Disc: Builds and flight path of a single MC80

By Blail Blerg, in Star Wars: Armada

Help.

What are your findings for the best ways to use the MC80?

I've been running into some stumbling blocks.

ACKBAR:

My main problem with the MC80 as an Ackbar ship is that it doesn't have Gunnery Team. It doesn't fly like the AF that just wants to skirt around the board in a conga line and fire both shots from the same hull zone.

You are paying near 30 points for that extra red die.

And you don't have Gunnery Teams, which means either you "Ackbar Slash" them somehow (which ive done actually a few times with AFs picking off failed flank attacks). Or you settle for losing an entire attack.

The last option sounds like suck honestly.

So, then, the other option is to plan to fly Ackbar through the middle of some hairy situation. Looking to hit the main force and hit the flanker at the same time seems to be a strong option.

Do we need to be first for this?

Is Home One worth it?

Is Engine Techs worth it for setting up double side shots? Not having Gunnery Team sucks.

Also what are the good squadrons for ackbar builds? I've heard that you can really beat up Ackbar / Huge ships with lots of bombers or squadrons.

The best Imperial teams I've seen have been really strong on killing off squadrons and then simply plinking at ships or being straight up bombers.

Should I simply plan for tie-up squadrons to block his for a few turns while I go for the ship kills?

As Bomber Command:

First, what admiral? I feel like perhaps Dodonna. Mothma isn't useful on the MC80. Rieekan, meh. Even Ackbar?

Which one? 106 or 114?

I feel like you don't even really need Independence, because Scurrg have 6 hull and have Grit, letting them b... wait. That only stops you if you're engaged with one ship eh? Okay. B wings.

With Independence.

Share your ideas and lists!

I've been trying out a resilience based list, with two MC80 Assault Cruisers with Electronic Countermeasures, Redundant Shields and Engineering Teams. Add in Redemption and Tantive IV or Veteran Captains, under Garm Bel Iblis, and you have two ships that can recover 5 shields a turn (more if you fit in Projection Teams), nearly every turn, while throwing a punishing number of dice. It's slow, it doesn't handle every objective well, and it might have a weakness to fighters, but no matter what situation you put it in, it can take a beating. I ran a version of this build recently, and one of my MC80s withstood 40 damage before going down, coming very close to taking an ISD and two Raiders with it. With some experience piloting it, I think it could be a competitive build.

As Bomber Command:

First, what admiral? I feel like perhaps Dodonna. Mothma isn't useful on the MC80. Rieekan, meh. Even Ackbar?

Which one? 106 or 114?

I feel like you don't even really need Independence, because Scurrg have 6 hull and have Grit, letting them b... wait. That only stops you if you're engaged with one ship eh? Okay. B wings.

With Independence.

Share your ideas and lists!

Had an MC80 since Sullust, but this weekend was the first time I got to use it with other Wave 2 stuff, so still have a lot of adjusting to do. However I did run the following as my bomber segment:

1 • MC80 Command Cruiser - MC80 Mon Calamari Star Cruiser (106) - General Dodonna (20) - Wing Commander (6) - Boosted Comms (4) - Electronic Countermeasures (7) - Independence (8)

• Total : 151 • Code : r19c2o13g3d1f19

2 • Jan Ors Moldy Crow - HWK-290 (19)

• Total : 19 • Code : r24

3 • YT-1300 - YT-1300 (13)

• Total : 13 • Code : r21

4 • B-wing Squadron - B-wing (14)

• Total : 14 • Code : r11

5 • B-wing Squadron - B-wing (14)

• Total : 14 • Code : r11

I used Independence to slingshot the four of them into the thick of things turn 1, with options for who they pounce on turn 2. In this case he sent up 2 TIEs to engage my B-Wings while a pair of Firesprays came in nearby through Hyperspace Assault. Jan Intel'd the TIEs and the YT pinned down the Firesprays for a couple turns leaving a path for my B-Wings to unload on a Raider.

Wing Commander was good, allowing me to queue Nav and Engineering, but switch to Squad when needed. ECM only came up once I think, as the MC80 Command doesn't want to get into the fight as much as the Assault. Given that, I'd think about swapping ECM for Engine Techs, as the death of the MC80 came about when it couldn't escape pursuers quick enough. Techs in this case would have pulled me out of range and forced them to fly past an MC30 to catch me.

Help.

What are your findings for the best ways to use the MC80?

I've been running into some stumbling blocks.

ACKBAR:

My main problem with the MC80 as an Ackbar ship is that it doesn't have Gunnery Team. It doesn't fly like the AF that just wants to skirt around the board in a conga line and fire both shots from the same hull zone.

You are paying near 30 points for that extra red die.

And you don't have Gunnery Teams, which means either you "Ackbar Slash" them somehow (which ive done actually a few times with AFs picking off failed flank attacks). Or you settle for losing an entire attack.

The last option sounds like suck honestly.

So, then, the other option is to plan to fly Ackbar through the middle of some hairy situation. Looking to hit the main force and hit the flanker at the same time seems to be a strong option.

Do we need to be first for this?

Is Home One worth it?

Is Engine Techs worth it for setting up double side shots? Not having Gunnery Team sucks.

Also what are the good squadrons for ackbar builds? I've heard that you can really beat up Ackbar / Huge ships with lots of bombers or squadrons.

The best Imperial teams I've seen have been really strong on killing off squadrons and then simply plinking at ships or being straight up bombers.

Should I simply plan for tie-up squadrons to block his for a few turns while I go for the ship kills?

As Bomber Command:

First, what admiral? I feel like perhaps Dodonna. Mothma isn't useful on the MC80. Rieekan, meh. Even Ackbar?

Which one? 106 or 114?

I feel like you don't even really need Independence, because Scurrg have 6 hull and have Grit, letting them b... wait. That only stops you if you're engaged with one ship eh? Okay. B wings.

With Independence.

Share your ideas and lists!

I think you can get a lot by reading my site. I've been using the MC80 almost exclusively in Wave 2 and there's just a ton of data there for you.

I would say yes, the MC80 is worth it. Yes, Engine Techs are godly (I mean, just read my last tournament report). I think the Command variant is a better deal, and that there's many ways to run it.

Oh, and Home One is one of the best titles in the game. It's a force multiplayer for your entire fleet, and works beautiful with Gunnery Teams from MKIIs.

So yes, very worth it as well.