MC80 Tank

By nathanaelsmith88, in Star Wars: Armada

So, this looks nigh-indestructible.

MC80 Assault - 114

Raymus - 7

Engineering Team - 5

Redundant Shields - 8

Advanced Projectors - 6

E.T. gives you an engineering value of 5. If you repair, Raymus gives you an engineering token allowing you to spend up to 8 points (4 shields) Redundant Shields brings that up to 5 shields recovered whenever you activate. Along with AP, this ship is very hard to kill.

At 140 points, this ship could serve as the flagship for your list and do just fine.

What do you think? What offensive upgrades would you add?

Edit: Engineering Team only adds one engineering point, so Raymus would bring the points up to 7. Thanks for the correction!

With that in mind, I don't think I'd bring ET.

Edited by nathanaelsmith88

Very resilient, yes. Indestructible by Wave 1 firepower levels...perhaps. Unkillable in Wave 2? Hellllllno.

Still a really cool tanky setup though.

For offense, all you need is Ackbar and Heavy Turbolasers and you deal a lot of damage already.

Of course, with ackbar and a turbolaser upgrade that bad boy is practially half your fleet.

You don't get 8 engineering. You get 4 for the Command, 2 for the token, and 1 for Engineering Team.

It is still a beast.

I don't really count Ackvsr as part of the ships cost, as he boosts everything. Still pushing 150pts though, so...yeah.

I don't really count Ackvsr as part of the ships cost, as he boosts everything. Still pushing 150pts though, so...yeah.

Well, yeah. But tbh if you are doing badly enough that you get your flagship double arced by 3 Glads...points aren't really going to help you.

Well, yeah. But tbh if you are doing badly enough that you get your flagship double arced by 3 Glads...points aren't really going to help you.

Anyway extra like

Not sure what the point of a tank Mon cal is exactly

It doesn't really need absurd durability given how slippery broadsides are, as Opposed to star destroyers which have to go diving in

Long range superiority maybe? Will probably fall to concetrated dice or lose its escort without really being able to discourage enemies from targeting them due to unimpressive offense

It ultimately seems excessive. Could probably just lop off both defensives for a single ECM and go down to a command variant. ECM Brace will probably cancel more damage than redundant shields anyway

Also not sure about e-teams. It has good flexibility with raymus because it allows the token to ditch a damage card but you already have contain for standard crits. Maybe if APTs become a thing?

A nice slow target, my favourite.

I can already taste the sushi.

Only use I can see for such a tank is if you're planning on running it as a carrier with a good number of bombers you want to keep activating deep into the enemy fleet. You're going to be receiving ridiculous amounts of fire on the way in. Whether that's worth it, I leave up to you.

Easier to just broadside and use boosted comms to command Your bombers from a distance

Well, yeah. But tbh if you are doing badly enough that you get your flagship double arced by 3 Glads...points aren't really going to help you.

I agree, it annoys me to no end when people argue that YOUR ship sucks because it can be killed by fleet X in 1 turn...

Anyway extra like

I would take ECM's over Redundant Shields, getting to use a blocked token per turn far outweighs getting a single shield back IMHO.

I would cut the engineering team (as that brings you to 7, which is kind of a useless value with advanced projectors), I would cut the redundant shields (8 points for what is probably 3 shields over the course of a game?).

Running that ship with just Raymus + Projectors is 127. You could even run it with just advanced projectors. While it's merely really tanky instead of super tanky, now it's down to a pretty manageable 120 points total, which is 1 AF + 1 Corvette.

I would cut the engineering team (as that brings you to 7, which is kind of a useless value with advanced projectors), I would cut the redundant shields (8 points for what is probably 3 shields over the course of a game?).

Running that ship with just Raymus + Projectors is 127. You could even run it with just advanced projectors. While it's merely really tanky instead of super tanky, now it's down to a pretty manageable 120 points total, which is 1 AF + 1 Corvette.

I flew this exact ship in the finals at sullust. It is not indestructible but it can sure take a punch. It stood up to an imperial 1 and a victory 1 in black dice range with a liberally used vader commanding (I had an activation in between the 2 shots to regen) and lived to tell the tale with no hull damage. One more round of that and it would have been over though. If I were to play it again I would probably get rid of the redundant shields for electronic countermeasures and id lose the engeneering team. Losing that brace is too painful when dealing with firepower on the scale of an ISD.

Edited by Galamoth

I flew this exact ship in the finals at sullust. It is not indestructible but it can sure take a punch. It stood up to an imperial 1 and a victory 1 in black dice range with a liberally used vader commanding (I had an activation in between the 2 shots to regen) and lived to tell the tale with no hull damage. One more round of that and it would have been over though. If I were to play it again I would probably get rid of the redundant shields for electronic countermeasures though. Losing that brace is too painful when dealing with firepower on the scale of an ISD.

You and me both. . . I took ECM's though. Needed them as well.

So what's worse, this, or starting with an ISD and 2 VSDs with motti? I took that in the last round of sullust, and pretty much wiped my opponent with minimal losses (The Raider and one VSD, at most).

Not sure. My opponent took 2 VSDs and an ISD with Vader as the admiral (also a token raider with no upgrades). I took the tanky MC80 with Ackbar, 3 corvettes and the MC30. I was able to take down the VSDs and the raider by the end of turn 4. He flew the ISD off the table. He normally played with Tarkin and I guess wasn't ready for how fast speed 3 is when you don't have free tokens to slow you down when you need it.

An ISD and 2 VSDs is certainly manageable though. The sheer firepower both sides have access to at 400 points will take some getting used to I think. VSDs don't seem so indomitable when staring down 25 red dice a turn.

Every time I take the new MC80 out for a spin, I find myself really, really wishing it had an evade for long range engagements. My other rebel ship have me spoiled.

Every time I take the new MC80 out for a spin, I find myself really, really wishing it had an evade for long range engagements. My other rebel ship have me spoiled.

Haha, I get the feeling I'm going to feel the same way when the Raider comes out to play.

"And then I redirect with... oh, it's... not here? ... Crap."

I don't really count Ackvsr as part of the ships cost, as he boosts everything. Still pushing 150pts though, so...yeah.

Yea, until that ship takes 3 Gladiators worth of double arcs and you lose that 180 point ship. . . Bleh

Unless all three of those ships are named Demolisher this should never happen.

I dont see myself ever not running engine techs on this thing, combined with a navigating Officer.

Heres what I am thinking for a gunline

MC80 Assault Cruiser

-Ackbar

-Home One

-Navigation Officer

-Engine Techs

Assault Frigate MkIIB

Assault Frigate MkIIB

MC30 Scout Frigate

-Forsight

Total 400

Running AFMK2 As is useless with ackbar, as you wont use your extra blues fore and Aft, and I am yet to see gunnery team pay for itself. The MC30 can throw out as many reds as the MC80 before Ackbar, and can be poised to either sprint and flank or intercept any Glads/Raiders trying to breach the gunline