Dual MC80 with Raymus Taintive IV

By Ginkapo, in Star Wars: Armada Fleet Builds

Command MC80 (139)

Dodonna

Phylon Tractor Beams

ECM

Command MC80 (117)

Boosted Comms

ECM

CR90B (49)

Raymus

Taintive

The question is what to do with the other 95 points? Below is my effort, but it doesnt feel right.

Luke

Jan

3 x Scurrg

8pts left over (Possibly upgrade the second MC80 to the assualt variant)

Title cards and engineers on the MC80s, then Awings with what's left.

Title cards and engineers on the MC80s, then Awings with what's left.

Can you explain why? Home One doesnt benefit itself, and Independance doesnt have any use in an Awing set up. Engineers isnt the most beneficial when the MC80's can have dial and token every turn instead.

Defiance I see the benefit of. And 8 A wings could be quite potent, I've never played A wing spam so dont know.

Hi

Sorry I meant to say engine techs, being able to get that extra move in can be the difference between getting a broadside or not. It's also harder for them to get a blocker in front of you, which is nasty on a big base speed two ship.....

Defiance is massive for the points, that's two dice a turn of your choice ( also if you add black, you can use a concentrate fire dial to add a black die)

Home one gives you up two four dice adjustments per round ( for your two other ships), the guarantee of getting an accuracy on a key defence token for two of your ships is very powerful.

I would also think about upgrading your CR90 to an A with turbo laser reroutes. They a brutal bits of kit, with home one and TLR you are basically deciding exactly what dice result you want from this ship. Double damage and stop a brace or evade... There you go...... Want to put a crit on an unshielded facing..... Job done...... No risk just turn the dice over...... It's funny.

A wings are very good all rounders, six of them are capable of crippling a small ship in one round or finishing it in two ( averages four ship damage a round), they are also effective as a fighter screen. The big strength is their speed, they can hit from a distance and get where you need them to be. They can also run away........

Be warned double MC80s are not the most effective ships to build a list on so you will always be a bit sub optimal.

Cheers those are useful thoughts

I was under the misguided logic that a Bwing swarm would be best due to availability of independance. Your right that Awings are the best way of getting a flexible mass of fighters.

With the anti squadron dice of the mc80's a Ywing swarm may be viable too for similar reasons.

Defiance turns the second MC80 into a monster and allows it to take full advantage of getting engineering and navigate tokens from taintive, freeing it up to CF with vengence.

Engine techs I removed purely to increase squadron space.

I want to see if I can get away with CR90B as I dont want to worry too much about getting this ship in the midst of battle early anyway. Plus TRC make it far too expensive for its hull value....

So 95 is Defiance, 2x Engine Tech with either 6x AWing or 7x YWing or 4xAWing with 3xYWing.

Good choice going for the Awings, Y wings can go good as well ( especially as a lot of wave 2 imp ships run lots of anti squadron dice).

I think I would play the mixed A and Y wing list as you've got the best of both there.

Following a match with CarribeanNinja, I may update to this:

Command MC80 (150)

Dodonna

Boosted Comms

ECM

Engine Tech

Defiance

AF MK II A (98)

Ruthless Strategists

ECM

Phylon Tractor Beams

CR90B (49)

Raymus

Taintive

10x YWings

397/100 points

Though I feel this lacks the sheer horror of dual MC80's on the table.

Edited by Ginkapo

Here is where I am at now with my dual MC-80 list. The YT's go in to slow/stop enemy squadrons (although a large number may require me to commit Luke as well)

Luke and his friends Jan and the Y-wings are sent ship hunting straight away.

The idea is to command both sets of squadrons initially, but if an MC-80 goes down, command control of Luke et al can be switched to the surviving ship.

Faction: Rebel Alliance

Points: 397/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Intel Officer ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)

MC80 Command Cruiser (106 points)
- Intel Officer ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)

3 YT-2400s ( 48 points)
2 Y-Wing Squadrons ( 20 points)
1 Jan Ors ( 19 points)
1 Luke Skywalker ( 20 points)