I've enjoyed the Mc80 and had great success with it. Now I'm looking to buy the Mc30s. Has anyone had any success with it? I'm considering a 2 Assault Frigate, 2 Mc30 build with Ackbar. What have others found successful?
Running 2 (or any) Mc30s
Had a blast with it tonight. Mon Mothma and Foresight is a BEAST! The ability to negate 2 dice up to medium and force 2 black dice to reroll is great.
I have an issue putting too many upgrades though
MC30's can be more aggressive than most people think there are a few requirements I think though. You need to be first player and you need more activations or to force unfavorable situations which can mean 2 things are in danger or better
So they work better with Nebs and corvettes over Assault Frigates?
So they work better with Nebs and corvettes over Assault Frigates?
+++ Wrath of Mothma (389pts) +++
CR90 Corvette A (81pts) [Turbolaser Reroute Circuits (7pts), •Mon Mothma (30pts)]
CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]
CR90 Corvette A (51pts) [Turbolaser Reroute Circuits (7pts)]
MC30c Torpedo Frigate (81pts) [Ordnance Experts (4pts), XI7 Turbolasers (6pts), •Foresight (8pts)]
MC30c Torpedo Frigate (81pts) [Ordnance Experts (4pts), XI7 Turbolasers (6pts), •Admonition (8pts)]
+ Squadrons (44pts) +
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
+ Objectives +
Assault Objective [Most Wanted]
Defense Objective [Hyperspace Assault]
Navigation Objective [superior Positions]
I could have fit a 4th CR90 but then I would had no squadrons
I think APTs are great on the MC30c, and TRCs are excellent damage boosters for ships running 2 Evade.
Anyone had any luck with the red dice variant? Imo, it seems nice: 4 red dice with ackbar? But even then, i feel like most of the time, it gets shrugged off cuz the shrimp costs so much. even with ackbar, i want to be using my black dice to hurt things.
I have three of the buggers and im trying to figure up a list utilizing all three of them, i will echo the notion of pairing them with CR90's or Neb B's or both along with Mon Mothma.
I have three of the buggers and im trying to figure up a list utilizing all three of them, i will echo the notion of pairing them with CR90's or Neb B's or both along with Mon Mothma.
Imo, i think they're wayyy too expensive. And they really like upgrades. =/ Esp defensive ones.
I have three of the buggers and im trying to figure up a list utilizing all three of them, i will echo the notion of pairing them with CR90's or Neb B's or both along with Mon Mothma.
Imo, i think they're wayyy too expensive. And they really like upgrades. =/ Esp defensive ones.
I agree they are expensive for what they are. And they do seem to need some kind of defensive upgrade.
Played a game this week where a scout version twice spat out 8 die broadsides... Not pleasant, but lacking an accuracy it was survivable, at least until the second broadside the following turn.
I'm planning to test this:
X2 MC30s with APT and both titles
X3 Neb bs ( redemption, projection expert) ( vanilla with projection expert) ( Yavaris)
X3 awings
MM leading.....
ive been rolling with 2 scout mc30s one with each title, and both with ordinance experts, expanded launchers and xx9 turbo lasers with doddna.
they have been fantastic.
this combo lets me routinely double arc (something i cant do with ackbar) and my black dice are guaranteed damage.
at close range the front throws 4 black 1 red for an average 4.75 damage and max 10 damage,
and both /either side throws 3 black 2 red for an average of 4.5 damage and max of 10 damage
plus i get to pick 2 face up crit cards to hand over.
i take down star destroyers in one round with good rolls, and these even stand up to the front arc of a ISD1 at close range after a 4 bomber rhymerball with their titles.
i love these things!!!
I've played around with some 2AFII/2MC-30 builds with Ackbar (just at the list-building stage). 400 points runs me exactly Ackbar, 2 AFIIBs with Gunnery Teams, two MC-30 Scouts with Gunnery Teams, and one Foresight title, with 4 A-wings. It has a lot of damage/kiting potential at long range (speed 3 on everything, up to 4 volleys of 4 reds per turn from the MC-30s, up to 4 volleys of 5 reds per turn from the AFIIs, more if you spend CF dials), and some fighter screen, but I'm not sure how it will fare in the long run against Rhymer swarms (which I expect to be a popular tactic for countering Ackbar, now that Dengar makes them survivable and Boosted Comms allows a carrier to control them from beyond long-range). I do feel like swapping the second MC-30 for a support Neb (Redemption + Projection Experts + Leia) or CR-90 (CR-90 B with Ackbar, or maybe a B + Raymus + Tantive to pass out two tokens per turn) gives me more flexibility (more A's, defensive upgrades on the three main ships).
I do feel like I want at least one of these in an Ackbar-led conga line fleet as the lead ship. If the Imps are going to try to gum up my line with Raiders/Glads/an ISD, I feel like I want some black dice in the front to keep the fleet's path clear. I hadn't thought of expanded launchers on the MC-30, but it sounds intriguing, especially for a front-of-the-line ship. Foresight is great if you can keep the enemy at long-range. I absolutely do not understand the purpose of the Admonition title, but I've considered putting Lando on the other MC-30 for a chance at a one-time escape from certain death.
I have three of the buggers and im trying to figure up a list utilizing all three of them, i will echo the notion of pairing them with CR90's or Neb B's or both along with Mon Mothma.
Imo, i think they're wayyy too expensive. And they really like upgrades. =/ Esp defensive ones.
Which is why I like using the defensive upgrades on other ships. The list below illustrates.
1 • Nebulon-B Support Refit - Nebulon-B Frigate (51) - Leia Organa (3) - Projection Experts (8)
• Total : 62
2 • Nebulon-B Support Refit - Nebulon-B Frigate (51) - Mon Mothma (30) - Redemption (8)
• Total : 89
3 • Nebulon-B Escort Frigate - Nebulon-B Frigate (57) - Yavaris (5)
• Total : 62
4 • MC30c Torpedo Frigate - MC30c (63)
5 • MC30c Torpedo Frigate - MC30c (63)
6 • B-wing Squadron - B-wing (14)
7 • B-wing Squadron - B-wing (14)
8 • B-wing Squadron - B-wing (14)
9 • B-wing Squadron - B-wing (14)
Swap B-wings to H-6s and X-wings if you have an Akbar meta. Buffed MC-30s without the need for putting the upgrades on the ships most likely to die.
Here's a list I just ginned up. I want to run an MC-80 based list for the firepower, with minimal squadron support. I have no experience with any of the new ships and would love some input, suggestions, etc., consistent with the basic theme.
MC-80 Assault
Ackbar
Intel Officer
Engine Techs
ECM
MC-30 Scout
Foresight
Gunnery Teams
TLC
MC-30 Torpedo
XX-9
Jan Ors
Dash Rendar
2x A-Wings
Objs: TBD
I plan to run in line formation, probably Scout-80-Torpedo. The 30s, especially the Torpedo, can close tighter with the enemy to use their black dice, possibly shooting the line if necessary or at least preventing something from crossing in front of my formation.
My squadrons are basically there to prevent a large enemy bomber attack. I figure they have enough staying power and attriting power to slow down an enemy squadron attack for a turn or two--enough with my ships hopefully running at speed 3 (Nav Tech on the 80) to minimize a bomber attack.
Any thoughts on better upgrades/combos/synergies? I did consider dropping Ackbar because he doesn't help the Torpedo, possibly going with Rieekan (especially since I have two named squadrons), and freeing up eight more points.
https://community.fantasyflightgames.com/topic/194936-80-30-30-list/
Edited by TTCbut I'm not sure how it will fare in the long run against Rhymer swarms (which I expect to be a popular tactic for countering Ackbar, now that Dengar makes them survivable and Boosted Comms allows a carrier to control them from beyond long-range).
I hadn't thought of expanded launchers on the MC-30, but it sounds intriguing, especially for a front-of-the-line ship. Foresight is great if you can keep the enemy at long-range. I absolutely do not understand the purpose of the Admonition title, but I've considered putting Lando on the other MC-30 for a chance at a one-time escape from certain death.
so to comment -
rhymer swarms i ignore for the most part. with these guys. i bring just enough fighters to force my opponent to either waste activations getting un engaged or splitting the group.
Admonition is how i deal with rhymer balls.
when i get in close i don't have much use for the evades, so i dump them to cancel the hit crits. this also works to cancel die with defense tokens tied up with accuracy results.
and expanded launchers buys me a lot more mileage with ackbar i feel. i fly doddna because with xx9's i get to pick 2 crits.
Anyone had any luck with the red dice variant? Imo, it seems nice: 4 red dice with ackbar? But even then, i feel like most of the time, it gets shrugged off cuz the shrimp costs so much. even with ackbar, i want to be using my black dice to hurt things.
I would use one Scout with an Ackbar list. Especially with TRCs. Generally speaking, Ackbar lists don't gain a ton of firepower as ships close with you. The MC-30 gives you something that can punish your opponent for getting too close.
but I'm not sure how it will fare in the long run against Rhymer swarms (which I expect to be a popular tactic for countering Ackbar, now that Dengar makes them survivable and Boosted Comms allows a carrier to control them from beyond long-range).
I hadn't thought of expanded launchers on the MC-30, but it sounds intriguing, especially for a front-of-the-line ship. Foresight is great if you can keep the enemy at long-range. I absolutely do not understand the purpose of the Admonition title, but I've considered putting Lando on the other MC-30 for a chance at a one-time escape from certain death.
so to comment -
rhymer swarms i ignore for the most part. with these guys. i bring just enough fighters to force my opponent to either waste activations getting un engaged or splitting the group.
Admonition is how i deal with rhymer balls.
when i get in close i don't have much use for the evades, so i dump them to cancel the hit crits. this also works to cancel die with defense tokens tied up with accuracy results.
and expanded launchers buys me a lot more mileage with ackbar i feel. i fly doddna because with xx9's i get to pick 2 crits.
It's a one time deal, but handy to ensure you get your shots in.
Edited by MaturinAdmonition is your brace. Your get out of jail free card. You can use your Defense tokens, and then discard them for extra effect. Facing an optimal roll from an X-i7 ISD-2 front arc at medium or close range? That's 12 damage from 8 dice...evade if you can, then get rid of the four double hit reds. 12 damage just became 4 (or less). Next turn trade in Wallex Blissex to get a Defense token back.
It's a one time deal, but handy to ensure you get your shots in.
FYI - "While Defending" is a "While" trigger, which lets you only discard a Single Defense Token, for a Single Removal of a Die...
Admonition is your brace. Your get out of jail free card. You can use your Defense tokens, and then discard them for extra effect. Facing an optimal roll from an X-i7 ISD-2 front arc at medium or close range? That's 12 damage from 8 dice...evade if you can, then get rid of the four double hit reds. 12 damage just became 4 (or less). Next turn trade in Wallex Blissex to get a Defense token back.
It's a one time deal, but handy to ensure you get your shots in.
FYI - "While Defending" is a "While" trigger, which lets you only discard a Single Defense Token, for a Single Removal of a Die...
This oddly makes Admonition slightly counter productive with Mon Motha (where evades remain relevant). Admonition is still good and makes for some great decision processes. Sometimes it's best to burn the evade token slightly earlier than otherwise desired to make sure you get enough damage prevention in with Admonition to make it worth it.
Eg You're at long range with an ISD. The first volley comes in and you evade a die. It's sometimes correct to burn the just used evade to Admonition at that point (unless the shields will be getting repaired in short notice and that repair will otherwise go to waste). When you're up against that much fire power, the following turn you will need every possible hit point and the burned evade possibly won't be coming into play anyway.
Lando is better than admonition