Mothma's MC-30s

By shmitty, in Star Wars: Armada Fleet Builds

Here's a list I will be trying out the next time I get to play:

MC-30 Scout

Mon Mothma

Foresight

Turbolaser Reroute Circuits

MC-30 Torpedo

Ordnance Experts

Assault Proton Torpedoes

CR-90a

Jaina's Light

Turbolaser Reroute Circuits

CR-90b

Overload Pulse

Nebulon-B Support

Jan Ors

2x X-Wing

YT-2400

Not entirely sure what to do with objectives, but I like the list. I'd probably use a 3rd CR-90 if I owned one rather than the Neb.

I would go with Most Wanted, Intel Sweep, and Hyperspace Assault

Most Wanted is perfect for your fleet. Make your cheapest ship your own objective and slap a bull's eye on the biggest nastiest enemy ship. You have the speed for a good Intel Sweep. Finally, send in your torpedo frigate and point blank range in Hyperspace Assault.

send in your torpedo frigate and point blank range in Hyperspace Assault.

If you are confident it will survive one Enemy Activation before it unloads.... You are Second player, after all...

Too often I've seen people with Yavaris-Bs dedicate to a Hyperspace Assault, and then find even their VSD target out of effective range with that one activation.

I've never actually used Hysperspace Assault myself. It seems like a good fit though and worth giving a try. I will say that I've never had it work very well against me.

No love for Admonition or Lando to keep those MC30s clingin to life?

send in your torpedo frigate and point blank range in Hyperspace Assault.

If you are confident it will survive one Enemy Activation before it unloads.... You are Second player, after all...

Too often I've seen people with Yavaris-Bs dedicate to a Hyperspace Assault, and then find even their VSD target out of effective range with that one activation.

There have been a couple postings of an mc30 jumping in directly in front of an ISD, surviving the ram and the arc, and then completely unloading both side arcs at once. Haven't done it myself, but worth a shot considering the pay off some people have seen.

Edited by Truthiness

There have been a couple postings of an mc30 jumping in directly in front of an ISD, surviving the ram and the arc, and then completely unloading both side arcs at once. Haven't done it myself, but worth a shot considering the pay off some people have seen.

I've heard it too, but I think I need to get the stuff and actually see it before I start believing it... It feels "too perfect" to me :D

From experience, Hyperspace Assault is something best reserved for a long range puncher such as Paragon or Salvation

depending on close range when the enemy gets the first activation isn't terribly great

also, I'd put MM on a less valuable ship (such as the support Neb) so you can be freer about using the powerful TLRC Scout

From experience, Hyperspace Assault is something best reserved for a long range puncher such as Paragon or Salvation

depending on close range when the enemy gets the first activation isn't terribly great

also, I'd put MM on a less valuable ship (such as the support Neb) so you can be freer about using the powerful TLRC Scout

Your point on range and Hyperspace Assault is a good one. I'd have brought the Salvation title if I could have snuck it in. That would make it the obvious choice for the objective. Even still, the Neb Support could work.

After getting in a couple of games with this list, I need to change around the squadrons. Without any ships that make good carriers, they kinda felt like wasted points. If I had them, I could go with 4x YT-2400s as Rogue ships would fit this fleet well I think.

As I don't, I'm not sure what to do. I was thinking Han, a YT-2400, and 2 A-Wings could work, but I'd need to come up with 2 more points for that and I'm unsure of what to drop.

I have been thinking about this and if you are sticking with hyperspace assault as one of the options - Han. Dash and YT-2400 are a combo im trying - my list has a carrier so im also running some A's but thinking if i get hyperspace the plan is to drop a MC30 with foresight and the above 3 ships- Han Kicks out and attacks at the start of the turn and then the rest follow. Just need to gear the ship up defensively to survive shooting etc.