MC30c goes *pop*

By DUR, in Star Wars: Armada

I like the Scout so far. It's a Gladiator comparable ship. It's a hunter, but it's not a monster. You need to use the fleet to put it into an advantage. It's plenty stout to take shots but also dishes it out once up close.

I don't think I'd have more than one in a fleet. It's just a hair too expensive to use like a pack of Glads. So far.

It should have been slightly cheaper, current costing it is very hard to see why you are taking it over an AF.

black dice, much better nav chart, smaller base; similar pain in the ass to kill at long range

I think it really needs a brace or 2 or all red dice, other then that its a fine ship that will be dead after one close attack run on any SDs unless you give the SDs other targets to shoot at. just my out look on it

I think it really needs a brace or 2 or all red dice, other then that its a fine ship that will be dead after one close attack run on any SDs unless you give the SDs other targets to shoot at. just my out look on it

why in god's name would you be anywhere near a star destroyer after making a close range salvo?

these guys aren't Demolisher, they shouldn't be ending their post-black dice activation right in front of an enemy. They should be shooting first, then jetting the hell out of there

which'll probably make initiative somewhat essential, since it lets you do silly things like speed 4 right in and then volley, speed 4/3 away on the next round before the enemy activates (provided he just doesn't die)

but on the other hand they can handle at least one close-range enemy activation. Hell, my Nebs do it all the time when taking it from the side, and these Shrimp have shields to spare!

Edited by ficklegreendice

The shrimp should be coming in most times as a flanker OR in a case where the opponent has to break off a previous engagement to attack it.

Fickle is right... It's not Demolisher. But you need to use it in a similar way. Without at least one turn in black dice range, you pissed away a lot of points. It's definitely less forgiving, but deadlier than a GSD.

Yeah, I think people (understandably) don't understand how to make this ship work yet. I've been using a pair of them in most games since Sullust, and I love them.

I feel like FFG nailed the Rebel glass cannon exactly right. Fairly weak offensively at long range but also quite safe there; much stronger but very vulnerable at close range. It has all the tools it needs to be extremely effective at hit and run tactics, but it sacrifices a lot of other things that are pretty important on most other ships (brace, hull) to get it. It is extremely customizable, and the two titles enable lots of different roles and great, interesting synergies with existing tools (Mon Mothma, Wallex Blistex, ECM).

I still maintain that the shrimp is going to come out as the MVP of Wave 2, not because it's overpowered and spammable, but because it has a very high skill cap. I think that very good players will be able to put these to spectacular effect, and I'm really excited to see the ensuing stories.

Edited by Ardaedhel

I think it really needs a brace or 2 or all red dice, other then that its a fine ship that will be dead after one close attack run on any SDs unless you give the SDs other targets to shoot at. just my out look on it

That is a fantastic roll even for an ISD.

I still think the assault frigate makes better use of Ackbar - for the same points (69 to 73), you get better unupgraded long range fire power and more survivability with shields, hull and brace.

That doesn't make the Mc30 a worse ship of course, it can quite happily stand in the gun line and then tack quickly to fire the blacks off, but this implies it hasn't dropped many shields in the long range engagement and would usually mean a price jump for ordnance and whatever other upgrades you want for it to fulfil the close range task also.

Just made a list and posted it in the list sub-fourms that is meant to use the MC30 as first player. . .

I still think the assault frigate makes better use of Ackbar - for the same points (69 to 73), you get better unupgraded long range fire power and more survivability with shields, hull and brace.

That doesn't make the Mc30 a worse ship of course, it can quite happily stand in the gun line and then tack quickly to fire the blacks off, but this implies it hasn't dropped many shields in the long range engagement and would usually mean a price jump for ordnance and whatever other upgrades you want for it to fulfil the close range task also.

you don't need any upgrades for that many black dice to do their work

just slap gunnery team as with the afmk2, possibly Foresight cause that **** is sexy, and go to work

I'm pretty stoked about the MC30. I think its going to be Super Effective.

Shrimp Frigate, I choose you!

Also, because I haven't seen it said, its another ship with two evades for TRC's. That's a plus.

Edited by Madaghmire

I am really wondering if I'll buy one. It's so expensive, no brace, moves badly at speed 4 .......... I just don't know!

Moves badly at speed 4? Nah, it has a great speed 4 move that actually is rather useful.

Um, no. Its the crappiest Yawing speed 4 to date. The only positive is distance, that it IS a speed 4 move. What's sillier than your statement is me taking the time to respond to it. Silly, silly, me.

Danno right of course ;)

Edited by Daft Blazer

I am really wondering if I'll buy one. It's so expensive, no brace, moves badly at speed 4 .......... I just don't know!

Moves badly at speed 4? Nah, it has a great speed 4 move that actually is rather useful.

Um, no. Its the crappiest Yawing speed 4 to date. The only positive is distance, that it IS a speed 4 move. What's sillier than your statement is me taking the time to respond to it. Silly, silly, me.

Armada has more depth than that.

I think it really needs a brace or 2 or all red dice, other then that its a fine ship that will be dead after one close attack run on any SDs unless you give the SDs other targets to shoot at. just my out look on it

I have not had a shrimp die in a single attack yet. Sure it can happen but that is a LOT of damage needed to do it. Let's see. . . Let's say XI7 Turbolasers at close range so no evade. . . Hmmmm 4 damage to clear shields and another 4 to kill the ship.

That is a fantastic roll even for an ISD.

That's an average roll for an ISD II with SW7 Ions and Conc Fire. (5 blues = 5 damage, so looking for 3 damage off 4 reds) Add in Vader and it's below average. Certainly not "fantastic".

Seriously people stop trying to justify the MC30 being flimsy.

It's not meant to be in your front arc, it has the speed not to be in your front arc. So if it is that is because of bad flying by the rebel player. The Oh I can one shot it if I get good dice rolls or the biggest pack of dice standard in the game can do it with upgrades can kill it. Seriously It's a childish game to try and prove a point that isn't a truly practical in game reality. And if your point does happen in game it's not because the ship is bad it is because the controller of the ship messed up or doesn't know how to fly the ship.

I think it really needs a brace or 2 or all red dice, other then that its a fine ship that will be dead after one close attack run on any SDs unless you give the SDs other targets to shoot at. just my out look on it

I have not had a shrimp die in a single attack yet. Sure it can happen but that is a LOT of damage needed to do it. Let's see. . . Let's say XI7 Turbolasers at close range so no evade. . . Hmmmm 4 damage to clear shields and another 4 to kill the ship.
That is a fantastic roll even for an ISD.

That's an average roll for an ISD II with SW7 Ions and Conc Fire. (5 blues = 5 damage, so looking for 3 damage off 4 reds) Add in Vader and it's below average. Certainly not "fantastic".

Also congratulations, you used 169 points to kill 63 points. Yup really great comparison there.

The MC30 can tank your side and rear arcs perfectly fine while destroying your shields and hull. It can run away when it needs to or stay between ships making itself a huge target while other ships can pound away on another side. It's a piece the opponent has to deal with but is pretty survivable if you don't run it dump strait up into a front firing arc.

Actual in game effect from the MC30 and Foresight:

For two turns tanked 2 Vic side Arcs and 1 Forward arc. Died not from shooting but from a bump.

8 damage from an ISD isn't enough to kill a shrimp

you need 8 damage from an X-17 ISD at close range

From my experience playing against the MC30, it works best on the flanks early on. You can use Evade/Redirect to handle early game plinking at long range as you accelerate into an attack run on a weak arc (for Imperials, the sides). Expanded Launchers is an expensive upgrade but facilitates using the MC30 as a "swoop around the flank, dive through the fleet" style of ship, easily able to line up front + side arc shots on its intended target and doing a lot of damage. Trying to dive it down the middle from straight on (to use both broadsides) is risky business, especially doing so in the early game.

Plus the ability to combine turbolaser and ordnance upgrades on a fast ship that can throw out a lot of dice is not to be overlooked. Anything with +dice (Expanded Launchers, Rapid Reload) and XI-7s or Heavy Turbolasers gets ugly. Orndance Experts is also a solid upgrade.

I was refuting that an ISD would need a "fantastic" roll to 1 volley a shrimp. It doesn't. X17s and SW7 ions will hardly be rare upgrades on an ISD. The shrimp shouldn't ever be in that position, I agree, but if it is, then a good percent of the time it's going down.

I don't have one yet, but my philosophy is to buff MC30s from other ships as much as possible. Mon Motha, projection experts, etc. Build them to last, but don't expect them to last. I like the two titles, or one upgrade max on it.

That's a good philosophy, Tran, I like it. I will probably almost always take an ordnance upgrade and ordnance experts, but other than that, buffing them from outside seems like a great way to mitigate the points risk they carry.

Foreskin is clearly great, but admonition, 8 points to loose a defence token, just to remove one die? Is that good? I suppose, that 1 or 2 points of damage could be enough to let you live for another turn.......

Foreskin is clearly great, but admonition, 8 points to loose a defence token, just to remove one die? Is that good? I suppose, that 1 or 2 points of damage could be enough to let you live for another turn.......

Uhh...check the spelling on that title. Seriously.

Edited by Jedhead

Foreskin is clearly great, but admonition, 8 points to loose a defence token, just to remove one die? Is that good? I suppose, that 1 or 2 points of damage could be enough to let you live for another turn.......

Especially when that might be an Evade token you've already Spent this Turn to get rid of One Die already...

Foreskin is clearly great, but admonition, 8 points to loose a defence token, just to remove one die? Is that good? I suppose, that 1 or 2 points of damage could be enough to let you live for another turn.......

I guess every Upgrade is useful when its situation comes up. Its value becomes personnal preference, but sometimes hard maths reveal a winner. Could be Im missing someting too, but its Foresight over Admonition for me all day.