MC80 spoiled cards !!

By MoffZen, in Star Wars: Armada

A few other spoils from some of the cards that come in the MC80 set. No name for the cards yet because French bothan spies are bad to remember names :P

1) There is one officer at 6 points that allow to change a Navigate command into an engineering command.

2) Ackbar is more than 35 points and does indeed add 2 dice, but apparently ships have to be within 5 of the capital ship (not sure about that ?)

3) There is one offensive retrofit that allows squadrons to move at speed 4 but can't shoot.

4) One turbolaser upgrade removes an attack but adds one red dice to the remaining (I think this is Slaved Turrets).

1) Interesting, if not all that likely for me to use.

2) Can we get a more specific number? More than Vader seems a little silly, but 35 on the nose seems right. It also sounds like either a) he has similar limitations as Home One or b) they are mistakenly merging Ackbar and Home One. We already know that Home One requires distance 5. Seeing as every other commander does not have a range limitation, I'm guessing it's the latter.

3) Is this an offensive retrofit, or is this a title? From what we can see of the Independence title, it looks more likely to be that than the "Boosted..." Those are the only two that affect squadrons from what we can see in the "Here They Come" article.

4) Huh? I don't really understand what you mean here.

Edited by Truthiness

Fun!

I am actually pretty happy it is only speed 2. It still has the 2 clicks of yaw to work with, and frankly speed 3 with a large base will be challenging enough. But, speed 2 is why we get defense teams. Both Nav Teams and Engine Techs would mean 3-4 clicks of yaw per turn! That will be amazing on such a large ship.

The lack of Gunnery teams will obnoxious, but that's what the Advanced Gunnrry objective is for.

Engineering Teams + a nearby Redemption will mean 4 engineering points with just a token! These things will be tough!

the points are 106 and 84 or 94 I can't get the number clearer then that.

94 makes the most sense. A 15 shield, 8 Hull, large ships with 18 total attack dice likely won't be cheaper than a VSD 2

94 seems wrong to me... I mean looking at the ship we are getting 4 blues changed to red and the aa gets a upgrade from black to blue as well so unless 1 squad value is worth 20 points the Assault variant should be the more expensive with about ~114 points.

Fun!

I am actually pretty happy it is only speed 2. It still has the 2 clicks of yaw to work with, and frankly speed 3 with a large base will be challenging enough. But, speed 2 is why we get defense teams. Both Nav Teams and Engine Techs would mean 3-4 clicks of yaw per turn! That will be amazing on such a large ship.

The lack of Gunnery teams will obnoxious, but that's what the Advanced Gunnrry objective is for.

Engineering Teams + a nearby Redemption will mean 4 engineering points with just a token! These things will be tough!

94 seems wrong to me... I mean looking at the ship we are getting 4 blues changed to red and the aa gets a upgrade from black to blue as well so unless 1 squad value is worth 20 points the Assault variant should be the more expensive with about ~114 points.

I agree, the command variant seems like it should be the cheaper of the two. Zooming in as well as I can, though, it definitely looks to be two digits. Maybe the glare is doing weird things. 104 to 114 seems like the more appropriate range.

Edited by Truthiness

To slow and no gunners.

94 seems wrong to me... I mean looking at the ship we are getting 4 blues changed to red and the aa gets a upgrade from black to blue as well so unless 1 squad value is worth 20 points the Assault variant should be the more expensive with about ~114 points.

I agree, the command variant seems like it should be the cheaper of the two. Zooming in as well as I can, though, it definitely looks to be two digits. Maybe the glare is doing weird things. 104 to 114 seems like the more appropriate range.

11 could easily pass for a single digit as well since 1s are narrow lol

Yea pull out your intercepter card/ A-wing card and compare the 11 to the values on other cards

******* censor glare; this ain't an anime!

anyway, cautiously optimistic (need to see the full of Akbar, who seems insane even if he's distance 1-5 from flagship and not global, and the other titles) but without the rest of the upgrades I'm afraid I'm not too excited about this thing.

And it's not ISD envy (oh, Freud...), more me being unable to see past the glorious AFmkII. While the Mon Cal can sponge like a shamwow with those shields + projectors, it seems very offensively challenged for a ship of that price (unless the assault class is a 90-few? I doubt it because it'd be barely 10 points over the EA fatty yet throwing the same broadsides...but I guess it is pretty wide and harder to maneuver)

if the "ASSAUT" is 90-something, I'll definitely give it a whirl (at least to run with my two fatties :) but if it breaches the 100 point mark I don't think I'll be able to justify it without seeing some really awesome new thing

Edited by ficklegreendice

Finally they release a slow, hard hitting ship with a support team slot. VSDs wish they could take Nav Teams...

94 Points makes sense to me, when you compare it to other ships of the price.

The reduced Squadron command (coupled with inability to take Hangars), plus the Red Die vs Blue Die - I mean, which are priced more overall? Blues always do something, Reds can Miss (and double hit on occasion)... So who knows...

When you compare it to the 110pt ISD-1, what does it have for it? Its Slower, It has less Squadron, roughly the same amount of Dice (over different ranges, yes), More Shields, but only as much hull as a Victory...

So yeah, 94 makes sense to me.

The reduced Squadron command (coupled with inability to take Hangars), plus the Red Die vs Blue Die - I mean, which are priced more overall? Blues always do something, Reds can Miss (and double hit on occasion)... So who knows...

When you compare it to the 110pt ISD-1, what does it have for it? Its Slower, It has less Squadron, roughly the same amount of Dice (over different ranges, yes), More Shields, but only as much hull as a Victory...

So yeah, 94 makes sense to me.

Compare cr90 A and B only difference is red dice which cost 6 points more.

Red dice are the most expensive dice in this game because the point system values range the highest so red>blue>black even though damage wise black>blue>red. I would also venture to say that the double defensive slot> offense+defense

Also just like the guppy and Vic (which have the same cost roughly) have equal hitpoints (hull+shields) the mc80 and isd have equal hitpoints so it is all fair in that department

Fatty (72)

side: 3 red, 1 blue

Shields: 4, 3, 2

Hull: 6

(Evade, Brace, Redirect)

I: 1-click

II: 1-click, 1-lick

III: -, 1-click, 1-click

Size: fat

Long John Silver (94) +22

side: 4 red, 2 blue [+1 red, +1 blue]

Shields: 4, 4, 3 [+0, +1, +1]

Hull: 8 [+2]

(Brace, Redirect, Redirect, Contain)

I: 1-click

II: 1-click, 1-click

III: N/a

Size: FAT

22 points gets you

1. fatter ass (wider arcs; dem turns tho)

2. lose an evade, gain a redirect and a contain

3. +1 red, +1 blue broadside (+1 blue front, if you care)

4. +1 anti-squadron (again, if you care)

5. +5 total health for projector tanking

6. lesser top speed

I would suppose that the fattie remains more cost efficient for tossing dice and the Mon Cal becomes the preferred platform for upgrades

Mainly, though, I just want the moncal to roll fist-fulls of red dice at fools :) the 5 dice from a CF fattie is fun, but this baby goes that one extra step :P

Edited by ficklegreendice

Absolutely no way that thing is 94 points. 9 points more than VSD II? No way. If it *IS*, I'll be ordering 3!

Yeah, more red dice makes this thing more expensive than the command cruiser.

We can tell it isn't 104, otherwise the spacing would be different.

Yeah, the more I'm looking at it, the more I'm thinking 114. That makes sense when you consider the dice upgrades and the double defensive retrofits.

Edited by Truthiness

Wow, this is a lot to take in. I love it. Every spoiled ship makes me love this game even more.

First off, the speed is a bit disappointing, but thematically makes a bit of sense IMO. I think the ISD was a bit too maneuverable for flavour, but in EP IV one did chase the Falcon for a bit and the imps really did need a heavy ship that can move as fast as an AF; so no hate on that. But the MC80 being slow, but still maneuverable (and engine techable) means the rebs are gonna be the ones anchored down.

First impressions, the MC80 has double defensive retrofits, so Im hoping there is a really good defensive retrofit upgrade that comes with it- just like tractor beams are a really good offensive retrofit and ISD I(?) has double offensive retrofits. Either way, FFG clearly wants us to play around with the shields, so adv. projectors seems like itll be fun.

Then there is the costing, which is very curious. The carrier version has 4 squadron points, and an offensive retro that lets you put in expanded hangars. The fact that they didnt just add 5 squad and leave out the offensive retrofit suggests that maybe 5 is very powerful, or 4 might just be a sweet spot and you can put something else in the offense. MC80 costing seems to almost be the reverse of the AFII costing. AFA costing more, with one less squad point, but better front arc and anti squad dice. OFC with the MC80C, youre getting different upgrades, so it's not that similar I suppose.

Any clue what the Ackbar slash will be? Im thinking you cut right in the middle and pew pew on both sides? I am curious about the 4 speed squad upgrade. If it's legit, then B wings obviously get a huge buff, but it would also mean newbie rebel squad pilots will send their ships too far and too early into imp squads (which is a bad idea).

Yeah, the more I'm looking at it, the more I'm thinking 114. That makes sense when you consider the dice upgrades and the double defensive retrofits.

idk, 114 seems morbidly overpriced

the thing's decent value at 94, already being outdone by the fattie but chunkier and able to hold some more key upgrades. At 114, I fear its cresting into "unusable"

compared to the command version, you're losing 1 Squadron for 1 black --> blue anti-squadron, and 1 blue --> red die in all batteries and subbing in an offensive retrofit for a defensive. For a ship with an armament that maxs out at a piddly 6 dice (that's medium ship territory), 114 seems like a rip off.

I'm really not liking the Speed 2.

I'm going so slow, especially versus an ISD, that it's going to be fairly hard to speed past those wide Impy's front arcs while trying to set up a broadside, and even more dangerous in getting too close versus those black dice tossing Star Destroyers.

And that slower speed becomes another issue while trying to turn and set up a broadside versus an opposing ship that's moving faster than you.

People have been talking about the Akbar Slash, whether it's Crossing the T to set up a broadside, or flying right through the middle of an Impy's line and blasting Broadsides out both sides at once. Honestly, I don't think either one is going to be very possible, except versus a VSD.

I hope I'm wrong, and this thing fights wonderfully, because I've been waiting for a big ship alternative to that ugly as sin Soace Guppy, and I was hoping this ship would be it. I'm just not sure it will be, it just seems like this fish will be chum for the faster Glads and Imps.

4 speed b-wings...*drool*

Yeah, the more I'm looking at it, the more I'm thinking 114. That makes sense when you consider the dice upgrades and the double defensive retrofits.

idk, 114 seems morbidly overpriced

the thing's decent value at 94, already being outdone by the fattie but chunkier and able to hold some more key upgrades. At 114, I fear its cresting into "unusable"

compared to the command version, you're losing 1 Squadron for 1 black --> blue anti-squadron, and 1 blue --> red die in all batteries and subbing in an offensive retrofit for a defensive. For a ship with an armament that maxs out at a piddly 6 dice (that's medium ship territory), 114 seems like a rip off.

Range is the most valuable on the dice (according to the ffg point system not me)

So red>>blue>>black

Also other then speed the Afmk2 upgrade to Mc80 has very similar stat increases as the VSD to ISD.

To name a few similarities:

+2 primary arc dice

+1 contain token

+5 hitpoints

+1 defensive slot

Look up the isd again and compare stats to the vsd and then compare the diffrence to following quote (from yourself I might add)

Fatty (72)

side: 3 red, 1 blue

Shields: 4, 3, 2

Hull: 6

(Evade, Brace, Redirect)

I: 1-click

II: 1-click, 1-lick

III: -, 1-click, 1-click

Size: fat

Long John Silver (94) +22

side: 4 red, 2 blue [+1 red, +1 blue]

Shields: 4, 4, 3 [+0, +1, +1]

Hull: 8 [+2]

(Brace, Redirect, Redirect, Contain)

I: 1-click

II: 1-click, 1-click

III: N/a

Size: FAT

22 points gets you

1. fatter ass (wider arcs; dem turns tho)

2. lose an evade, gain a redirect and a contain

3. +1 red, +1 blue broadside (+1 blue front, if you care)

4. +1 anti-squadron (again, if you care)

5. +5 total health for projector tanking

6. lesser top speed

I would suppose that the fattie remains more cost efficient for tossing dice and the Mon Cal becomes the preferred platform for upgrades

Mainly, though, I just want the moncal to roll fist-fulls of red dice at fools :) the 5 dice from a CF fattie is fun, but this baby goes that one extra step :P

One more thing, that 6 dice that is in "medium ship territory" is equal to 1 vsd front arc strapped on both sides of the ship...talk about a killer broadside!

Edited by clontroper5

The Assault version is definitely an upgrade over the Command version. About 7-10 points extra seems about right. So 114 is completely plausible.

Assault Gains 4 Red, at the Cost of 4 Blue...

Minus a Squadron Command.

Has the Double Defense instead of the Offense/Defense.

And with that glare, really hard to see, but it almost looks like either 104, or *94* for points, which would be... very odd... It does kind of look like 2 digits to me, and the second one seems to be angular like a 4.

I thought it looked like 94 - but that's a heck of a drop from 106, about 11%

Looking at the spacing of the visible digit, which looks like a 4, it certainly looks like a 2 digit number. I hope so!

Each red die is roughly a 2-point upgrade over a blue die.

The black-to-blue upgrade in Anti-Squadron is easily 2 or 3 more points.

The double Defensive Retrofit slot is probably 1 more point.

And losing one Squadron is only -4.

That works out at a 7 or 8 point upgrade over the Command version, so double digits are totally out of the question.