Intensify Forward Firepower Episode XI: Salivation Station

By WWPDSteven, in Star Wars: Armada

Lol. Automagic

Dano seems so down when talking about the Defiance.

On a side note. I am 180 of all of you for the MC80. I think it is pretty good. Sure it's slow but that is a good thing for it.

You guys aren't thinking why your extra host from episode 10 was happy with the MC80.

Edited by Lyraeus

+++ Assault of the MC80's (398pts) +++

+ Assault Frigate MkII (182pts) +

Assault Frigate Mark IIB (91pts) [Advanced Projectors (6pts), Gunnery Team (7pts), Heavy Turbolaser Turrets (6pts)]

Assault Frigate Mark IIB (91pts) [Advanced Projectors (6pts), Gunnery Team (7pts), Heavy Turbolaser Turrets (6pts)]

+ MC80 Cruiser (166pts) +

MC80 Assault Cruiser (166pts) [Advanced Projectors (6pts), Redundant Shields (8pts), •Admiral Ackbar (38pts)]

+ Squadrons (50pts) +

Y-Wing Squadron (10pts)

Y-Wing Squadron (10pts)

Y-Wing Squadron (10pts)

Y-Wing Squadron (10pts)

Y-Wing Squadron (10pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fire Lanes]

Navigation Objective [intel Sweep]

39 shields, 20 hull, 16 red die and braces are having issues.

is no one going to bring up the wrong synopsis in the OP???? hhahahahahaha someone's gotta troll might as well be me

is no one going to bring up the wrong synopsis in the OP???? hhahahahahaha someone's gotta troll might as well be me

Total copy and paste fail on my part :) Fixed.

@Lyraeus sure that looks mean as hell! But... is it meaner than you could do without an MC80? I'm not sure yet!

One thing I do know- that MC80 is as tanky as can be.

Total copy and paste fail on my part :) Fixed.

@Lyraeus sure that looks mean as hell! But... is it meaner than you could do without an MC80? I'm not sure yet!

One thing I do know- that MC80 is as tanky as can be.

Which is the goal. You can use the MC80 to take hits as they come in, repair like mad (Raymus Antilles goes here) and slow roll the game. Turns 4 to 6 will be all the damage turns and for those that want a sharp turn add a little known upgrade called Nav Team with Raymus. You get the speed 2 Raider turn at that point.

So you're both repairing and navigatin? :)

You can. When you need to run or turn that delicious side arc you can get a 90 degree turn in a single move and when you repair you repair 4 shields a turn.

How demoralizing can that be. To destroy an arc and in the same turn watch it heal up completely. That has to hurt ones confidence a little.

Nav Team is 4 points and Raymus 7 so Assault Cruiser is 114, Advanced Projectors is 6, and Redundant Shields is 8. Total 139.. . Expensive but it will take almost double that to kill and you can flank it with Assault Frigates

Edited by Lyraeus

I would just like to point there wasn't a whole lot of AFII love in these parts once upon a time ;)

Been working a conference this week, but am stoked to listen to this. I have a three hour drive tomorrow, and now know how to fill it. :)

I would just like to point there wasn't a whole lot of AFII love in these parts once upon a time ;)

Nailed it.

I would just like to point there wasn't a whole lot of AFII love in these parts once upon a time ;)

Nailed it.

Lyraeus, I too am interesting in that sort of MC80 + Assault Frigates setup, but I do have a concern: how do you intend to deploy and maneuver such that you're not running into yourself, especially if they start using tractor beams?

That's easy. Keeping at 2 you can ignore the tractor beam. If you see that upgrade, you can just keep Nav commands up.

As for positioning I have to work on it a little but an echelon moving across the board.

Plans always look and feel better in our heads.

Plans always look and feel better in our heads.

I think everyone who uses the MC80 during Sullust will have issues. It will require much more maneuvering experience than the VSD does

The MC30 is not in much better shape. . . That will be a TOUGH ship to pilot right. . .

Edited by Lyraeus

I dunno. I think the e-cig and raider will at least have the "go get them as fast as possible" thing going for them. MC80 isn't going to go-get anything quickly. (Not that it has to, but doing something else would pro'ly require some practice/experience, to your point.)

Edited by DrunkTarkin

That's easy. Keeping at 2 you can ignore the tractor beam. If you see that upgrade, you can just keep Nav commands up.

As for positioning I have to work on it a little but an echelon moving across the board.

Sounds like a solid win for the Tractor Beam player, if he's totally controlling your dial choices and speed with a passive ability.

I mocked up a template for the MC-80 and to test it and it flew the same way an AFII does at speed 2 even with the bigger base. The issue is it is very easy to block with another ship because it is too big to get past any ship that is in its forward arc. I think the key to this ship is to have another faster ship or squadrons nearby that can sweep around to kill the blocker if it happens. We also tested the fire power of the ISD against it and all kitted out with defensive upgrades and doing Eng ever round it took 3 full rounds of concentrated fire from the ISDs front arc at ranges 2/1/1 and survived even with the Overload Pulse/Avenger combo shutting down its defense tokens. This also became the center piece of the fight and allowed me to pincer the ISD very effectively. It is an interesting ship to fly.

Edited by Overdawg

That's easy. Keeping at 2 you can ignore the tractor beam. If you see that upgrade, you can just keep Nav commands up.

As for positioning I have to work on it a little but an echelon moving across the board.

Sounds like a solid win for the Tractor Beam player, if he's totally controlling your dial choices and speed with a passive ability.

Going speed 2 means that I can make him/her come to me. They move into my range, I shoot them, then move out of their range. Eventually I get caught but *shrugs* that is what B-Wings are for.

I mocked up a template for the MC-80 and to test it and it flew the same way an AFII does at speed 2 even with the bigger base. The issue is it is very easy to block with another ship because it is too big to get past any ship that is in its forward arc. I think the key to this ship is to have another faster ship or squadrons nearby that can sweep around to kill the blocker if it happens. We also tested the fire power of the ISD against it and all kitted out with defensive upgrades and doing Eng ever round it took 3 full rounds of concentrated fire from the ISDs front arc at ranges 2/1/1 and survived even with the Overload Pulse/Avenger combo shutting down its defense tokens. This also became the center piece of the fight and allowed me to pincer the ISD very effectively. It is an interesting ship to fly.

3 turns of concentrated fire eh. . . That is more than anything else

What did the upgrades on both look like?

I dunno. I think the e-cig and raider will at least have the "go get them as fast as possible" thing going for them. MC80 isn't going to go-get anything quickly. (Not that it has to, but doing something else would pro'ly require some practice/experience, to your point.)

I feel that using the MC30 to go play fetch may be a bad idea. Well. . . In the beginning of the game.

Using it to kite then trap medium and large ships, the MC30 can cause a ton of havoc mid to late game.

The Raider is ok but it will be as difficult (more so actually) than the CR90 was to master.

That's easy. Keeping at 2 you can ignore the tractor beam. If you see that upgrade, you can just keep Nav commands up.

As for positioning I have to work on it a little but an echelon moving across the board.

Sounds like a solid win for the Tractor Beam player, if he's totally controlling your dial choices and speed with a passive ability.

Why should I care? There is enough firepower that I don't need CF dials, he/she has to get into the death range of a bunch of red die and get through more shields and hull.

Going speed 2 means that I can make him/her come to me. They move into my range, I shoot them, then move out of their range. Eventually I get caught but *shrugs* that is what B-Wings are for.

Command Dials are a pretty important game mechanic that can pull a ship out of a bad scenario or help it push the extra inch into an advantageous position.

Each ship only gets six of them per game.

If I'm controlling your dial choice without having to spend any dials or tokens of my own, I have the advantage.

By itself it's not a huge advantage, but then very little in this game is. It's the aggregation of small advantages and little bits of control that push it over the edge.

I either A.) Know what you're doing or B.) Will punish you for doing anything other than navigation. A Speed 1 MC80 is more than likely a blocked MC80 that's about to get focus fired, or it's just *not in position* to support its fellow ships.

Alternatively, if you're paying points for something like Raymus or Wulff to counter the beam, I've just neutralized a 7 pt upgrade and an officer slot with a 6 pt upgrade. Not the best trade, but a decent one considering I give up nothing but an often empty retrofit slot. Maybe you took Engine Techs, and *really* wanted that token to push you the extra 1 for your attack run. Now you can't. Suboptimal position has killed many a ship in my experience.

Most importantly, Tractor Beam makes your choices, as an opponent, slightly more complicated without complicating mine at all.

I've won and lost games that hinged on a lone navigate token, if all it takes is 6 pts to nullify 3-4 of them, I'll take it.

Personally, I think the beam is generally going to be more effective against medium-small ships off multiple tractor-packing VSDs, but I can see how slapping one on an ISD could muddy up a Rebel's plans.

Edited by Tvayumat