So.... wanted to try some MC80s. Most times I've seen them used, they've been set up on the back edge of the board and trundled across the back edge at speed 2, being shot to pieces by the frontal arcs of a superior number of star destroyers.
I've seen a few threads on this, and I've decided I want to build a fleet capable of getting an Ackbar Slash in when the opportunity presents itself - even to the point of setting up facing forwards to try and dive in quickly if needs be. What I need to figure out is what I need to do this.
My thoughts:
- If I'm actively seeking to slash - that is, I'll be doing so more times than not - then the shorter ranged broadsides of the Command variant aren't so bad a deal. Plus, they have better flak and the option to take quad laser turrets to thin down bomber waves.
- I'm likely to be taking fire - and throwing out fire - on both sides, or else there's no point in the maneuver. Hence, redirect is probably the least useful defence token (a bit of a bugger as that's half the ones the MC80 has) and advanced projectors really don't help much, since the 'spare' shields on the far side are being shot by the other star destroyer (now there's four disconcerting words).
- Similarly, Slaved Turrets seem a waste - it's the one time the most-expensive-option of enhanced armament seems worthwhile; if I'm firing both broadsides I get the benefit of the extra die twice.
- Redundant shields give me a shield back a turn, which is nice, but ECM lets me spend a brace token I otherwise wouldn't have been able to each turn, which is likely to save far more than 1 damage; even if I only brace once a turn I break even.
- Engine Techs seem the most vital option. With that, and a navigate command, you can come from travelling along your board edge to heading for the enemy line in one turn, and can make speed 3 in a dead run to make sure your lead ship doesn't spend more than 1 turn getting whaled on by the enemy's frontal guns. Plus, a Veteran Captain lets you 'pop' a navigate token on the turn you need it and didn't plan it - or to get concentrate fire and then hit the engines to escape.
The list:
- MC80 Assault Cruiser - Defiance, Engine Techs, Redundant Shields, Electronic Countermeasures, Enhanced Armament, Leading Shots, Veteran Captain
- MC80 Command Cruiser - Home One, Admiral Ackbar, Engine Techs, Quad Laser Turrets, Enhanced Armament, Electronic Countermeasures, Leading Shots, Veteran Captain
- 3 X-wing Squadrons
Home One goes in first - Defiance's second defensive retrofit means it's more suited to taking punishment, so is a better Tail-End Charlie - and since it'll have to move last (as the leading cruiser is in the way) is the natural pick for Defiance. By comparison, the leader is more likely to run into bomber waves, so the command cruiser's point defence comes good.
Plus, it makes sense to me that Ackbar and Home One are both attached to the Command Cruiser.
The X-wings are just some spare firepower and fighter defence to use up points. I don't expect them to stop a major imperial fighter wave, but they should keep half-hearted attempts away, and more importantly, can be a couple of extra red dice if needed.
Insulting comments welcomed - bonus points if they're at all relevant to the fleet... ![]()