Double MC80 or 5 Ship Ackbar?

By ImpStarDeuces, in Star Wars: Armada Fleet Builds

So far I'm pretty fond of the M80. I thought I'd detest losing gunnery teams but the MC80 is just so tanky I haven't noticed. Just kind of stuck between two choices and really tempted to get another MC80. Any C&C would be greatly appreciated.

List 1: 400 Points

MC80 Command Cruiser

-Ackbar

-ECM

-X17

MC80 Command Cruiser

-ECM

-X17s

CR90A

-Turbolaser Reroute

CR90A

-Turbolaser Reroute

2x A-Wing (minimal fighter cover but generally the minimum I've found that can slow down Rhymer/Fireball for a turn or two.)
Objectives: Advanced Gunnery, Contested Outpost, Dangerous Territory (maybe Intel Sweep?)
List 2: 400 Points
MC80 Assault Cruiser
-Ackbar
-AP
-ECM
-X17s
-Defiance

CR90A

-Turbolaser Reroute

CR90A

-Turbolaser Reroute

CR90A
-Slaved Turrets
CR90A
-Slaved Turrets
2x A-Wing

Objectives: Advanced Gunnery, Fleet Ambush, Dangerous Territory (maybe Intel Sweep?)

Edited by ImpStarDeuces

You've found 2 A-Wings slowing down the Fireball? Are they running Dengar? I don't think that's possible.

To avoid getting completely stomped by those kind of lists, while still fielding double MC80s, you will need to look into heavy A-Wing cover or something, maybe even X-Wings. Fighter light is just very hit or miss in the competitive meta.

You've found 2 A-Wings slowing down the Fireball? Are they running Dengar? I don't think that's possible.

To avoid getting completely stomped by those kind of lists, while still fielding double MC80s, you will need to look into heavy A-Wing cover or something, maybe even X-Wings. Fighter light is just very hit or miss in the competitive meta.

It's really a matter of damage control. Dengar is generally running in the middle of the ball or off to one side. Intel doesn't take effect unless you take your A-Wing within Range 1. So you use your speed advantage and park it within Range 1 of a Firespray or 2 on the outskirts. Ideally you want to do this with both A-Wings on separate sides. Mr. Dengar now has a very hard choice of disengaging Firesprays from A-Wing 1 or A-Wing 2. Every Firespray you engage drops two dice from their attack run and bonus points to you if you catch Rhymer. Most people generally hold up the ball rather than split it apart.

-Edit- In my experience of course.

Edited by ImpStarDeuces

I mean, they can just kill the A-Wings as well.. they're not that tough. I think light air cover manages to hold them off for a turn at most, then they go freestyling on your capital ships for massive damage.

I know.. I've tried many times to make it work :( So with that said, I would go for Ackbar Home one + 3 CR90s with TRCs and a heavier lighter compliment as the ideal comp.

Edited by HERO

2 Turns is all I want truthfully (one turn holding them up, one more for the Fireball to get back in position, its ok if the A's never fire a shot). 22 Point to hold up 134 that I don't have to kill is ok with me. I'd piece trade an MC 80 for the win too. I'm pretty sure you're right about the CR90 swarm being more competitive. I read your blog so I'm guessing you'd suggest dropping the A's for Engine Techs?

Hmm, maybe I'm not being clear, but I don't think the 2 A-Wings will phase the 134 Rhymerball at all. I've been proposing people run Vader, Dengar, Rhymer, 4x Firesprays as the ideal combination since you can tear through a lot of squadrons as well, and Vader is arguably one of the strongest anti-squadron platforms in the game. Plus, you also get Escort for Dengar, which is freaking annoying as all hell. When you have this swinging at 3 A-Wings, you're going to chew through them like butter.

I think you can easily run a list with say... the MC80 Home One, 3x TRCs CR90s and 4 A-Wings comfortably. That way, you have just a little more to hold the Firesprays in place for 2+ turns while you chew through the enemy fleet. Hopefuly, you will get a good bid for first player, and have more activations than him (4 vs. typically 2-3 + ball), for the first player AND the last move advantage which is pretty big.

I guess that's the misunderstanding then. The A-Wings are allowed to die as long as it stops the Fireball attack run and generally the A-Wings don't ever attack. It's just to engage certain elements on the Fireball on opposite sides of the Fireball and outside of Dengar. That means: 1. Dengar makes one of the A-Wings heavy which still keeps some firesprays engaged with an A-Wing; 2. Firesprays shoot at the A-Wings (average 2-3 shots to drop an A-Wing) which means they won't go on their bombing run against the capital ships. Ultimately it's almost a sure thing to buy yourself at least a turn of breathing room which is not too bad when you trade 22 points to nullify 134 for a turn. It's about buying time, not killing or living.

-Edit- I think you're right about 4 being the sweet spot though. It's just tough to fit everything in.

Edited by ImpStarDeuces

-Edit- I think you're right about 4 being the sweet spot though. It's just tough to fit everything in.

Alas, the greatest question of our time :D

Whichever list you run I would grab home one, it's a sweet card, watch all those braces just go to waste. For list two Drop the assault cruiser, command cruiser is just more cost effective. Swap out two of the CR90s for an MC30 torp ( these are a beast), beef up your fighters so you are fully using the command cruisers activation.