MC80 spoiled cards !!

By MoffZen, in Star Wars: Armada

I know everyone wants Enhanced Arms on this thing, but I think XI-7 is way better. With Enhanced Arms at top Damage you do 18 that can be cut in half and shifted, or with XI7, you could do 16 top damage, or 15 plus one blue accuracy and cancel the defend's brace and do 13 damage to one hull zone. (given the statistical probability of this happening is 3,720 to 1.)

I counter that Heavy Turbolasers are better for it.

All three Star Destroyers have a single Brace token, while Vicky and Impy each have two Redirect tokens. Assuming (I know, I know, something about Donkeys and you and me) that you get a single Precision die result, then you've already effectively neutered the Brace token, while the Redirect takes multiple Precisions or other effects to neutralize.

I would therefore submit for your consideration, that versus a Star Destroyer it's better to take the X17's ability to self neuter the Redirect and get through shields quicker, than it is to take the Hvy Turbolaser and its ability to neuter the Brace that can already be pretty easily neutered by a Precision result.

To add on to that. That Brace he gets hit by Accuracy rolls because it is often combined with Redirects thus making it the most useful token in the game because it flat out negates damage.

With the use of Heavy Turbolasers, if you hit them with 8 to 10 damage, they now have to weigh if they want to half that completely and take the rest on the same shield facing OR to use their redirect and spread that massive amount of damage around making the ship weaker while only negating 1 damage.

So in the end, do you want more damage spread around overall or no?

Edited by Lyraeus

It's an interesting ship but at its price/stats I doubt I would take more than 1. I'm hoping with wave 3 we get the liberty type star cruiser with a stat/upgrade distribution with a little more Oomph.

It's an interesting ship but at its price/stats I doubt I would take more than 1. I'm hoping with wave 3 we get the liberty type star cruiser with a stat/upgrade distribution with a little more Oomph.

Because at 114 points it is something I would never use. I am sorry and I hate the doom and gloom feel but I really don't think 127 points to tank a ISD with more dice, faster speed and can get behind the MC80 where it is all but useless.

I think this is 'the Sky falling' thinking.

If the ISD overshoots and gets behind the MC80 it will lose. The MC80's side arcs mean just getting behind it is hard, and as it passes the MC80 the ISD will loose its formidable front arc while the MC80 can easily keep the ISD in it's side arcs.

Because at 114 points it is something I would never use. I am sorry and I hate the doom and gloom feel but I really don't think 127 points to tank a ISD with more dice, faster speed and can get behind the MC80 where it is all but useless.

I think this is 'the Sky falling' thinking.

If the ISD overshoots and gets behind the MC80 it will lose. The MC80's side arcs mean just getting behind it is hard, and as it passes the MC80 the ISD will loose its formidable front arc while the MC80 can easily keep the ISD in it's side arcs.

Indeed ! As soon as the Imp is at speed 3 on your flank, Nav to speed I and get 2 yaws. Due to the way the firing arcs are on the MC80 he won't get in your rear while you can still broadside it and dance around.

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 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.

I tend to agree with you, but I think there could be a 1 hidden in that flash making 114 points.

Because at 114 points it is something I would never use. I am sorry and I hate the doom and gloom feel but I really don't think 127 points to tank a ISD with more dice, faster speed and can get behind the MC80 where it is all but useless.

I think this is 'the Sky falling' thinking.If the ISD overshoots and gets behind the MC80 it will lose. The MC80's side arcs mean just getting behind it is hard, and as it passes the MC80 the ISD will loose its formidable front arc while the MC80 can easily keep the ISD in it's side arcs.

The large base is 1 inch longer, and a half an inch wider. While that sounds like a small amount that means that the arcs are bigger and wider.

I remember someone posting a side by side comparison of sort of the 2 ships with their base cards and you can tell that the ISD's front and side arc are more like the CR90 where the VSD is more angled back. This means that double arcing is easier to do and you are able to maintain a good line of attack.

Speed 2 is fine. Victory is terrible because it only gets 1 click at speed 2.

The major concern for me is that the Here They Come article has a face down gunnery card in the fan for the MC-80, so now that we know that neither variant can take a gunnery team, I don't know if the MC-30 will get a support team card. Maybe someone !@#$ed up while taking the photos?

Regardless, The MC80 was never going to be a ISD killer. Not sure how anyone thought that after we saw it had 3 less Hull. Its an anchor ship. Rebels are going for a gunline theme, and the MC80 in both variants is the piece you build around. Command version you slap tractor beams on and troll people at long range, giving out Home One buffs, while the Assault version will be much more aggressive, 2x Defensive allowing you to stay in the fight longer.

cool, with the right upgrades the rebel player can now "cap the T" on the SD's and tear them a new one!

Im thinking that this is gonna be killed by ramming an awful lot. It's got great shielding, but that can get wittled away eventually, especially if you use h9 or xi7 turbolasers and Intel officers. I'm not really sure how to build around if either, its not quite as straightforward as the assault frigate is to me, like it wants upgrades but you don't want to overfeed it. There's probably a perfect spot around 130 in cost, any more and it could be detrimental to activation count and ramming suicide tactics. Just got to get in front of one with a glad and its not gonna do much, can't get past it with speed 2, and I'd gladly take the ram damage from an engine tech if it means your at 75% health

Ramming seems like a poor tactic to count on considering there will be other ships and probably squads around you. Even if you manage to get 2 hull points of damage a round an engineering command plus Ray Antilles (a must have on this ship IMHO) giving you a token means you can heal 2 hull damage a turn or regen 3 shields. it also means your glad is going to be dead real fast and the MC80 will be healed up easily.

I do agree that getting in front of the MC80 is a viable tactic but I would use a Raider instead if I planned on sacrificing a ship for this tactic.

*looks at upgrade that allows Bwings to keep up*

Admiral Wolf to Blood Squadron, prepare to launch fighters, repeat, prepare to launch fighters!

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.

Well, because it has the Support Team upgrade slot, the MC80 can use Engine Techs, which pretty much solves the issue you have with its speed. Nav Team is also a possibility if you want extra turning power.

Breaking news : I just had confirmation from my Bothan Spy that the Assault variant is indeed 114 points.

The Assault Cruiser is not really worth it then. . .

Wonder why the 1 did not show up. . . Hmmmm

May I inquire as to how you thought that 94 pts, or just costing less then the Command, was even a possibility?

Because at 114 points it is something I would never use. I am sorry and I hate the doom and gloom feel but I really don't think 127 points to tank a ISD with more dice, faster speed and can get behind the MC80 where it is all but useless.

The MC80's rear is 77.5mm wide. That is wider then the length of the small ship base. In fact that is wider than distance 1. Sure at speed 2 it can thread through obstacles but it can't use its speed to get away so it can repair and come back in.

This thing has to stay in range and fight it out.

Oh and as for why I think it was worth FAR less than 114 points.

The ISD has 1 more dice overall (9 out of town 9 total dice is red though), 1 most speed (so that should be worth far more than 8 points), has 3 less shields, 1 more squadron value.

Tell me how the ISD is only worth 6 more points?

Well, the same could be said for the ISD, how could a ship that looks like it could be on-par or better than an ISD2 be only 6points less than it? Both have 2 clicks at their fastest move, but while yes the ISD has 1 more speed, it only has the shields of an assault frigate. Then their is the side arcs, only 2 red at long, and very wide. You are forced to constantly point predictably at your enemy, while the MC80 has nice long wide sides that allow for a lot of flexibility in positioning. You better make sure you track your target when you moving, so they don't squirm out of your front arc before you can activate next turn. This ship is basically screaming for gunnery team, more so than the VSD was, locking out your ability to concentrate fire, your team slot, and effectively increasing your points to 127 before upgrades.

Its also harder to pin fighters on the front than it is for the MC80, as you fly straight at them while the MC80 flies in a circle. And it doesn't care about the front shields taking the fighter hits because it pretty much just uses the sides.

I would look at it mechanically how they work on the board, and wait till we can actually use it. Maybe they upped the points not to conform to some formula, but to how it felt on the table and how a combination of factors ends up being more potent than you realize. Or something.

Breaking news : I just had confirmation from my Bothan Spy that the Assault variant is indeed 114 points.

The Assault Cruiser is not really worth it then. . .

Wonder why the 1 did not show up. . . Hmmmm

May I inquire as to how you thought that 94 pts, or just costing less then the Command, was even a possibility?

Because at 114 points it is something I would never use. I am sorry and I hate the doom and gloom feel but I really don't think 127 points to tank a ISD with more dice, faster speed and can get behind the MC80 where it is all but useless.

The MC80's rear is 77.5mm wide. That is wider then the length of the small ship base. In fact that is wider than distance 1. Sure at speed 2 it can thread through obstacles but it can't use its speed to get away so it can repair and come back in.

This thing has to stay in range and fight it out.

Oh and as for why I think it was worth FAR less than 114 points.

The ISD has 1 more dice overall (9 out of town 9 total dice is red though), 1 most speed (so that should be worth far more than 8 points), has 3 less shields, 1 more squadron value.

Tell me how the ISD is only worth 6 more points?

Well, the same could be said for the ISD, how could a ship that looks like it could be on-par or better than an ISD2 be only 6points less than it? Both have 2 clicks at their fastest move, but while yes the ISD has 1 more speed, it only has the shields of an assault frigate. Then their is the side arcs, only 2 red at long, and very wide. You are forced to constantly point predictably at your enemy, while the MC80 has nice long wide sides that allow for a lot of flexibility in positioning. You better make sure you track your target when you moving, so they don't squirm out of your front arc before you can activate next turn. This ship is basically screaming for gunnery team, more so than the VSD was, locking out your ability to concentrate fire, your team slot, and effectively increasing your points to 127 before upgrades.

Its also harder to pin fighters on the front than it is for the MC80, as you fly straight at them while the MC80 flies in a circle. And it doesn't care about the front shields taking the fighter hits because it pretty much just uses the sides.

I would look at it mechanically how they work on the board, and wait till we can actually use it. Maybe they upped the points not to conform to some formula, but to how it felt on the table and how a combination of factors ends up being more potent than you realize. Or something.

Ok, going to admit I misread the card. I can't say my doom and gloom is completely gone BUT I did miss read the speed 2 portion. . . Now mind you I was on 6 hours of total sleep last night and the day prior so to me it is explainable but yea. . . I thought it's speed 2 was the same as the VSD. . .

Now to me Nav Team is GREAT! using a Raymus token and a dial to get 4 total clicks in a single move. . . Call me crazy but this will be fun. Those are some TIGHT! turns

That's the spirit. Even with engine techs, you'll be going just as fast as the ISD, but out turning it with the same commands.

That's the spirit. Even with engine techs, you'll be going just as fast as the ISD, but out turning it with the same commands.

That's the spirit. Even with engine techs, you'll be going just as fast as the ISD, but out turning it with the same commands.

I will say that the MC80 does not fear Tractor Beams. I mean, oh yea tractor beam me Scotty, I will just go back to speed 2 with that token I saved.

Or use the token to negate the tractor beam.

That's the spirit. Even with engine techs, you'll be going just as fast as the ISD, but out turning it with the same commands.

I will say that the MC80 does not fear Tractor Beams. I mean, oh yea tractor beam me Scotty, I will just go back to speed 2 with that token I saved.

Or just stay Speed 1 and thank him with a platter of dice to the face from the broadsides.

"Our cruiser can repel firepower of that magnitude." - MC Shipyards salesptich.

Edited by MoffZen

That's the spirit. Even with engine techs, you'll be going just as fast as the ISD, but out turning it with the same commands.

I will say that the MC80 does not fear Tractor Beams. I mean, oh yea tractor beam me Scotty, I will just go back to speed 2 with that token I saved.

Or just stay Speed 1 and thank him with a platter of dice to the face from the broadsides.

"Our cruiser can repel firepower of that magnitude." - MC Shipyards salesptich.

Oh yeah, I meant after he beamed you down to Speed 1 ;) He'll ask you why you aren't spending your Nav Token, then you can shout "It's a trap !"

That's the spirit. Even with engine techs, you'll be going just as fast as the ISD, but out turning it with the same commands.

I will say that the MC80 does not fear Tractor Beams. I mean, oh yea tractor beam me Scotty, I will just go back to speed 2 with that token I saved.

Or use the token to negate the tractor beam.

Oh yeah, I meant after he beamed you down to Speed 1 ;) He'll ask you why you aren't spending your Nav Token, then you can shout "It's a trap !"

An MC80 with engine tech will be able to pull a 90 degree turn. So imagine you line up straight across from the enemy pointing towards them. First turn you fly forward and angle out at 22.5 or 45 to the right to line up some juicy two arc action. If the enemy matches direction then you can pull a full 90 turn left. This does two great things. First, hopefully your target can't match the turn and you're pulling into their flank rather than forward arc. Next, you're exposing a new shield arc to the enemy. Say you took 3-4 hits on the port side before your sharp left. Now you're presenting a fresh starboard side without using an engineering command.

Oh, I will admit, if it was a 1 click at speed one, then a 0 and 1 click at speed 2... this would be a different conversation :P

I dunno what I will do! Dual cigars, triple whales with escorts, or one cigar with an assortment of shrimp on the side.

What I do know is, if I am running a MC80, it will be bubble-wrapped in B-wings. By the Force that would be brutal. Can fit so many fighters/bombers around that thing, cause the base is so huge...

An MC80 with engine tech will be able to pull a 90 degree turn. So imagine you line up straight across from the enemy pointing towards them. First turn you fly forward and angle out at 22.5 or 45 to the right to line up some juicy two arc action. If the enemy matches direction then you can pull a full 90 turn left. This does two great things. First, hopefully your target can't match the turn and you're pulling into their flank rather than forward arc. Next, you're exposing a new shield arc to the enemy. Say you took 3-4 hits on the port side before your sharp left. Now you're presenting a fresh starboard side without using an engineering command.

Or a nav team, but with a tighter turn.