What is being said is that the Gladiator is very offensive while the MC30 is a defensive based ship.
Add onto that the MC30 is more of a long game ship that deals in taking out very big slow targets while the GSD (Demolisher mainly) is best at taking out small to medium targets that can't outrun it.
MC30c: The redheaded stepchild of Wave 2
A ship throwing five dice isn't defensive.What is being said is that the Gladiator is very offensive while the MC30 is a defensive based ship.
Add onto that the MC30 is more of a long game ship that deals in taking out very big slow targets while the GSD (Demolisher mainly) is best at taking out small to medium targets that can't outrun it.
Just because it throws 5 dice does not mean it is aggressive.
The amount of dice a ship throws is not a determinate of what a ship is designed for.
You don't go aggressive with the MC80 do you? You can use it in a way that lets you be aggressive with it but you don't go "**** the torpedoes full speed ahead!"
Edited by LyraeusI tend to see any ship with three black dice on each side arc as an aggressive, offensive ship. I think an effective strategy is to put Rieekan on a larger ship (Mc80 or ASF), and use one or two Mc30 Torp Frigates with Rapid Reload and Ordnance Experts. With Rieekan, you're guaranteed to live long enough to get some good shots. With minimal upgrades, you're not investing too much in any one ship. I see the purpose of this ship to get in, kill something (preferably something big), and then attempt to get out at speed 4...but most likely die. It's generally a sacrificial ship.
This strategy is a bit of a gamble, but if you get in and kill what you're hoping to kill, you have a better chance of surviving to do it again.
I don't see the MC30 as a ship of the Akbar line. It's wasted points. Just get another MK2b for 3 more points.
I'm not sure I agree, which is to say if you are going to run MK2Bs with Ackbar, taking a single red-die MC30 might be worth it to discourage people from getting close indiscrimantely.
People will try it anyways, but for the AFII line, it might be ideal to have a counter-shrimp.
If you're going to be double-arcing with the MC30 anyway, why not take expanded launchers? It may not have the guaranteed damage that ACM or APT does but that's seven black (and with ordinance experts, rerollable) dice attacking a single arc. Add XI7 turbolasers and an Intel Officer to force some very painful decisions.
Was thinking two torp shrimp to dive head. Figure go engine tech amd be at speed two for turn one. Bank a nav token, turn two get a nav dial. Use token and dial to increase speed to four. And jump into the middle of the imp fleet unload then engine tech out or not. Follow up with mc80 and defiant going last. Might need to give it a mav dial and engine tech to get a speed two plus 1 movement done.
Really was lookinh for the mc30 to have a shoot move shoot action like the glad.
I seriously doubt there's going to be another shoot move shoot effect in the game. Almost certainly not for rebels as they have riekken/ mothma who offer alot more for survivability than motti gives.
It's simply too powerful of an ability to give out.
As the only ordnance upgrade-able reb ship, I'm really looking forward to having them just to increase options. More importantly, much like the neb-b, because it's pretty, I'll figure out a use for it after it's in hand
. Maybe I'm just too new to the game, but the game seems so well-balanced to me that it really comes down to what you do with your ships more than what ships you bring.
Personally, I know the reason I'm going to get some '30s is I think AF mkII's are ugly and the mc30 is in the same points range!
I really do think that the points costing of a ship is equally based on what it offers the faction in particular, not just what it can plainly do (i.e. how it interacts with other ships is just as important as the ship itself). In that sense, for example, I think if a neb-b ever ended up on the imperial side, it would most likely need a different point cost for the exact same ship.
If you're going to be double-arcing with the MC30 anyway, why not take expanded launchers? It may not have the guaranteed damage that ACM or APT does but that's seven black (and with ordinance experts, rerollable) dice attacking a single arc. Add XI7 turbolasers and an Intel Officer to force some very painful decisions.
The reason for Assault Proton Torpedoes are for some pretty amazing damage cards such as Projector Misaligned, Faulty Countermeasures, Structural Damage, Comm Noise, and Shield Failure.
Each of those mess up the ship you are attacking. Shield Failure and Projector Misaligned can actually cause a ship to get destroyed.
Just because it throws 5 dice does not mean it is aggressive.A ship throwing five dice isn't defensive.What is being said is that the Gladiator is very offensive while the MC30 is a defensive based ship.
Add onto that the MC30 is more of a long game ship that deals in taking out very big slow targets while the GSD (Demolisher mainly) is best at taking out small to medium targets that can't outrun it.
The amount of dice a ship throws is not a determinate of what a ship is designed for.
You don't go aggressive with the MC80 do you? You can use it in a way that lets you be aggressive with it but you don't go "**** the torpedoes full speed ahead!"
MC80 has the firing arcs of a VSD strapped to it's side. Of course I get aggressive with that. And unlike it's four hulled little brother I don't have to worry about making a mistake and getting one-shot'd.
Just because it throws 5 dice does not mean it is aggressive.
A ship throwing five dice isn't defensive.What is being said is that the Gladiator is very offensive while the MC30 is a defensive based ship.
Add onto that the MC30 is more of a long game ship that deals in taking out very big slow targets while the GSD (Demolisher mainly) is best at taking out small to medium targets that can't outrun it.
The amount of dice a ship throws is not a determinate of what a ship is designed for.
You don't go aggressive with the MC80 do you? You can use it in a way that lets you be aggressive with it but you don't go "**** the torpedoes full speed ahead!"
Try it out. Last time I used it aggressively, it ended pretty badly.
Try it out. Last time I used it aggressively, it ended pretty badly.MC80 has the firing arcs of a VSD strapped to it's side. Of course I get aggressive with that. And unlike it's four hulled little brother I don't have to worry about making a mistake and getting one-shot'd.Just because it throws 5 dice does not mean it is aggressive.A ship throwing five dice isn't defensive.What is being said is that the Gladiator is very offensive while the MC30 is a defensive based ship.
Add onto that the MC30 is more of a long game ship that deals in taking out very big slow targets while the GSD (Demolisher mainly) is best at taking out small to medium targets that can't outrun it.
The amount of dice a ship throws is not a determinate of what a ship is designed for.
You don't go aggressive with the MC80 do you? You can use it in a way that lets you be aggressive with it but you don't go "**** the torpedoes full speed ahead!"
I want to know how you are all getting destroyed so bad with the MC30. I'd like to hear the situation you put it under.
2 evades and 2 redirects. Not the best as is I agree but add in Foresight.
(Vic II shooting)
Long range:
It's pretty much pointless to attack it because 3- dice, lock down 1 Evade and then it throws the other 2 away. Maybe 1 damage
Medium range:
This is where things get intresting: 3 red: I'll give 1 Crit, 1 Blank, 1 Double hit 3 Blue: 1 Hit, 1 Acc 1 Crit Thats 5 damage Force the double reroll land the crit: You get 2 hits now. So now it's 4 damage. I use 1 redirect and now I lose 2 shields one a side not facing anything and 1 on two other sides.
Total damage 5 shield out of the 11. this it not reparing either so it could only have lost 3 shields at this point.
Short range:
I'm going to do a Vic's front arc because if you are in the front arc again at the range you messed up. But I'll show a way to have that forgiven
We'll give the same damage as Medium since same guns firing
5 damage with one redirect ignored. Spend the redirect you can and drop all your shields down expect one and take 1 crit, 1 hit
Thats 3 rounds of shooting from a Vic and the MC30 Foresight took Hull damage not destroyed but 1 crit card 1 hit. Yes, I know you can roll better; yes, you can get more ACC but this is easy beleivable damage. Not gimping the dice rolls but not making them great eaither. Also this is no repairing and teh Vic hitting the same side each time. If he shot a diffrent side for any reason the MC30 could have no shields but full hull.
Throw Home One in the picture with Projection Experts and give the MC30 2 shields a turn and have it repair for 1 and moving another over from a non-facing side, Thats 3 damage a turn that just gets repaired. Severally gimping the damage 1 ship can do to it. If a Vic does 5 damage for 2 turns and you repair 3 shield a turn then you've lost 4 shields in 3 turns of a Vic shooting at you. Meaning your hull is intact and you can take shots from a second Vic. (Ignoring the first turn of shooting because it repaired that on it's own or Home one did)
Which leads me to this:
It's a hunter, but not one that works independently from the fleet. You have to support it but it will plink shields from a far and then get in it dropping it's missiles on an unshielded surface. Then fly away to do it again turn 5-6 hopefully. You can't send it alone, give them a goldfish to snack on too. If you can jam Yavaris and B-wings or the like in it, then you make them wonder what they should kill first. 2 Goldfish really make it hard to care about the little MC30 doing 2 damage to a shield.
Ignore me
Edited by OgRib