What is the most game changing ship of wave 2 ?

By Jondavies72, in Star Wars: Armada

For me, trying to learn Imperials, Dengar is a godsend for my TIE swarm. I don't like to dump more than 70 points or so in squads, so I focus on a prevent fighter screen.

But the Raider and MC30 are still my tied picks for biggest change.

I keep going back and forth on Dengar.

He's great for making the TIE investment more worthwhile, but he naturally wants to stack with Howlrunner, and once I've paid for both of them AND enough TIEs to make them shine, I feel like I don't have the points for a reasonable bomber investment.

Either that, or I look at the option of taking anti-squadron exclusive squadrons and lose my enthusiasm.

For me, trying to learn Imperials, Dengar is a godsend for my TIE swarm. I don't like to dump more than 70 points or so in squads, so I focus on a prevent fighter screen.

But the Raider and MC30 are still my tied picks for biggest change.

I keep going back and forth on Dengar.

He's great for making the TIE investment more worthwhile, but he naturally wants to stack with Howlrunner, and once I've paid for both of them AND enough TIEs to make them shine, I feel like I don't have the points for a reasonable bomber investment.

Either that, or I look at the option of taking anti-squadron exclusive squadrons and lose my enthusiasm.

I tried bombers and was left wanting. :D

I guess we may be the opposite sides of the same coin.

Talking exclusively ships, it is a toss up for me. The MC30 has impressed, but the MC80 and ISD have both also been great. The Raider is honestly the only one I find wanting. If we were to include squadrons, it would be the Intel ships in general and Jan in particular. She has such a huge impact on squadron play.

How has the Mc30 impressed you?

Mine experience with it is really weird. Its 102 points of doing nothing.... yet I still win the games for some reason. Something psychological of fearing the monster, and makes my opponents forget that the AFs I'm running still fart out ISD+ levels of red dice.

I think I've literally gotten 2 volleys of black out in 3 games. And only about 4 red volleys at all.

Also sadly, with the sides facing them, sometimes they can fire at the rear. Took a shot at close range with accuracies on both redirects.. after APTs and being rammed by an VSD, was at 1hull.

Man. if you get 2 accuracies, that poor ****** is toast.

I'm thinking I might just choose to be first player more with that ship in the list.

Whee contested outpost... ><

Last night, I had it drive between two MKIIs and put 11 damage on one, and 9 damage on the other.

It has battleship power on a ship that moves 4, so its pretty much a pocket battleship. As long as it's used well, it's a brutal, brutal ship.

The uses for the ship in my Ackbar Home One list pretty much replaces the other MKII for me. It throws out 4 dice instead of 5 from the MKII, but one of them is a guaranteed double hit with TRCs. It pretty much has the same damage potential of the MKII in most cases but in close range, it absolutely mauls most targets, doing more than even the Home One in most cases.

Ship?, well, not the ISD, so ...... maybe the Raider?

I would agree that as far as changing the game, he MC30c is the winner. It gives Rebels something completely different and when I play against them Foresight is the ship I'm watching most carefully.

I do agree that it will take a lot of skill to use them properly. They will dish it out but can be put down quickly if you're not careful.

Imperial players remember Glads can go speed 4 too! But yea ISD gives imperial players more flexibility.

not without upgrades

Imperial players remember Glads can go speed 4 too! But yea ISD gives imperial players more flexibility.

not without upgrades

True, but I remember when everyone was running Glads with engine techs like it was mandatory. XD The 2 notch turn for speed 1 made it super maneuverable. Plus most players are gonna use navigate because that extra notch is really important.

Imperial players remember Glads can go speed 4 too! But yea ISD gives imperial players more flexibility.

not without upgrades

True, but I remember when everyone was running Glads with engine techs like it was mandatory. XD The 2 notch turn for speed 1 made it super maneuverable. Plus most players are gonna use navigate because that extra notch is really important.

Once they see what a Glad + Engine Techs can do under Ozzel, the navigation spam is never going to stop.

ISD (and to a lesser extent, MC80) - having that much firepower & health in one ship changes the opponent's entire strategy. We haven't had anything like that yet, and so I think most of us admirals will need to shift how we approach the game.

IMHO the biggest 'game changing' ship is the Raider. It gives the Imperials a speed 4 vessel and introduces the idea of a ship that leans more towards dealing with enemy squadrons. Obviously the corvette does have an issue in it's lack of turbolasers. The advantage in the CR90 was it's abiltiy to sit back and get the best out of its dodge defence tokens.

For me, trying to learn Imperials, Dengar is a godsend for my TIE swarm. I don't like to dump more than 70 points or so in squads, so I focus on a prevent fighter screen.

But the Raider and MC30 are still my tied picks for biggest change.

I keep going back and forth on Dengar.

He's great for making the TIE investment more worthwhile, but he naturally wants to stack with Howlrunner, and once I've paid for both of them AND enough TIEs to make them shine, I feel like I don't have the points for a reasonable bomber investment.

Either that, or I look at the option of taking anti-squadron exclusive squadrons and lose my enthusiasm.

Go Dengar, Howlrunner, and 2 or 3 T/I. Counter 3 is nasty ****.

4 is even better.

For the game's sake in general I'm going to suggest the ISD. It's just so necessary to have the monstrosity ship in a space combat game, particularly one based in the Star Wars universe. I love it on the table, either pushing it around myself or seeing it on the other side of the table.

I also think they made a brilliant call putting the Victory Class out before the ISD. I really can't imagine getting excited about the slightly smaller VSD post-ISD so that was really a great decision.

Edited by DrunkTarkin

Imperial players remember Glads can go speed 4 too! But yea ISD gives imperial players more flexibility.

Yep, too bad Raider doesn't have Support upgrades. Also, command 1 is a big strength of the Raider.

The Raider.

Small, fast, reactive, and anti-squadron. It almost feels like a Rebel ship and I'm not sure if that's a good thing for this game.

For the game's sake in general I'm going to suggest the ISD. It's just so necessary to have the monstrosity ship in a space combat game, particularly one based in the Star Wars universe. I love it on the table, either pushing it around myself or seeing it on the other side of the table.

I also think they made a brilliant call putting the Victory Class out before the ISD. I really can't imagine getting excited about the slightly smaller VSD post-ISD so that was really a great decision.

Yeah, I can't imagine the balance issues if they released the ISD first. And the VSD would be underwhelming vs the ISD.

The MC80. I’ve played a few games against this now, with Akbar, Home One and at least 1 AFm2 with Gunnery Team and it will be an auto include in most competitive Reb list from now on. It’s not unbeatable (I’ve not managed it yet but I’m no Master) but it is way up on the power curve and it won’t be long until people start calling for a nerf. It chews through VSD’s, which are now probably obsolete and anyone who brings lots of squadrons is going to have less points to spend on ISD’s, the only strong counter. Basically, IMHO the MC90 with Akbar and Home One, will massively change the way Imps and Rebs play, as Ironically “We can’t repel firepower of that magnitude!”

As for the others, Rouges are flavoursome but pretty unimpressive, with the exception of Dengar who is incredible for a Rhymer Ball or Int. swarm. Firespray’s aren’t great, although sticking Boba in a Rhymer Ball is effective but not really competitive and for the points you’re better off with Dengar and more bombers. I guess Rymer, a Jump Master and 2 Firespray’s would be quite good but then you could buy a Raider for those points.

I like the Raider 1, need some more play time with it but 2 ISD’s and 2 Raiders is a list I keep coming back to.

Edited for clarity

Edited by SaXoNUK1

mc90? there's a bigger mon cal :o?

edit: also, my experience with Rogue is as follows

they let me spam navigate commands

they're pretty swanky

Dash and the YT-2400s (great band name), Bossk and the Aggressor/Firespray are all quite solid

Edited by ficklegreendice

The MC90. I’ve played a few games against this now, with Akbar, Gunnery Team and at least 1 AFm2 and it will be an auto include in most competitive Reb list from now on. It’s not unbeatable (I’ve not managed it yet but I’m no Master) but it is way up on the power curve and it won’t be long until people start calling for a nerf. It chews through VSD’s, which are now probably obsolete and anyone who brings lots of squadrons is going to have less points to spend on ISD’s, the only strong counter. Basically, IMHO the MC90 with Akbar and Gunnery team, will massively change the way Imps and Rebs play, as Ironically “We can’t repel firepower of that magnitude!”

As for the others, Rouges are flavoursome but pretty unimpressive, with the exception of Dengar who is incredible for a Rhymer Ball or Int. swarm. Firespray’s aren’t great, although sticking Boba in a Rhymer Ball is effective but not really competitive and for the points you’re better off with Dengar and more bombers. I guess Rymer, a Jump Master and 2 Firespray’s would be quite good but then you could buy a Raider for those points.

I like the Raider 1, need some more play time with it but 2 ISD’s and 2 Raiders is a list I keep coming back to.

Huh?

The MC90. I’ve played a few games against this now, with Akbar, Gunnery Team and at least 1 AFm2 and it will be an auto include in most competitive Reb list from now on. It’s not unbeatable (I’ve not managed it yet but I’m no Master) but it is way up on the power curve and it won’t be long until people start calling for a nerf. It chews through VSD’s, which are now probably obsolete and anyone who brings lots of squadrons is going to have less points to spend on ISD’s, the only strong counter. Basically, IMHO the MC90 with Akbar and Gunnery team, will massively change the way Imps and Rebs play, as Ironically “We can’t repel firepower of that magnitude!”

As for the others, Rouges are flavoursome but pretty unimpressive, with the exception of Dengar who is incredible for a Rhymer Ball or Int. swarm. Firespray’s aren’t great, although sticking Boba in a Rhymer Ball is effective but not really competitive and for the points you’re better off with Dengar and more bombers. I guess Rymer, a Jump Master and 2 Firespray’s would be quite good but then you could buy a Raider for those points.

I like the Raider 1, need some more play time with it but 2 ISD’s and 2 Raiders is a list I keep coming back to.

Huh?

Sorry I'll make it simple; MC80 am change game most.

MC80 can't take gunnery teams

sure it ain't the little mc30 we're talking about?

either that or we're talking about afmk2s with gunnery teams being backed up by Home One which is, indeed, pretty powerful

Edited by ficklegreendice

either that or we're talking about afmk2s with gunnery teams being backed up by Home One which is, indeed, pretty powerful

This ^ Sorry it's been a long day.

I'm personally not a huge fan of the Mon Cal

whereas the ISD improved on every single facet of the VSD, the Mon Cal just matches the AFmk2 in long range firepower and is noticeably slower. It's a cluncky POS, which makes me feel Engine Techs are an auto-include in addition to ECM. Even with ECM, however, there are simply far too many dice being flung around for the MC80 to tank for any reliable period of time, making Engine Techs even more essential

The Titles are quite ridiculous, to compensate for the ships' lackluster (for the cost) base stats

I'm personally not a huge fan of the Mon Cal

whereas the ISD improved on every single facet of the VSD, the Mon Cal just matches the AFmk2 in long range firepower and is noticeably slower. It's a cluncky POS, which makes me feel Engine Techs are an auto-include in addition to ECM. Even with ECM, however, there are simply far too many dice being flung around for the MC80 to tank for any reliable period of time, making Engine Techs even more essential

The Titles are quite ridiculous, to compensate for the ships' lackluster (for the cost) base stats

I would agree with this statement. If you outright compare stats to the an ISD, the MonCal is a giant POS. The only thing that keeps it in the running is its outrageously good title and the fact that the side arcs are extremely generous. Unfortunately, I feel that you're playing with half a ship if you're only one arc, which is a pitfall in itself.

well, unlike the AFmk-2B, the Mon Cal does get a benefit from ignoring Akbar and double-arcing when possible

it's really difficult to double-arc with the clunky turd, though, even with ETs