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).

Are you sure about that 3. point? When I am looking at the MC80 upgrade cards in the Announcing article I don't see any retrofit cards looking like that, instead I can see that one of the MC80 titles (Independence) behave something like that.

"Squadron: Each s... activate.. its speed.. end of.. Squadrons.. speed in.. attack th..." All offensive retrofits I see is tractor beam and that Squadron range booster.

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.

As it stands, 94 seems well prices for what this ship does. It also allows rebels to continue doing what it was doing before, out ship the Imperials.

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

So super detail right here but if you measure the point cost of 11 on the tie intercepter/a-wing card and the point cost of 8or9 on the tie bomber and fighter they are about the same width... Meaning that 11 could easily be mistaken for a single digit usuing that font...

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.

Which means that, if it is 94 points then everyone's pricing convention is out the window.

As it stands, 94 seems well prices for what this ship does. It also allows rebels to continue doing what it was doing before, out ship the Imperials.

94 doesn't seemed well priced to me...

Afmk2 a+ enhanced armament

81+10=91

That gives it 18 hiypoints

2r1u front and back and 4r1u sides

Mc80

94points

23 total hitpoints

2r1u front and rear

4r2u sides

So now for 3 points more then an mk2 with enhanced armament I gain 5 hitpoints 1 additional dice out the side,1 contain token, 1 defensive slot, and 1 support team and lose 1 speed and weapons team...

Wow efficient 3 points...

Which means that, if it is 94 points then everyone's pricing convention is out the window.

not:)

As it stands, 94 seems well prices for what this ship does.

:D

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.

Which means that, if it is 94 points then everyone's pricing convention is out the window.

As it stands, 94 seems well prices for what this ship does. It also allows rebels to continue doing what it was doing before, out ship the Imperials.

94 doesn't seemed well priced to me...

Afmk2 a+ enhanced armament

81+10=91

That gives it 18 hiypoints

2r1u front and back and 4r1u sides

Mc80

94points

23 total hitpoints

2r1u front and rear

4r2u sides

So now for 3 points more then an mk2 with enhanced armament I gain 5 hitpoints 1 additional dice out the side,1 contain token, 1 defensive slot, and 1 support team and lose 1 speed and weapons team...

Wow efficient 3 points...

Had similar thought so far, even though I would like to see the released cards before judging anything. Changing the gunnery team for a support is a trade off in some way, but an engine tech MC80 flies same speed as the AF, and turns harder.. is FFG known for overpowering new models, like GW for instance? I mean, if you judge the MC80 compaired to the ISD preview it seems priced right, like balanced in between models of the same wave, but I am somewhat sceptic regarding their balancing towards previously released stuff.

Which means that, if it is 94 points then everyone's pricing convention is out the window.

Occam's razor would then suggest it's not 94 :)

As it stands, 94 seems well prices for what this ship does.

I'm not sure what drugs you're on, but I want some :D

Why? Please tell me why 5 more shields and a replaced red dice are worth so much more?

I think they tested the ship and found that with its speed, it needed the fire power to get things running. Mind you as nice that red dice are, you are moving speed 2 and need to move laterally. This is not the VSD where you need to keep a front arc on a ship so a GSD can box you in and not fear the counter attack.

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.

Yup agreed, based on how every other ship in the game is pointed, the Assault version will come in more expensive than the command version.

Ofc there was a couple of pages of 94 point excitement, so when the MC80 is properly previewed in a few days/weeks they'll be much crying and wailing. Ahh, the comedy of expectations and entitlement.

I already did the math for you a few posts ago.

You must start your calculations from the Command version, not from an entirely different ship. 114 (which is what the blurry image looks like to me anyway) is absolutely spot on when compared to the other version at 106.

Even if starting from the MK2A...

3 extra shields and 2 extra hull are at least 8-10 more points.

Each flank upgrade is around 7-8 more points (2-3 for the extra blue, 4-5 for the extra red).

The extra squadron is worth around 4 points.

The extra defense token is worth at least 2 more points.

The extra upgrade slot is worth around 1 more point.

The amazing tanking synergy (double defensive slot + 2 redirects + brace) is surely worth a few extra points at this scale.

The lower speed might carry a small penalty, but we're still in the 110+ range.

I don't like the mandatory engine techs on that one, but that is probably necessary against the ISDs insane speed 3.

The rest seems to fit in.

Wow so assault variant with Engineering teams and Raymus is getting 8 engineering points a turn with Advanced Projectors and Electronic Counter Measures....

Wow so assault variant with Engineering teams and Raymus is getting 8 engineering points a turn with Advanced Projectors and Electronic Counter Measures....

4 normal, 2 for token, 1 for engineering team.

I think it is 2 digits. I can be wrong and it will be interesting if I am but I used to deal but let's try my hand here. Got to stretch those old Imagery Analyst skills.

11949416_10203555054517139_5401239477831

Personally, there is too much white space between the numbers for something that could have 3 digits.

imperial-i-class-star-destroyer.png

Compared to the VSD's 2 digits

http://vignette3.wikia.nocookie.net/starwars-armada/images/7/70/Vic2.png/revision/latest/thumbnail-down/width/340/height/340?cb=20150419000407

Even with a flash that is not centered on, a black digit should at the very least show a bit of the digit.

Someone needs to give those Bothans a better camera - or a couple of pointers on taking surveillance shots of reflective surfaces....

:P

I am under the impression that a lot of people underestimate the cost of going speed 3 for such a huge ship.

I think the assault cruiser is best compared to the VSD-2, which is also speed 2 and costs 85 points.

The assault cruiser isn't that much more powerful. Both have six attack die, same number of hull points, same command, squadron and engineering points. Main differences are that the assault cruiser is large (a disadvantage in my eyes), has broadsides instead of front shots (disadvantage for such a slow ship), doesn't have the weak aft (advantage), stronger shields (advantage), and different upgrades: trades weapons team for support team (disadvantage) and has two defensive upgrades instead of one offensive (an advantage).

All in all, a difference of 9 points doesn't sound to bad. A difference of 29 points would be.

Babs out!

Edited by superbabs84321eu

Someone needs to give those Bothans a better camera - or a couple of pointers on taking surveillance shots of reflective surfaces....

:P

I am under the impression that a lot of people underestimate the cost of going speed 3 for such a huge ship.

I think it is best compared to the VSD-2, which is also speed 2 and costs 85 points.

The assault cruiser isn't that much more powerful. Both have six attack die, same number of hull points, same command, squadron and engineering points. Main differences are that the assault cruiser is large (a disadvantage in my eyes), has broadsides instead of front shots (disadvantage for such a slow ship), doesn't have the weak aft (advantage), stronger shields (advantage), and different upgrades: trades weapons team for support team (disadvantage) and has two defensive upgrades instead of one offensive (an advantage).

All in all, a difference of 9 points doesn't sound to bad. A difference of 29 points would be.

Babs out!

So you can take Nav teams or Engine techs, both of which need a nav token to power. Raymus and NavTeam will make this ship dance. 90 degree turns a speed 2!

I'm not sure speed 2 is such a problem. You can emulate speed 3 with the engine techs if you really want to (which also counters tractor beams to a degree).

The ISD has to approach you front on, he has no other trick. As long as you don't let him do an end run on you where he is coming at you head on, you are matching your 6 dice (minimum) against his eight. The mon cal has the defensive advantage, and with ECM you can rely on the brace for his one big volley per turn. Add a cloud of Y wings or B wings to run interference and I think you have a pretty tough anchor.

So you can take Nav teams or Engine techs, both of which need a nav token to power. Raymus and NavTeam will make this ship dance. 90 degree turns a speed 2!

I'm not sure speed 2 is such a problem. You can emulate speed 3 with the engine techs if you really want to (which also counters tractor beams to a degree).

The ISD has to approach you front on, he has no other trick. As long as you don't let him do an end run on you where he is coming at you head on, you are matching your 6 dice (minimum) against his eight. The mon cal has the defensive advantage, and with ECM you can rely on the brace for his one big volley per turn. Add a cloud of Y wings or B wings to run interference and I think you have a pretty tough anchor.

I am under the impression that a lot of people underestimate the cost of going speed 3 for such a huge ship.

I think the assault cruiser is best compared to the VSD-2, which is also speed 2 and costs 85 points.

The assault cruiser isn't that much more powerful. Both have six attack die, same number of hull points, same command, squadron and engineering points. Main differences are that the assault cruiser is large (a disadvantage in my eyes), has broadsides instead of front shots (disadvantage for such a slow ship), doesn't have the weak aft (advantage), stronger shields (advantage), and different upgrades: trades weapons team for support team (disadvantage) and has two defensive upgrades instead of one offensive (an advantage).

All in all, a difference of 9 points doesn't sound to bad. A difference of 29 points would be.

Babs out!

I would have thought broadsides are better? They let you dictate the pace of the fight against anything that's not speed 3.

Weapons team - the main drawback is losing gunnery team, which means you can't clobber multiple ships, probably a good thing with Ackbar around! No flight controllers is also interesting, and potentially a drawback since at least a couple of the titles appear squadron based. On the other hand an assault frigate probably makes a better carrier anyway.

Whereas I think support team opens an entire range of unique options for this ship.

So, regarding the questions about the upgrade cards :

1) I wasn't there myself, so I can't give more details than my Bothans are giving me. I'm trying to transcript it as best as I can given the sparse information that I have. It seems that the Empire has chosen to purposefully leak a low amount of information, and I can't guarantee that the Death Star 2 won't be operational.

2) Regarding the last upgrade card : you can choose to only attack from one hull zone, but this hull zone gets an extra red dice during the attack. I think it is the upgrade card called Slaved Turrets that was spoiled in the text of the Here They Come article.

3) Regarding the squadron offensive retrofit that lets them move 4 but can't attack, I believe it might be "Wing..." which is a card in the background of the upgrade cards on the MC80. Hopefully only 2 more days and we can get the actual preview :D

We may be seeing 2 new Support Teams cards in this wave. 1 from the MC80 and another from the Raider.

We may be seeing 2 new Support Teams cards in this wave. 1 from the MC80 and another from the Raider.

Definitely agree that we're going to see new Support Teams card. The current ones don't quite cut it for the MC80 I feel, except maybe Nav Team. Engine Techs is good, but I feel gets more value on a Speed 3-4 ship. Engineering Team works marginally better on low Engineering ships like the Neb or the Corvette imho.

Wow so assault variant with Engineering teams and Raymus is getting 8 engineering points a turn with Advanced Projectors and Electronic Counter Measures....

7 points.

4 normal, 2 for token, 1 for engineering team.

I think it is 2 digits. I can be wrong and it will be interesting if I am but I used to deal but let's try my hand here. Got to stretch those old Imagery Analyst skills. 11949416_10203555054517139_5401239477831

Personally, there is too much white space between the numbers for something that could have 3 digits. imperial-i-class-star-destroyer.png

Compared to the VSD's 2 digitshttp://vignette3.wikia.nocookie.net/starwars-armada/images/7/70/Vic2.png/revision/latest/thumbnail-down/width/340/height/340?cb=20150419000407

Even with a flash that is not centered on, a black digit should at the very least show a bit of the digit.

If you think red dice=less points then blue dice for some reason (which the Assault variant clearly has 4 more red then the command) just look at the cr90 and tell me how in the heck you can possible think that the Assault is LESS then the command!!?! LITERALLY EVERYTHING SUGUSTS OTHERWISE!!!

I might have it wrong, but is it possible for this ship to pull a 180 degree turn in two game turns with the right orders/tokens at speed 2?

If so, that's *really* good as while the ISD is faster, it could turn inside it and/or literally fly rings around it.

I might have it wrong, but is it possible for this ship to pull a 180 degree turn in two game turns with the right orders/tokens at speed 2?

If so, that's *really* good as while the ISD is faster, it could turn inside it and/or literally fly rings around it.

With Engine Techs, yes. 2 clicks at speed 2, plus 1 click from Engine Techs, plus 1 click from Maneuver dial = 90 degrees per turn.

Though that's just 1 more click than the ISD can do at that speed (or at speed 3, but then with a larger radius).