Fun with MC-30s - double battle report

By shmitty, in Star Wars: Armada

I managed to get in a pair of games last night with an MC-30/Mon Mothma build and it did pretty well. It was tricky but fun to fly.

Battle report and pictures here: http://concentratefire.blogspot.com/2015/12/fun-with-mc-30s.html

I think with a little more practice they could really be a deadly ship, but the margin for error is pretty darn low.

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"now you ****ed up"

thanks for the report, that pic in particular just tickled me :P

Edited by ficklegreendice

Yeah, that was pretty grim. First time I had seen a 134 pint Rhymer ball. It's impressive, but even with both VSDs commanding it, couldn't hurt me fast enough to keep me from taking him apart.

Great reports. I have a similar build to try out. I looked at Foresight and Mon Mothma and I knew I had to do a swarmy list with lots of evading.

I haven't play Wave 2 yet but looking at the paper stats, MC30 is the Rebel's GSD.

Got 1. Might be getting another on Friday. Couldn't get 2 since it won't fit into my bag

Awesome!!! I got 2 MC30s, I've been trying to think of how to make them work best. I think if you have 1 MC30, you should try ackbar. But two... I think Mon Motha is a better choice.

Also, Lando is awesome.

Any other tips on flying them and listing them?

Awesome!!! I got 2 MC30s, I've been trying to think of how to make them work best. I think if you have 1 MC30, you should try ackbar. But two... I think Mon Motha is a better choice.

Also, Lando is awesome.

Any other tips on flying them and listing them?

I think you are correct. I've used one with Ackbar to good results, but Mon Mothma made the most sense with two of them.

I'm looking forward to more games with them, but I have to say that having more activations will be important to getting the most out of the MC-30. I was pleased that I was able to make them work going both first and second. Going first was easy as you could just move into close range and unleah the pain. Going second still works fine though. Many ships have predictable movement and it wasn't hard to set myself where the opposing ship had to move into my close range.

The MC-30 and TRC equipped CR-90a go really well together. The CR-90 gets the extra activations that you need and has the long range firepower that allows you to concentrate your firepower on whatever the MC-30 is ambushing.

The list really wants more Rogues in it as well. Not sure I am going to buy multiple R&V packs, but if I keep playing this I may have to.

honestly in doubt about the efficiency of rogues in general (except bossk; he's a monster)

the YT-2400 specifically, however, is just all-around excellent. It is overpriced to account for Rogue, but it's also just incredibly well rounded at 6 health, 4 anti-squadron dice and 4 speed

Yeah, that was pretty grim. First time I had seen a 134 pint Rhymer ball. It's impressive, but even with both VSDs commanding it, couldn't hurt me fast enough to keep me from taking him apart.

Man, I usually get woozy after a few pints, that must be a humdinger of a hangover.

Glad to hear TRCs & Mothma get along well - love flying the smaller faster ships to make the enemy's head spin.

Great report - thanks for that!

I'm testing a similar list and have come to many of the same conclusions, though my build philosophy is different enough to perhaps be worth mentioning. I'm running Rieekan, which means the shrimp have less survivability getting into close range (compared to Mothma), but will last just a bit longer once there.

As a result I ran upgrade heavy, with as many points devoted to survivability on the approach as I could fit in. That meant Admonition & Wallex Blissex, and Foresight with Lando. It worked fairly well, with Admonition surviving a volley by discarding 3 tokens, and gaining one back next round via Wallex.

Being very aggressive, and positioning the frigates where your enemy is going (and not in a stern chase) were the keys to victory. That and Rieekan - an already dead Foresight put ~12 points of damage onto an MC80, taking out its last hull point with an APT crit.

I think it might be worth dropping one of the CR90's for more fighter cover, and throwing Yavaris onto the Neb. 4 ships is enough to out-activate 75% of the lists you'll face (probably), and having 6-8 (or more) squadrons means you can usually out-deploy them as well. The best of both worlds. Yavaris + fighters makes for a pretty solid firepower core, especially when its flanks are protected by the frigates.

I will have to try Mon Mothma and see if the survivability is worth the cost and lack of Zombie-ism...

I think it might be worth dropping one of the CR90's for more fighter cover, and throwing Yavaris onto the Neb. 4 ships is enough to out-activate 75% of the lists you'll face (probably), and having 6-8 (or more) squadrons means you can usually out-deploy them as well. The best of both worlds. Yavaris + fighters makes for a pretty solid firepower core, especially when its flanks are protected by the frigates.

I found I was getting a lot of mileage out of that 5th ship. Especially given the overall fragility of the ships. I think it is important to be able to lose one and still have an activation advantage.

I'll probably have ot try the list with Rieekian at some point, although I was really happy with Mon Mothma in the list. She really made a difference over the course of the game.

Great update, gives me a lot to think about for this coming weekend. Good to hear smaller ship lists are still viable against today's behemoths.

That forward engagement just looked suicidal. Against both the ISD and the MC80. There was no way you could get the front arc if he was going to move that way.

Put your fleet on the corners to flank each side instead.