MC80 spoiled cards !!

By MoffZen, in Star Wars: Armada

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).

Seems legit

So, it would be possible for the MC80 to keep up with the CR90 on a speed 2 turn?

That's class.

I kinda like the idea of such a huge ship being thrown about like a fighter (OK, a B-Wing!) and then rolling in with a broadside :)

Since the side arcs are very wide, it could actually be quite forgiving in terms of in-close positioning .

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!

Hm, I like to have a different view on most of your points. They dont have both six attack die, as the VSD has only a single arc with 6, where the MC80 has 2. Having broadsides might look disadvantageous when viewed alone, but - there is EA, there is Ackbar, there is your amazing turning ability (for that size of a ship). There is A LOT more synergy for an MC80s broadsides than there is for a VSDs bow arc. Then again, trading weapons team for support team is no disadvantage in my eyes, at the very least it is a fair trade-off. Considering engine techs or nav team there is a lot to gain from a support team. And last not least, the stronger shielding would be "just" an advantage on its own. With 2 defensive retrofits and a double redirect, thats a massive advantage and should be costed as well.

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

Ehhhhh, seems super high.....I was viewing this more as a slightly more maneuverable VSD-II. I feel like it's priced as if once all the upgrades are taken it's balanced but it's massively overcosted without them. Oh well. We'll see how it plays out. But at 114 my excitement for this ship has died a bit.

Edited by Hulksmash

It's worth every single one of those points.

Still perfectly fine. It just confirms my belief this thing should be a cornerstone of a fleet, not something to be spammed. Take one that tanks the crap out of things and supports your other ships. Ackbar+Home One+Assault Frigates+Enhanced Armaments, here I come.

What I need now are the upgrade cards. I have a feeling the command variant with some of the new upgrades will have the same support/tank role for squadron builds.

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

boo

I see no reason to go over the command variant with the stock of current cards (final judgement reserved for when I have that baby in my hands)

So command is 106 points and Assault is 114 points. It's like Rebels get a cool version of a VSD. Not bad. I'm sure it will compliment the MC30's well

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

boo

I see no reason to go over the command variant with the stock of current cards (final judgement reserved for when I have that baby in my hands)

With 2 Defensive Retrofits, you can just fly this thing straight at the enemy ships angling for broadsides on two ships. Even at long range, they're going to eat 7 dice each to the face with Ackbar and EA. And with 2 Defensive Retrofits, you're going to be able to tank the front arc of an ISD without much trouble :P

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

boo

I see no reason to go over the command variant with the stock of current cards (final judgement reserved for when I have that baby in my hands)

*Edit: Zen beat me to the punch*

Edited by Truthiness

So the Assault Class trades some Blue for Red across all facings, trades a Black for a Blue in Anti-Squadron, swaps some upgrade slots, and only loses 1 from it's Squadron value in comparison to the Command Class; and somehow some posters have convinced themselves that would result in a 12 point discount? How does that make any sense?

That would require FFG to value the Squadron stat at such a high cost as to be ludicrous. Specifically because the Squadron stat has no inherent value. It only matters when you use a Squadron Command dial (as the token doesn't consider the stat) and it does absolutely nothing if you don't first spend points on Squadrons to activate with it.

A superior Battery Armament is always valuable in and of itself. It requires no addition purchases nor any specific Command in order to have that value. Anti-Squadron value does require your opponent to bring optional Squadrons in order to have value, but again they require no additional points nor specific Command from you.

It just is not reasonable to conclude the the Assault would somehow cost less then the Command when the only advantage the Command had is a higher Squadron value, while having a worse Battery configuration in all facings.

Additionally the concept that on a slower ship a single superior front facing is somehow superior to two superior broadside facings also makes no sense. You litterally cover double the area with your broadside. The natural forward momentum of every ship on the table also means it is inherently harder to avoid the side arcs of any ships.

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

Hah most of us here already came to terms with the 94 points! Your spies sure love controversy!

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

Hah most of us here already came to terms with the 94 points! Your spies sure love controversy!

Now I'm just sitting here trying to dream up ways to make red dice more reliable apart from spam

the mon cal has the ion weapon slot for Leading Shots, so there's that at medium range (8 dice with akbar, 9 with slaved/EA which go back down to 8 with leading shots)

Two things,

1) the speed 2 is bad and unfortunate. The power of the broadside is that you keep your best arc firing while moving to the flank of your opponent. The enemy often responds by turning towards you (at least Star Destroyers do) in order to keep their front arc pointed at you. So it becomes a race between your ability to fly fast enough to move out of their arc, and their ability to turn. A AFMK2 moves fast enough in relation to a turning Victory. However, I don't believe the MC80 moves fast enough for an ISD, unless the ISD is moving fast and the MC80 cuts it close in.

2) engine tech will be brilliant on the MC80. The ability to move speed 3 helps the MC80 considerably to get to those sides and to cut the corner as well. In addition all those yaw clicks will be critical is placing such a large ship in traffic.

Oh crap, how did I miss this?

Also, that looks like a full product in the packaging behind it! Does that mean they are on the boat? Or is this from the expressed shipped order to stores? If so, this kinda betrayed FFG's trust in somebody to a ... French?... speaking area.

Wow 4 red dice! But no sensor team for me :'(

Also, wow that team slot! +1 engineering team, +1 redemption escort (for the 2 blue aa dice), and hello 3 shield repairs! 4 if you have raymus/token. (I am correct in assuming that neither engineering crew or redemption effects your base engineering value, and thus your tokens are only worth 2 right? I am on my phone on the bus and don't have the cards nor the 3G connection to open more tabs to look it up)

And one other thing: for some reason i kinda expected 3 retrofit slots... Cause the AFMrkII has 2 already... Why can't my Assault Cruiser have one, while the Assault Frigate has one...

How many people expect the lack of a tractor beam slot to be detrimental to this ship? Its funny in a way.

In wave 1 the imperials had the VSD which is harder to use, lacks a key retrofit slot, slow/unweidly, but very cost efficient for what you got.

In wave 1 the rebels had the AFMrk2 which is easy to use, has lots of good upgrade slots, fast/manuverable, but also costs a lot for that 4 dice side attack.

Now in wave 2 the imperials gain the ISD which looks easy to use, has lots of good upgrade slots, very maneuverable/fast, but expensive for only 2 attacks.

Now in wave 2 the rebels gain the MC80 assault cruiser which looks harder to use, misses a key upgrade slot for the tractor beams and gunnary team, slow/but still maneuverable, but cheap for what you get.

Just thought I would point that out :P

Now time to read through 6 pages before my stop.

Like I said, I viewed as a slightly more maneuverable Vic-II. I don't see it's value at 30pts more than a stock Vic-II. It seems, to me, to be valued at it's cost once upgrades are added to it. Making it overcosted when not taking particular upgrades. Personally I feel the same about the Command Variant which I wasn't currently looking twice at.

I'll still happily give it a go. I ordered one already :) And I might take a second home if I get lucky at the local massing at sullust events. But I do still feel like it's overcosted. Which is ok. I was planning on a whale and a bunch of shrimps anyway :)

So the Assault Class trades some Blue for Red across all facings, trades a Black for a Blue in Anti-Squadron, swaps some upgrade slots, and only loses 1 from it's Squadron value in comparison to the Command Class; and somehow some posters have convinced themselves that would result in a 12 point discount? How does that make any sense?

[...]

It just is not reasonable to conclude the the Assault would somehow cost less then the Command when the only advantage the Command had is a higher Squadron value, while having a worse Battery configuration in all facings.

I have come to believe some posters here like being unreasonable :P

Oh crap, how did I miss this?

Also, that looks like a full product in the packaging behind it! Does that mean they are on the boat? Or is this from the expressed shipped order to stores? If so, this kinda betrayed FFG's trust in somebody to a ... French?... speaking area.

Wow 4 red dice! But no sensor team for me :'(

Also, wow that team slot! +1 engineering team, +1 redemption escort (for the 2 blue aa dice), and hello 3 shield repairs! 4 if you have raymus/token. (I am correct in assuming that neither engineering crew or redemption effects your base engineering value, and thus your tokens are only worth 2 right? I am on my phone on the bus and don't have the cards nor the 3G connection to open more tabs to look it up)

And one other thing: for some reason i kinda expected 3 retrofit slots... Cause the AFMrkII has 2 already... Why can't my Assault Cruiser have one, while the Assault Frigate has one...

How many people expect the lack of a tractor beam slot to be detrimental to this ship? Its funny in a way.

In wave 1 the imperials had the VSD which is harder to use, lacks a key retrofit slot, slow/unweidly, but very cost efficient for what you got.

In wave 1 the rebels had the AFMrk2 which is easy to use, has lots of good upgrade slots, fast/manuverable, but also costs a lot for that 4 dice side attack.

Now in wave 2 the imperials gain the ISD which looks easy to use, has lots of good upgrade slots, very maneuverable/fast, but expensive for only 2 attacks.

Now in wave 2 the rebels gain the MC80 assault cruiser which looks harder to use, misses a key upgrade slot for the tractor beams and gunnary team, slow/but still maneuverable, but cheap for what you get.

Just thought I would point that out :P

Now time to read through 6 pages before my stop.

:)

@Corellian : Redemption and Engineering Team add points when you resolve the order. So if you use a token, you'll get 2, +1 for Redemption, +1 for Engineering Team :)

The Command variant does have one offensive retrofit and one defensive ;) It's only the Assault variant that has 2 defensive retrofits and it highly hints at throwing it out there and take a beating while dishing out one.

Due to the lack of Gunnery Team and Speed 2, I'm really not sure it's going to be the best flanker. Rather, it really wants to be thrown in the middle of the fray, while being repaired like a maniac. It's really meant for the "Ackbar Slash" and some nasty opening shots while it gets there.

It's also going to be a massive deterrent for speed 3 ISDs because once they get into blue range, with Ackbar now there are 9 dice to the face one you factor in enhanced armaments. This is going to be absolutely nasty.

Edited by MoffZen

Rather, it really wants to be thrown in the middle of the fray, while being repaired like a maniac.

(cue Korean music)

while the two defensive retrofits can be nifty, I highly advise against anyone just throwing Long John Silver out there to the wolves

ECM and projectors will shrlop some hits, but defensive tokens by their nature (exhaust, then discard if exhausted) will crumble against multiple attacks.

That, and if Intel Officer picks up favor (and against the big boys with only one brace token...oh boy) the combo's going to be rendered moot pretty quickly

I shall Reiterate.

Bothans.jpg