MC Hammers

By CenterPoint, in Star Wars: Armada

So i was looking at the mc 30 (scouts) and what i could trick it out with

just looking at the stats if ackbar is the general and i load them with

Assault Proton Torps and Enhanced armament

they are throwing 5 reds and 3 black out both sides, and i will almost always get at least 1 guaranteed hull damage in black range.

maximum damage off on one throw before defense tokens would be

16 damage plus 3 auto hull damage from torps (19 total including at least 3 face up damages)

that means if i hit a ISD with overload pulse on another ship, i could one shot it with a good roll. and although 84 points is a bit much, that hits a lot harder than any other ship i've got for the rebs.

I may take to bringing a cr90b with overload pulse to try to take down big ships at speed 4

thoughts?

First, how are you getting 3 face ups? You can only resolve one critical effect per attack, meaning that you could get 2 faceups, 1 per attack if you have a double arc on your target.

Second, I think it will be nigh impossible to one shot that ISD in your scenario. Even though tokens have been hit through the overload pulse, any admiral worth his stripes will burn a brace or other token to not die.

Regardless, the MC30 hits like a ton of bricks even before ackbar. Personally Foresight is a must have to survive the approach and retreat from those close engagements.

Have you thought about how fast you want to go? Maneuverability really tanks at speed 4.

I personally struggle with using the CR90s for the role you've outlined, but your mileage may vary. When I use them they take forever to get into a decent position because they have to work so hard to avoid Vic front arcs. ISD front arcs are even worse. It might be a suicidal sort of unit due to the sheer volume of dice we're likely to see now. Mon Mothma would definitely help the CR90 stay alive, and doubly so for Foresight.

Same thoughts i always have when i see these builds: expensive glass cannon.

Very powerful, very fragile (especially at close range where you plan to throw those Black dice), lots of points. it can absolutely be effective, but it can absolutely lose badly like any glass cannon build.

I prefer them as skirmishers at range, using the black dice to dissuade attackers myself, but i can see this style working as a disposable "cruise missile" effectively.

if it's Akbar, you're taking gunnery team to fling minimum four reds at two targets. That'll contribute far more to your long range game than EA and for cheaper

afterwards, it depends on how suicidal you want them to be.

Foresight or Advanced Projectors will have them last a round of fire at black dice range; Foresight in addition turning one into a long-range superiority craft

Heavy Turbolaser Turrets are ideal when you're throwing at that many dice and wanting to get around brace for as few points as possible

you could also consider running Akbar on an Mc-80 for Home One, which is utterly hilarious on high damage shrimps

. . . . I wish people watched my videos more. . . We would have less issues with how crits work. . .

. . . . I wish people watched my videos more. . . We would have less issues with how crits work. . .

That one would be more likely to be watched

. . . . I wish people watched my videos more. . . We would have less issues with how crits work. . .

I would suggest making a condensed 2-5 minute crit video in addition to your other one.

That one would be more likely to be watched

Assault Proton torpedoes: Black Crit: Deal 1 Faceup damage card to the defender

how i understood it, this is not a standard critical effect. this adds a face up hull damage no matter what. i understand how crits normally work.

First, how are you getting 3 face ups? You can only resolve one critical effect per attack, meaning that you could get 2 faceups, 1 per attack if you have a double arc on your target.

Second, I think it will be nigh impossible to one shot that ISD in your scenario. Even though tokens have been hit through the overload pulse, any admiral worth his stripes will burn a brace or other token to not die.

I said possible, not that it was likely. However it would put one hell of a hurt on any ship the emps would throw at it.

Regardless, the MC30 hits like a ton of bricks even before ackbar. Personally Foresight is a must have to survive the approach and retreat from those close engagements.

​at speed 4 even with the maneuverability hit i doubt i would need more than 2 of each redirect and evade. my goal is to keep them in red range - but my usual opponent likes bringing demolisher in nice and close. that's why i chose assault torps instead of other options that would give me more black dice

if it's Akbar, you're taking gunnery team to fling minimum four reds at two targets. That'll contribute far more to your long range game than EA and for cheaper

i generally dont fly my ships like a c130 gunship. where they only fire out one side. im usually flying in a pincer formation where im caught between two broadsides or a bow and stern

afterwards, it depends on how suicidal you want them to be.

Foresight or Advanced Projectors will have them last a round of fire at black dice range; Foresight in addition turning one into a long-range superiority craft

Heavy Turbolaser Turrets are ideal when you're throwing at that many dice and wanting to get around brace for as few points as possible

but expensive. i want to fly these as light as possible. i plan to have 2 mc30s and a mc80 with ackbar

you could also consider running Akbar on an Mc-80 for Home One, which is utterly hilarious on high damage shrimps yep, my thoughts exactly

It is still a critical effect like Assault Concussion Missiles, Overload Pulse, XX-9 Turbolasers, NK-7 Ion Cannons, etc.

If an upgrade card starts with a color and/or Critical Symbol and a colon that means it is a critical effect. You are only allowed one critical effect per attack.

What about Torpedo Frigate + Expanded Launchers + XI7s in a non-ackbar list? If you can get front+side on a single arc that's 10 dice. If you can get an accuracy on the blue dice (or have Home One handy) to take away the brace that's a lot of potential damage for a single arc to take.

It is still a critical effect like Assault Concussion Missiles, Overload Pulse, XX-9 Turbolasers, NK-7 Ion Cannons, etc.

If an upgrade card starts with a color and/or Critical Symbol and a colon that means it is a critical effect. You are only allowed one critical effect per attack.

“crit:” effects are critical effects that can be resolved at the start of the “Resolve Damage” step of an attack.

i see now - had to re look at the rule book

doesn't make my conclusion of strength invalid however.

It is still a critical effect like Assault Concussion Missiles, Overload Pulse, XX-9 Turbolasers, NK-7 Ion Cannons, etc.

If an upgrade card starts with a color and/or Critical Symbol and a colon that means it is a critical effect. You are only allowed one critical effect per attack.

“crit:” effects are critical effects that can be resolved at the start of the “Resolve Damage” step of an attack.

i see now - had to re look at the rule book

doesn't make my conclusion of strength invalid however.

It is frighteningly strong when given the chance but it can not do it on its own. Just like a CR90 it needs a distraction.

The MC30 is my FAVORITE ship. I love the thing to pieces and will try to rep it in every list. With Speed 3 being the sweet spot for it, one will have to learn when Speed 4 is needed and when it is not. As well as how to balance its range and power. Zooming around a gladiator all day plinking away with red dice (less plink and more bang with Akbar) is all fun and games but one can do the same thing with a CR90. At the end of the day it is getting those black dice in that will win the day.

if it's Akbar, you're taking gunnery team to fling minimum four reds at two targets. That'll contribute far more to your long range game than EA and for cheaper

afterwards, it depends on how suicidal you want them to be.

Foresight or Advanced Projectors will have them last a round of fire at black dice range; Foresight in addition turning one into a long-range superiority craft

Heavy Turbolaser Turrets are ideal when you're throwing at that many dice and wanting to get around brace for as few points as possible

you could also consider running Akbar on an Mc-80 for Home One, which is utterly hilarious on high damage shrimps

I'm becoming more and more convinced that the HTT is rendered redundant by the Home One title. Just remember, I'm speaking Reb vs. Imp fights, as I don't get much Blue on Blue fights thankfully.

No Star Destroyer has more than one Brace token, and only the ISD2 can take ECM to overcome an Accuracy die. This means every other ship in a Home One fleet will already be able to circumvent most SD's Brace token just by firing. That's either going to free up points for more toys, or free up spots for other Turbolasers.

The irony of course, is that Home One could still need the HTT.

you def don't want to stack HTT and Home One on your shrimp; one or the other

not sure about the Mon Cal itself; honestly leaning more towards h9s :P

Edited by ficklegreendice

Assault Proton torpedoes: Black Crit: Deal 1 Faceup damage card to the defender

how i understood it, this is not a standard critical effect. this adds a face up hull damage no matter what. i understand how crits normally work.

It is still a critical effect like Assault Concussion Missiles, Overload Pulse, XX-9 Turbolasers, NK-7 Ion Cannons, etc.

If an upgrade card starts with a color and/or Critical Symbol and a colon that means it is a critical effect. You are only allowed one critical effect per attack.

You're correct, CenterPoint, it's not a standard critical effect. Unfortunately (or fortunately, for game balance purposes), we only get to resolve up to one critical effect--standard or special--per attack, as Lyraeus has pointed out.

You could however resolve APTs three times on the same target if it's attacked by three Shrimps. Or up to six times, if you have double-arcs from three shrimps. Or twelve times if six Raiders have APTs and double-arcs. But now I digress.

Or thirteen times if you put APTs on all your X-Wings

Or thirteen times if you put APTs on all your X-Wings

A) joke

B) wrong forum

C) misunderstanding rules

D) other

E) some combination of the above

.... Bad Joke aside.


I really am challenged by it - APTs do seem to be something you want to Spam. But Yeah, you're really wanting to be fishing for the good critical hits through shields to begin with... It is worth it for a Rebel Player to give up the likes of Akbar or Mothma in order to Dodonna these things?

I don't know yet...

Edited by Drasnighta

i feel any crit is better than a specific crit when the choice really comes down to do you want 2 extra dice or better chances at a worse crit

If you're looking for 1 specific crit your odds go from 3% to 11% with Dodonna. However there are several crits which you might still prefer over others and in fact help you kill the enemy quicker. Several of these could easily be worth the two extra dice (and potentially giving up a second attack). When you're looking at 12-20 crits that you like, Dodonna adds roughly 40% likelihood of finding them.

I like him. He's also the only Admiral who directly bonuses bomber squadrons (lots of Y-wing or Luke crits can really add up)

If you're looking for 1 specific crit your odds go from 3% to 11% with Dodonna. However there are several crits which you might still prefer over others and in fact help you kill the enemy quicker. Several of these could easily be worth the two extra dice (and potentially giving up a second attack). When you're looking at 12-20 crits that you like, Dodonna adds roughly 40% likelihood of finding them.

I like him. He's also the only Admiral who directly bonuses bomber squadrons (lots of Y-wing or Luke crits can really add up)

I've been waiting for someone to run numbers like this (or an opportunity to sit down with the damage deck). Slightly greater than 1-in-10 chance isn't great, but odds are that in any given situation, you have an eye for 2-3 specific crit cards (double-damage/no spending accuracies all the time, no long range attacks/lose a shield facing in the early game, no shield regenerations/refreshing exhausted defense tokens in the mid-game, mandatory slow/damage whenever you reveal a command dial in the late game, etc), so if you have a choice of four cards, that's just below a 1-in-2 chance of finding one of those cards. Assuming you can land crits reliably, that seems worth trading 2 red dice (average of 1.5 damage), for a reduced cost of 18 points. The bonus to squadron bombers is gravy at that point.