Really not sold on the MC80

By Cuthawolf, in Star Wars: Armada

the MC-80 and ISD are basically centerpiece ships, they're not there to do something as basic as clobber something to death (the medium ships are more efficient for that); they're giant swiss army knives

for the MC-80, that means working with other squadrons and ships. With titles such as Independence and Home One such is obvious, but even Defiance indirectly "supports" your bombers by letting you lay waste to a ship in a single activation.

from what I can see, the MC-80 "template" is

Command Cruiser (106)

ECM (7)

Defiance/Independence/Home One

Boosted Comms if Defiance or Independence

[120-124]

run with 3/4 Silly H-6s if Defiance; B-wings if Independence

This thing isn't a hammer, it seems tailor made to operate behind a screen of some sort (definitely 3 Nebs, for me) and wreck havoc with its battery armaments (especially if enemies try to jump on your screen) and squadron cohorts

with squadron support, the large ships have the greatest chance in the game to wipe out an offending ship before it activates

remember, if you're just looking for a stick to whack someone with, the MC-80 is not your gal. She's more of an ornate plaque, a commanding focus of a room's decor upon which you can mount your opponent's skull

Edited by ficklegreendice

You can give us examples of how you build it and fly it. We can give you tips and such that way if you want. We can always say fly it like us but you might not like it they way we play it.

Let's see...the first time I brought it out I think it was an Assault Cruiser: Ackbar, Defiance, ECM, Advanced Projectors and Engine Techs. The Redemption followed it around with Projection experts, but it wasn't really needed. Sadly it ended up off the board because I'm the worst Armada player. Second was the Command Cruiser in a 300 point Fighter list: Improved Comms, Advanced Projectors, General Dodonna...think that was it. It had an Escort Frigate, 4 X-Wings and 4 Y-wings. Unfortunately my opponent put both Gladiators in the Fleet Ambush zone and was on top of me from minute one. They both died, but so did the MC80. Todays fiasco was Assault Cruiser: Ackbar, ECM, AP, XX-9, Home One. Supported by a gunnery Assault Frigate, 4 A-wings and two Corvettes. Contested outpost meant they could just concentrate all their firepower into the MC80 and the cookie cutter Demolisher shot at range, flew up and dumped side to side, then activated first and did front to side and side to side before boxing it in.

Edited by Cuthawolf

Try Assault MC-80 w/Ackbar and 2 AF2s in a gun line. Focus down one enemy at a time.

the MC-80 and ISD are basically centerpiece ships, they're not there to do something as basic as clobber something to death (the medium ships are more efficient for that); they're giant swiss army knives

for the MC-80, that means working with other squadrons and ships. With titles such as Independence and Home One such is obvious, but even Defiance indirectly "supports" your bombers by letting you lay waste to a ship in a single activation.

from what I can see, the MC-80 "template" is

Command Cruiser (106)

ECM (7)

Defiance/Independence/Home One

Boosted Comms if Defiance or Independence

[120-124]

run with 3/4 Silly H-6s if Defiance; B-wings if Independence

This thing isn't a hammer, it seems tailor made to operate behind a screen of some sort (definitely 3 Nebs, for me) and wreck havoc with its battery armaments (especially if enemies try to jump on your screen) and squadron cohorts

with squadron support, the large ships have the greatest chance in the game to wipe out an offending ship before it activates

remember, if you're just looking for a stick to whack someone with, the MC-80 is not your gal. She's more of an ornate plaque, a commanding focus of a room's decor upon which you can mount your opponent's skull

Haha best summary ever.

I think boosted comes works very well with Independence - it can give you flexibility in your setup as well as during the game. Being able to give squadron commands and stay out of long range of your opponent.

Play testing (so yes, ideal circumstances and no enemy squadrons) I took down an ISD on turn 3 with is his combo. Your opponent won't be expecting 4 Bwings in his face on turn 2!!

Sprinkle some Intel with the HWK, or use Awings to tie up ties.

Ackbar, Home One and Assault Frigates is flat out devastating so far. Massive, long range and extremely hard to mitigate damage.

I'm also looking forward to using double MC80 + fighters quite a bit. Probably Defiance Assault and Independence Command setups.

I appreciate reading all the experience with the new ships. And makes me wonder how many guys won those ships already? Looks like...well, everyone. :)

I picked it over the ISD in my first Sullust, dont regret it for a second :D

Try Assault MC-80 w/Ackbar and 2 AF2s in a gun line. Focus down one enemy at a time.

read about it here

Try Assault MC-80 w/Ackbar and 2 AF2s in a gun line. Focus down one enemy at a time.

I did that. . . Killed 2 ISD's that way. . . Felt dirty. . . read about it here

Yeah I feel the same way when I use Ackbar.

Just don't seem fair. Not that I'm bothered by sentiment ;)

Just don't seem fair. Not that I'm bothered by sentiment ;)

A few quick thoughts:

  • Seems like a point sink. Don't fall for it.
  • Home One should be enraging for the opponent in the right list. By which I mean AFIIs with Ackbar and XI-7s. Don't put Ackbar on Home One. Make them spread their focus.
  • ECM might be the only upgrade to run other than a title.

Edit:

Ha! Yes! Finally!

Look, it's easy to say that the MC80 really hit a ship hard but OP nailed it. That beast is a point sink nightmare. "But Drunk Tarkin, if you put these four upgrade cards on it and use Ackbar it throws so many dice! Plus, you're drunk!" Yes, yes I know - just give it time. People will be four-gupping with Ackbar instead soon. For squadron command and toileting it just doesn't stack up and becomes the big target that your opponent has to destroy to either pull a big win or nullify the two or three ship-kills worth of points its owner might have racked up.

The success stories will all come down to "I hit a ship with XI7 and it totally blew up!"

I found your totem animal:

tumblr_mdd24uKyki1rjxckmo1_1280.jpg

Edited by Reinholt

A few quick thoughts:

  • Seems like a point sink. Don't fall for it.
  • Home One should be enraging for the opponent in the right list. By which I mean AFIIs with Ackbar and XI-7s. Don't put Ackbar on Home One. Make them spread their focus.
  • ECM might be the only upgrade to run other than a title.

Edit:

Ha! Yes! Finally!

Look, it's easy to say that the MC80 really hit a ship hard but OP nailed it. That beast is a point sink nightmare. "But Drunk Tarkin, if you put these four upgrade cards on it and use Ackbar it throws so many dice! Plus, you're drunk!" Yes, yes I know - just give it time. People will be four-gupping with Ackbar instead soon. For squadron command and toileting it just doesn't stack up and becomes the big target that your opponent has to destroy to either pull a big win or nullify the two or three ship-kills worth of points its owner might have racked up.

The success stories will all come down to "I hit a ship with XI7 and it totally blew up!"

I found your totem animal:

tumblr_mdd24uKyki1rjxckmo1_1280.jpg

I am in agreement with this. Home One is a HUGE boon. With all the red dice being tossed, Blanks WILL happen and then Home One is great. Some times even with all hits getting that accuracy is still great to have!

A few quick thoughts:

  • Seems like a point sink. Don't fall for it.
  • Home One should be enraging for the opponent in the right list. By which I mean AFIIs with Ackbar and XI-7s. Don't put Ackbar on Home One. Make them spread their focus.
  • ECM might be the only upgrade to run other than a title.

Edit:

Ha! Yes! Finally!

Look, it's easy to say that the MC80 really hit a ship hard but OP nailed it. That beast is a point sink nightmare. "But Drunk Tarkin, if you put these four upgrade cards on it and use Ackbar it throws so many dice! Plus, you're drunk!" Yes, yes I know - just give it time. People will be four-gupping with Ackbar instead soon. For squadron command and toileting it just doesn't stack up and becomes the big target that your opponent has to destroy to either pull a big win or nullify the two or three ship-kills worth of points its owner might have racked up.

The success stories will all come down to "I hit a ship with XI7 and it totally blew up!"

I found your totem animal:

tumblr_mdd24uKyki1rjxckmo1_1280.jpg

I am in agreement with this. Home One is a HUGE boon. With all the red dice being tossed, Blanks WILL happen and then Home One is great. Some times even with all hits getting that accuracy is still great to have!

I agree 100% with this you always want at least 1 accuracy because if you roll 8 hits all of a sudden they are braced and now you are down to 4, but 1 acc +7 hits means 7 points of damage (minus whatever other defense tokens are spent of course)

I haven't tried home one yet because it seems hard to fit enough allied ships in to take advantage of the ability. But maybe double assault frigate is enough

I haven't tried home one yet because it seems hard to fit enough allied ships in to take advantage of the ability. But maybe double assault frigate is enough

I haven't tried home one yet because it seems hard to fit enough allied ships in to take advantage of the ability. But maybe double assault frigate is enough

My article has the list I used which had 2 Assault Frigates and an MC80. All were upgraded with XI7 Turbolasers and we're doing really well!

I personally can't wait to try my CR90 & double NebB list with Home One. That "auto" Accuracy is just so nice.

Edited by coastcityo

you can get Akbar, a command variant Home One with two Afmk2-Bs (gunnery teams) AND a cr-90a all wrapped up with four A-wings

you can get Akbar, a command variant Home One with two Afmk2-Bs (gunnery teams) AND a cr-90a all wrapped up with four A-wings

42 dice at medium. I like it. Not to mention a Motti Value of 8 and a Garm value of 13.