Dodonna. I believe 4 MC30s and 1 naked GR-75 provides sufficient activation advantage. Admittedly, I don't like running naked GR-75s because I think it's a waste. At least add Comms Net so it does something.

Also, I'd consider switching APTs to ACMs on at least 2 of the MC30s because APT is only useful when the enemy ship still has shields. After the shields are depleted, APT has no special effect -- even if Fire-Control Team was equipped. Also, the MC30 has to be at close range to use APT (or ACM) and, with Ordnance Experts, it will probably inflict heavy damage. Perhaps the first MC30 might fail to deplete the enemy ship's shield and therefore APT would be useful. However, the second MC30 will almost certainly deplete those shields, thereby rendering APT pointless. That's why I recommend ACMs instead because its Crit Effect will always inflict damage to the side hull zones; and if those shields are depleted, the damage goes to the hull instead. That's totally worth it for an extra 2 points each.

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5 minutes ago, Reavern said:

 

Also, I'd consider switching APTs to ACMs on at least 2 of the MC30s because APT is only useful when the enemy ship still has shields. After the shields are depleted, APT has no special effect -- even if Fire-Control Team was equipped.

Even if the enemy ship has no shields, APT still provides one extra damage to the hull. And it can't be contained unless the enemy has DCO.

But yeah, ACM would still be better in that situation.

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1 hour ago, Bertie Wooster said:

Even if the enemy ship has no shields, APT still provides one extra damage to the hull. And it can't be contained unless the enemy has DCO.

But yeah, ACM would still be better in that situation.

Yes, I forgot the face-up damage card dealt by APT is an extra damage. I often get that one confused because I know that APT doesn't allow a second face-up damage card to be dealt, even with Fire-Control Team.

Regardless, the primary benefit of APT is it deals a face-up damage through shields. That makes it useful for ships like Hammerhead Torpedo Corvette or Raider-I, because they lack the firepower to deplete a enemy ship's shields and inflict hull damage, but APT allows them to inflict a debilitating face-up damage card and fly away before they're destroyed. Whereas black dice ships like the MC30, Gladiator, MC-75, and SDs, all have a good chance of depleting the enemy's shields (especially with Ackbar), so APT's special ability isn't as useful. And for 2 more points, ACM inflicts one more damage than APT, which is a bargain considering that other upgrade cards that add a damage or die are 5-10 points.

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How about this? If Mothma isn’t the right choice then I swap in Lando for Shield Tech and change to Admo. My thought behind Foresight is that if I come up against XI7’s then redirects would only allow one hit to another shield, so I might as well take one hit off With shield tech, and an evade can get me two rerolls ? 
 

MC30c Torpedo Frigate (63)
• Mon Mothma (30)
• Expert Shield Tech (5)
• Ordnance Experts (4)
• External Racks (3)
• Foresight (8)
= 113 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 72 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 72 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 72 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
= 25 Points

Squadrons:
= 0 Points

Total Points: 380

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@Herr Style, I've been trying to craft a similar Mothma list with both Admonition, Foresight, and Expert shield techs.  It seems like a tanky combo.  I just can't figure out what to pair with the twins.  

Mothma Foresight rocks! Nothing better than having Demo rush in, get two crits and have to re-roll them out of crits.  

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I’ve not tried it but I think Foresight with Expert Shield Techs and Mothma looks good! I’m hoping to try it out tomorrow night, but unfortunately only with 3 MC30’s as that’s what I have at the moment.

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I don't know if this would be any good.   Salvation could be swapped for a bare bones potato, maybe not the threat,  but more durable?

Picturing the mc30's in the lead with yavaris , bees, and salvation following for clean up.  Lots of threats.  Antilles to cloak bees.

Twins (28/397/400)
==================

Nebulon-B Support Refit (51 + 52: 103)
· Mon Mothma (30)
· Raymus Antilles (7)
· Auxiliary Shields Team (3)
· Quad Battery Turrets (5)
· Salvation (7)

MC30c Torpedo Frigate (63 + 22: 85)
· Expert Shield Tech (5)
· Ordnance Experts (4)
· Assault Proton Torpedoes (5)
· Admonition (8)

MC30c Torpedo Frigate (63 + 22: 85)
· Expert Shield Tech (5)
· Ordnance Experts (4)
· Assault Proton Torpedoes (5)
· Foresight (8)

Nebulon-B Escort Frigate (57 + 15: 72)
· Flight Commander (3)
· Fighter Coordination Team (3)
· Heavy Fire Zone (4)
· Yavaris (5)

GR-75 Medium Transports (18 + 6: 24)
· Wedge Antilles (4)
· Comms Net (2)

2 x B-wing Squadron (2 x 14)

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So Mothma was a good choice of commander with what I had. 3 x MC30’s, Jaina’s Light and Two slicer GR75’s with Shara and Tycho. Unfortunately I was up against my son, so I let him go first, didn’t bother with objectives, and added Howlrunner, 3 Ties and 2 Tie Bombers onto his list which was my Screed Kuat,  Demi, 2 Raiders and an Assault Gozanti. Going second was hard for me to get in and do much damage, and I only ever rolled one black crit the whole game. He didn’t lol. I ended up losing but all three MC30’s survived. Might try Ex Racks instead of APT’s next time. Below is a photo of the action! Space looks slightly like our kitchen table lol.

94A68418-5B13-4D6B-BB26-952F84679149.jpeg.0bb5055bedfc770f031e3b47e33725a6.jpeg

 

This is at the end of turn three I believe. The GR75’s where placed to stop the Kuat and Demo from moving. One didn’t survive this encounter (unfortunately no pension plan in my navy lol). I think the Kuat was also just out of black range from the MC30, and on Demo, I rolled 2 black hits, no crits, and a blank black, followed by a blank black with Ord Experts. Jainas Light couldn’t use TRC’s either as all it’s defence tokens were exhausted, and I had a face up damage card saying I couldn’t spend exhausted defence tokens. A good game all in all though!

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That's the configuration I use under Ackbar:

MC30c Scout Frigate (69)

Expert Shield Tech (5)

• External Racks (3)

• Turbolaser Reroute Circuits (7)

• Admonition (8)

= 92 Points

And Foresight of course with the same upgrades. They surprisingly effective (in long range). Both in terms survivability and fire power. 

I can give the reasons why I exclude upgrades that seem mandatory if you guys are interested. (I think of OE or gunnery teams mainly) 

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Posted (edited)

@sasska. I can see not equipping OE when using Ackbar as you are trying to use your reds.   But,  why not gunny teams and LTT's to get a reroll on each side shot?  

How does the rest of your fleet look?

Edited by Dupy

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4 minutes ago, Dupy said:

@sasska. I can see not equipping OE when using Ackbar as you are trying to use your reds.   But,  why not gunny teams and LTT's to get a reroll on each side shot?  

How does the rest of your fleet look?

Actually haven't thought of LTT plus GT because when I put it together LTT was non-existent. But why I haven't changed it or thought of it since then is a mystery. I might give it a try. 

But I think TRC gives more damage, keep the ship somewhat cheap. And since TRC is an exhaust IMO Gunnery teams not really worth it. 

And I have an assault frigate as flagship with slaved turrets, so I wouldn't be able to spread fire very effectively anyways. That's how the rest of the fleet looks like:

Name: Thornmail Fleet Mk 2

Faction: Rebel

Commander: Admiral Ackbar

 

Assault: Most Wanted

Defense: Asteroid Tactics

Navigation: Infested Fields

 

Assault Frigate Mk2 B (72)

• Admiral Ackbar (38)

• Intel Officer (7)

• Caitken and Shollan (6)

• Electronic Countermeasures (7)

• Slaved Turrets (6)

= 136 Points

 

MC30c Scout Frigate (69)

• Expert Shield Tech (5)

• External Racks (3)

• Turbolaser Reroute Circuits (7)

• Admonition (8)

= 92 Points

 

MC30c Scout Frigate (69)

• Expert Shield Tech (5)

• External Racks (3)

• Turbolaser Reroute Circuits (7)

• Foresight (8)

= 92 Points

 

GR-75 Medium Transports (18)

• Comms Net (2)

= 20 Points

 

Squadrons:

• Lando Calrissian (23)

• Shara Bey (17)

• Tycho Celch u (16)

= 56 Points

 

Total Points: 396

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This used to be my Ackbar MC30 set up, either 1 Scout and 2 Torps or vice versa.

MC30c Scout Frigate (69)

• Admiral Ackbar (38)

• Intel Officer (7)

• External Racks (3)

• Turbolaser Reroute Circuits (7)

• Admonition (8)

= 132 Points

MC30c Scout Frigate (69)

• Intel Officer (7)

• External Racks (3)

• Turbolaser Reroute Circuits (7)

= 86 Points

MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• External Racks (3)

• Enhanced Armament (10)

= 80 Points
 

Sensor teams would be a good choice for a Torp Frigate as well. On one attack, 3 red, 2 blue and 5 black. No rerolls unfortunately though, that’s why if no sensor teams then Ord experts for me every time.

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For me, Admonition and Foresight are almost always on the first two MC30’s. Sometimes I’ll put Advanced Projectors on the third (If there is a third) because it kind of gives you the best parts of Foresight, and can often leave the opponent with nothing but bad targets. 

Ordnance Experts are absolutely stapled to them. Every. Time.

One of the three “good” Ordnance Upgrades is always next (External Racks, Advanced Proton Torpedoes, Advanced Concussion Missiles, depending mostly on which Commander I’m using and how many points I have to spare). I occasionally fantasize about trying Expanded Launchers, but haven’t yet.

If (and only if) I’m using Ackbar, I like Torpedo Frigates and Enhanced Armament. With any other commander, I usually skip the Turbolaser slot. For that matter, Ackbar or not, I usually use Torpedo Frigates, period. I used to like the Scouts quite a lot, but then I learned A) to never trust red dice, and B) that MC30’s, properly upgraded, are tough enough and fast enough to get in, devastate the enemy, and get out of almost any situation, so screw long range.

I really like the idea of Expert Shield Techs on these, but usually end up going with my old Command 2 standby: Skilled First Officer. These things only ever want two commands (Nav & ConFire, with an occasional guest appearance from Engineering), and a Command 2 ship that wants to run only two commands is EXACTLY what SFO’s are for. Just alternate the two commands until you find the ‘wrong one’ is on top, dump the SFO, and reset your stack. It’s the best 1 point play in Armada.

Lando (Officer) is typically disappointing for me. If I were to use a defensive Officer, it would probably be Expert Shield Techs.

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