So, I've seen a great deal of talk about the MC80, the Imperial, the Raider, and the Rogues/Villains pack. But really, most all of the talk about the MC30c has been sort of a "eh" reaction (that I have seen anyway). Most people seem underwhelmed by this ship, and I just wanted to go in and break it down a little, just to give my two cents on how I feel about this shrimp.
Cost:
Grade: tbd
63/69 points for its two variants. An interesting point value for this ship. It's sitting between the Nebulon and AFmkII in the Rebel lineup.
Shield/Hull
Grade: B
With a 3/3/2 shield spread and 4 hull, it's definitely reliant upon its shields. While it has less hull value than the Nebulon, it's a good bit hardier, since it has 3 side shields compared to the Nebulon's 1. The AFmkII, however, is a good bit harder to kill than the MC30c; same shield values, but 50% more hull value to chew through.
Defensive Tokens
Grade: C+ (B with Mon Mathma)
Two evades and two redirects. No brace. As an Imperial player, I'm a fan of brace, and not having it, especially on this 4-hull ship, is a bit worrisome to me. Even more worrisome is the fact that this ship needs to get in close to make use of its blacks, yet it uses two evade tokens. While these evades will help keep it alive at long range, you're not going to stay at long range for more than a turn or two before moving in. I definitely see Mon Mothma working extremely well with these things though. One thing I really do like for this, however, is that with two sets of duplicate defensive tokens, your opponent's Aims are far less useful; your opponent will need to have 2 aims in order to remove your ability to use a token. This actually makes this little ship rather good on defense, assuming it doesn't come under combined fire.
Firepower:
Grade: A-
This is where this ship begins to shine, I believe. With a base broadside of 5 dice (2 red/blue and 3 black, depending on variant), it can dish out a good bit of hurt. This ship is the first good base for Ordnance upgrades on the Rebel side, and with the new Ordnance Experts, I think this ship with ACMs is a really reliable damage-dealer. I'm a fan of the Torpedo Frigate's loadout myself; blues are the friend of bad-luck players like myself, and you'll really want those Aims in order to prevent enemy damage mitigation. Now, you could also build this thing for Ackbar and dish out long range red dice, but if you're going that route, you may as well take AFmkII's or CR90's, which both are better platforms than the MC30c for that.
Upgrades:
Grade: B
Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers. Honestly, there's not much more you could want for this thing. This is a plethora of options, and gives you everything you need. I don't see turbolasers getting the greatest use on this ship, but that defensive retrofit slot will be very nice if you have a few extra points and want to see your ship last a little longer. The only thing this ship is missing is a Support slot. Being able to upgrade that 3 engineering to 4 would really have been nice considering this ship's dependency on its shields. Redundant Shields helps though, but it's an expensive 8-point upgrade on this small ship.
Speed/Maneuvering:
Grade: wtf?
Okay, here this thing gets a little wonky. I mean like, this is the strangest maneuvering setup I've seen thus far. I'm not even going to go into describing the entire thing, you can look it up yourself. It's just way weird. Having four speeds is always nice, but this thing is lacking a lot of maneuverability that a close-range ship needs to have. Navigate tokens/commands are a definite need for this ship to be used well, I think. Speed 3 will be your friend, with -/I/II for your clicks, allowing you to move quick yet maneuver well enough to line up good shots. Drop down to speed 2 with a navigate after your initial broadside so you can slow down a bit an give yourself an extra yaw to place yourself right where you want to be: behind your enemy.
Misc Stats
Grade: C-
Command value of 2 is to be expected, nothing to write home about. Squadron value of 1 is always disappointing, as it limits our options, but squadron support isn't the job of this ship in our fleet, so that's also to be expected. Engineering at 3 is a good stat for this thing. Anything less would have been terrible, but man, still wishing it had the Support option to move it up to 4 to help with multiple shields. Anti-squadron firepower is a bit lackluster at one blue.
Final Thoughts
This ship certainly is the redheaded stepchild of the Rebel Fleet. Every other ship in your fleet is going to be trying to keep to mid-long range, while this one's best designed to in and brawling up close. The problem, of course, with that is it's left as an easy target when no other options are in range. With its speed, however, I see it doing best at flanking, moving in behind the enemy fleet, and working at finishing the off opponents weakened by your long-range firepower. The key will be in being patient and waiting for the opportune moment.
ACM+Ordnance Expert is definitely the way to go on this ship, I think. May be fun to run a fleet of 5 of these things with Mon Mothma.
Edited by Viratin