12-die broadside MC80

By eliteone, in Star Wars: Armada

I haven't picked up my MC80 yet, but I can't wait to get her on the field...soon, very soon. I'm so excited for wave 2 I've been playing with a few set ups for the MC80, and just for S&Gs I tried to see how many dice I could smash out in one go with the MC80.

With this set up: MC80-Assault, Ackbar, Antilles, Leading Shots, Enhanced Armament and Defiance; with a Command Dial set to Concentrate Fire, a Concentrate Fire Command Token (from Antilles) shooting from the broadside at an already activated ship, I count 12 dice.

There are a ton of variables that have to happen, and it might not be effective unless conditions to pull it off go your way, and you still need to suffer through RNG...but I am going to try this out with one of my lists.

seems incredibly excessive

just Defiance and Heavy turbolaser turrets are enough to put the hurt on even ISDs, plus leading shots if you don't like RNG

for Akbar, you'll get far more mileage out of Home One buffing all your other ships

Edited by ficklegreendice

4 Red + 2 Blue (Base)
+
2 Red (Ackbar)

+

1 Red (Enhanced Armaments)

+

1 Any Choice (Defiance)
+

1 Any Choice In Pool (Con. Fire)

11 Dice.

Concentrate Fire "Token" is merely a Reroll.

seems incredibly excessive

I wonder if there would be some kind of psychological advantage, making your opponent back off OR over commit to engage and take out the threat. Must test.

4 Red + 2 Blue (Base)

+

2 Red (Ackbar)

+

1 Red (Enhanced Armaments)

+

1 Any Choice (Defiance)

+

1 Any Choice In Pool (Con. Fire)

11 Dice.

Concentrate Fire "Token" is merely a Reroll.

Ah crap, forgot that it's only a re-roll.

4 Red + 2 Blue (Base)

+

2 Red (Ackbar)

+

1 Red (Enhanced Armaments)

+

1 Any Choice (Defiance)

+

1 Any Choice In Pool (Con. Fire)

11 Dice.

Concentrate Fire "Token" is merely a Reroll.

Ah crap, forgot that it's only a re-roll.

Still impressive most impressive!

By my count, an ISD can get to 10 - with slaved turrets and conc fire. Kinda sucks as you want XI7 instead of slaved turrets and have to give up a second attack, which the ISD does NOT want to do. So, really 9. And the big advantage of going SPD 3 is negated over an MC80 due to the rebel getting engine techs. So, you *have* to stay to the front of the MC80, which means you have to work harder. I actually am ok with that as it changes the dynamic the Victory forced us to. I am also ok with the rebels continuing to have the best raw ship in the game (AFII, now MC80) as it makes it easier to talk smack to them. :)

but that MC80 has to be spamming Nav commands / tokens for those engine techs, it won't be running away and repairing

By my count, an ISD can get to 10 - with slaved turrets and conc fire. Kinda sucks as you want XI7 instead of slaved turrets and have to give up a second attack, which the ISD does NOT want to do. So, really 9. And the big advantage of going SPD 3 is negated over an MC80 due to the rebel getting engine techs. So, you *have* to stay to the front of the MC80, which means you have to work harder. I actually am ok with that as it changes the dynamic the Victory forced us to. I am also ok with the rebels continuing to have the best raw ship in the game (AFII, now MC80) as it makes it easier to talk smack to them. :)

I have yet to back able to play Imperials but, own 2 of everything core, wave 1 and, wave 2. One day I will be able to serve the empire. Lol

seems incredibly excessive

I wonder if there would be some kind of psychological advantage, making your opponent back off OR over commit to engage and take out the threat. Must test.

Nah, I'd run right down the throat of that thing guns blazing. Playing footsie with that much ranged firepower is a fools bet.

Best to get stuck in and let your own firepower do its job.

Isd devastator can reach 13! Dice!:)

8(base)

+

4(davastator)

+

1(con fire)

=

13

Edit : 14 with slaved turrets

Edited by clontroper5

15 tie fighters = 15 dice and it's cheaper ;-p

Isd devastator can reach 13! Dice!:)

8(base)

+

4(davastator)

+

1(con fire)

=

13

Edit : 14 with slaved turrets

Fourteen rerollable dice, with Vader! D: That thing is... terrifying.

15 tie fighters = 15 dice and it's cheaper ;-p

And much shorter ranged, and far more fragile, and far more susceptible to being tied up. But it also doesn't have to worry as much about as activation priority, and is faster..

I do enjoy how there's lots of ways to go about things....

VSD I can hit 11, for the low low price of 98 points.

15 tie fighters = 15 dice and it's cheaper ;-p

And much shorter ranged, and far more fragile, and far more susceptible to being tied up. But it also doesn't have to worry as much about as activation priority, and is faster..

I do enjoy how there's lots of ways to go about things....

But if you're taking the ISD-I with Devastator, I don't think you care at that point. It should be driven in every way and form as a freight train with no brakes.

Isd devastator can reach 13! Dice! :)

8(base)

+

4(davastator)

+

1(con fire)

=

13

Edit : 14 with slaved turrets

Fourteen rerollable dice, with Vader! D: That thing is... terrifying.

Not rerollable as you would have no def token to spend. So 13 rerollable

15 tie fighters = 15 dice and it's cheaper ;-p

And much shorter ranged, and far more fragile, and far more susceptible to being tied up. But it also doesn't have to worry as much about as activation priority, and is faster..

I do enjoy how there's lots of ways to go about things....

no problem. 13 tie fighters and Rhymer. so 13 blue 1 black at medium :P

Isd devastator can reach 13! Dice! :)

8(base)

+

4(davastator)

+

1(con fire)

=

13

Edit : 14 with slaved turrets

Fourteen rerollable dice, with Vader! D: That thing is... terrifying.

Not rerollable as you would have no def token to spend. So 13 rerollable

Good point. :)

Deleted

Edited by Madaghmire

I haven't picked up my MC80 yet, but I can't wait to get her on the field...soon, very soon. I'm so excited for wave 2 I've been playing with a few set ups for the MC80, and just for S&Gs I tried to see how many dice I could smash out in one go with the MC80.

With this set up: MC80-Assault, Ackbar, Antilles, Leading Shots, Enhanced Armament and Defiance; with a Command Dial set to Concentrate Fire, a Concentrate Fire Command Token (from Antilles) shooting from the broadside at an already activated ship, I count 12 dice.

There are a ton of variables that have to happen, and it might not be effective unless conditions to pull it off go your way, and you still need to suffer through RNG...but I am going to try this out with one of my lists.

gonna need a new defense token called "Clench Butthole"

Don't forget objectives people, Opening Salvo can bump that up even more, 12 dice with rerolls (also counting the minus 1 for leading shots, because chances are you will spend that blue die to reroll multiple reds) and a nearby Home 1 (if running 2 MC80s) which can give you the guaranteed acc result on top of that

4 Red + 2 Blue (Base)

+

2 Red (Ackbar)

+

1 Red (Enhanced Armaments)

+

1 Any Choice (Defiance)

+

1 Any Choice In Pool (Con. Fire)

11 Dice.

Concentrate Fire "Token" is merely a Reroll.

Thanks for clearing that up. I was wracking my brain, too, trying to figure out where the 12th dice was.

Gundog pointed out you can get an extra 2 dice once with the Opening Salvo objective (13 dice). You could also get 12 dice consistently if you shoot at the objective ship in Most Wanted (well, at least as long as the enemy objective ship survives... which, against 12 dice salvos, probably won't be very long...).

Isd devastator can reach 13! Dice! :)

8(base)

+

4(davastator)

+

1(con fire)

=

13

Edit : 14 with slaved turrets

Fourteen rerollable dice, with Vader! D: That thing is... terrifying.

Not rerollable as you would have no def token to spend. So 13 rerollable

Good point. :)

Leading shots, gents. 13 rerollable dice. Though if you're rolling that many blue dice, I'd be curious whether SW-7s offer more consistent damage output (guaranteed 9 damage if you take a blue CF die, plus damage from 5 reds with Slaved Turrets), or if a reroll on five reds offers higher damage. Personally my guess would be for the SW-7s...

15 tie fighters = 15 dice and it's cheaper ;-p

And much shorter ranged, and far more fragile, and far more susceptible to being tied up. But it also doesn't have to worry as much about as activation priority, and is faster..

I do enjoy how there's lots of ways to go about things....

I think Defiance would be good for using with Dodonna / XX-9s. Having that extra black dice at range would really increase the chances of getting a second critical hit on the hull, and choosing 1 faceup from 4 twice is a real punch in the kidneys.

The problem I have is keeping the rest of the ship cheap enough that it isn't a massive liability to put on the table.

Edited by D503