How do you build your Fish Ships?

By Cuthawolf, in Star Wars: Armada

I dunno, I've cranked up the speed on an ISD when I was at risk of a CR-90 getting in my rear arc and left it in the dust while I drove off. The MC80 will have less of a chance to escape, but the ISD can book it if it has to and the commander is awake to being flanked. Just as long as that ISD has a chance to escape somewhere.

The MC30 is an odd duck. I'm reading a few local reports about how fragile they are and apart from the Foresight special combo, the only thing I can think of is to never take them without Mon Mothma. As it's been pointed out, the MC30's most effective range is also the most lethal to the ship. Anywhere other than a target ship's vulnerable arc is the most dangerous for the MC30.

I dunno, I've cranked up the speed on an ISD when I was at risk of a CR-90 getting in my rear arc and left it in the dust while I drove off. The MC80 will have less of a chance to escape, but the ISD can book it if it has to and the commander is awake to being flanked. Just as long as that ISD has a chance to escape somewhere.

The MC30 is an odd duck. I'm reading a few local reports about how fragile they are and apart from the Foresight special combo, the only thing I can think of is to never take them without Mon Mothma. As it's been pointed out, the MC30's most effective range is also the most lethal to the ship. Anywhere other than a target ship's vulnerable arc is the most dangerous for the MC30.

The best approach with the MC30 will be from whatever angle has the least amount of return fire. From there, you're letting the dice gods will the way.

Foresight is almost mandatory on the ship because redirecting to two adjacent sides with redir on a ship with 3/3/3/2 shields is godlike.

On the bigfish though, I highly suggest everyone think really deeply about taking Engine Techs every time you even consider taking the ship. The amount of versatility this upgrade adds to the MC80 is gigantic, and it allows you to setup slicing shots from both broadsides when flown correctly. Otherwise, you're just playing with half the ship.

Is anyone holding off on sicking the dogs as it would be?

I mean if something is fragile, don't you think putting it in positions where they have to pick a target and possibly the MC30 isn't the best choice? Sounds like everyone is just launching it aimlessly like an Imp player who doesn't understand an unsupported Glad is a dead man walking.

I mean my experience is vs myself and Wave 1. Maybe wave 2 really makes that much of a difference. But I don't think so.

Is anyone holding off on sicking the dogs as it would be?

I mean if something is fragile, don't you think putting it in positions where they have to pick a target and possibly the MC30 isn't the best choice? Sounds like everyone is just launching it aimlessly like an Imp player who doesn't understand an unsupported Glad is a dead man walking.

I mean my experience is vs myself and Wave 1. Maybe wave 2 really makes that much of a difference. But I don't think so.

Yup, this is exactly the right way to use it. You keep the shrimp close in to the MC80/AF2 gunline until the turn before that 2-ISD list is going to smack into it, then kick up to speed 3-4 directly at the nose--or side arc, if positioning allows--of the ship you're going to kill, and clog the alien death cannon with your wreckage.

Once again, just like everything else in the game, it's all about Mass.

Gunnery Team obviously counters this particular tactic, but that's a whole other discussion.

Is anyone holding off on sicking the dogs as it would be?

I mean if something is fragile, don't you think putting it in positions where they have to pick a target and possibly the MC30 isn't the best choice? Sounds like everyone is just launching it aimlessly like an Imp player who doesn't understand an unsupported Glad is a dead man walking.

I mean my experience is vs myself and Wave 1. Maybe wave 2 really makes that much of a difference. But I don't think so.

Yup, this is exactly the right way to use it. You keep the shrimp close in to the MC80/AF2 gunline until the turn before that 2-ISD list is going to smack into it, then kick up to speed 3-4 directly at the nose--or side arc, if positioning allows--of the ship you're going to kill, and clog the alien death cannon with your wreckage.

Once again, just like everything else in the game, it's all about Mass.

Gunnery Team obviously counters this particular tactic, but that's a whole other discussion.

Gunnery Team pretty much comes stock on ISD-IIs, and the 120 degree front arc will need quite a bit of positioning before the MC30c can reach combat on its side arcs. Ideally you approach from the side and get a sweet double arc, then go out the ISD's behind to get another black-heaby broadside, and then try it again next round. You will most likely not get a second chance before the game ends though, so on the approach turn you really need to do some heavy damage.

When we talk about the MC80/MC30, i wonder how many players are managing to take it with an initiative bid. I know that my primary concern is always Initiative because I want to ensure that i always have the best opportunity to hit a critical target. And yet, whenever I take the MC80, making it really amazing always involves me getting right up to the points cap.

I don't have this same problem with ISDs I can take 3 ISDs and still have anywhere from 5-10 points for First Player. Rebels seems like they live or die by their card combos though. Imperials play the cards they want to combo and then decorate them with upgrades.

When we talk about the MC80/MC30, i wonder how many players are managing to take it with an initiative bid. I know that my primary concern is always Initiative because I want to ensure that i always have the best opportunity to hit a critical target. And yet, whenever I take the MC80, making it really amazing always involves me getting right up to the points cap.

I don't have this same problem with ISDs I can take 3 ISDs and still have anywhere from 5-10 points for First Player. Rebels seems like they live or die by their card combos though. Imperials play the cards they want to combo and then decorate them with upgrades.

The new ISDs just beg to be pushed forward and throw dice. The MC80, not so much. I find the ISD to be MUCH easier to fly compared to the ISD because of the nature of the **** beast.

I think with the MC80/30, you're absolutely right. The initiative bid is very important as you really want to get into a good position from shooting and moving first.