MC30 Foresight pairings

By draco193, in Star Wars: Armada

So I've typically run my MC30 as a deterrent to Gladiators/OP Raiders in my Rebel Ackbar lists that also tosses some good dice at distance.

I've been trying out some different build ideas and have some trouble reconciling what to take with the foresight title.

Fleet Ship 1: (93 pts)

MC30c Scout Frigate (69 pts)

Foresight (8 pts)

Ordnance Experts (4 pts)

XI7 Turbolasers (7 pts)

Assault Proton Torpedoes (5 pts)

This is my typical load out. However I've been thinking of swapping out the XI7 for TRC to add a bit more punch at range. This doesn't jive as well though with Foresight, since you'll be exhausting the evades to trigger it. Would it be better to drop the APT for Blissex in that scenario? Should I worry about the TRC or just keep the XI7? Any feedback is appreciated.

Try it with Mon Mothma & ECMs, and it is harder to kill than an ISD.

I love TRC's on Foresight. Honestly, I love TRC's on anything that can take them, because they raise the damage floor automatically. Plus, you have multiple evades anyway.

As for the APT's Blissex question, I would say thats dependent on the role you envision foresight playing in your fleet. Is it gladiator deterrent in an ackbar gunline? If so, you probably dont *need* APT's because your fleet wants to play at range anyway, where the evades have more vaue. But If you are going to be diving and using your title to soak damage on the way in, then you will only need so much evade anyway, and those APT's could be clutch. Although if you are going with TRC's and no Dodonna you may consider ACM's.

Lando + Mon Mothma.

If not Mon I run Admonition. I still use Lando as I prefer Walix on a ship with Brace. Lando is an evade that hits their entire dice pool. He's pretty good.

I'm currently trying TRC, Expanded Launcer and Ordnance Experts.

don't think ecm is worth the 7 points on an mc30

If it is an Ackbar list?

Foresight + Gunnery Team, nothing else. You want to stay long, and if people get close, that's when you open up a can. Otherwise, you are throwing 4 red dice out of your sides, twice (only slightly less than the AF which is 5 dice, twice), with super evades and super redirects, which are great at that range.

I haven't got to try it yet, but I have a build I want to get on the table. C30 Torpedo, Antilles, ordnance experts, redundant shields, proton torpedo, TRC, with Ackbar for red dice I plan to send it with m80 assault and a striped down AF2. Of course that leaves no room for fighters

I haven't got to try it yet, but I have a build I want to get on the table. C30 Torpedo, Antilles, ordnance experts, redundant shields, proton torpedo, TRC, with Ackbar for red dice I plan to send it with m80 assault and a striped down AF2. Of course that leaves no room for fighters

Sure you don't mean the MC30 Scout? The Torpedo version doesn't have red dice, which means it can't take advantage of Akbar until it's in Blue Range.

Going straight into black range at speed anyway. The point difference between torpedo and scout goes for upgrades on long range gunnery ships to support mc30

I haven't got to try it yet, but I have a build I want to get on the table. C30 Torpedo, Antilles, ordnance experts, redundant shields, proton torpedo, TRC, with Ackbar for red dice I plan to send it with m80 assault and a striped down AF2. Of course that leaves no room for fighters

Sure you don't mean the MC30 Scout? The Torpedo version doesn't have red dice, which means it can't take advantage of Akbar until it's in Blue Range.

The only way around this is to give it Enhanced armament

Going straight into black range at speed anyway. The point difference between torpedo and scout goes for upgrades on long range gunnery ships to support mc30

Yup, this is how I run my MC30's as well. I strip mine down a little more, usually to OE/TRC/ACM, but tactically I run them the same way. Works like a charm, hits like a truck. For extra zest, add Home One support to guarantee the accuracy on that brace.

Got the notification that my 2nd shrimp is in the mail. Time to start working out double Mc30 fleets

I am running my MC-30's with two CR-90's

The Point of the Spear.
Faction: Rebel Alliance

Points: 393/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Walex Blissex ( 5 points)
- Ordnance Experts ( 4 points)
- Redundant Shields ( 8 points)
- Heavy Turbolaser Turrets ( 6 points)
- Assault Proton Torpedoes ( 5 points)

[ flagship ] CR90 Corvette B (39 points)
- Mon Mothma ( 30 points)
- Jainas Light ( 2 points)
- Lando Callriassian ( 4 points)
- SW 7 Ion Batteries ( 5 points)

CR90 Corvette A (44 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
- Redundant Shields ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Redundant Shields ( 8 points)
- XI7 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)

4 A-Wing Squadrons ( 44 points)

Going straight into black range at speed anyway. The point difference between torpedo and scout goes for upgrades on long range gunnery ships to support mc30

Yup, this is how I run my MC30's as well. I strip mine down a little more, usually to OE/TRC/ACM, but tactically I run them the same way. Works like a charm, hits like a truck. For extra zest, add Home One support to guarantee the accuracy on that brace.

Agree, on stripping them down for the reason that if they live great but I don't want to get to attached so I remain aggressive with them. OE and ACM are great together when using two mc30s. I am finding the home one sometimes is best to stay back and thus does get to benefit both MC30s when I make a dash out of line into the heart of the imperial wedges. I never play rebel on rebel so not sure how that would do. I like to have them in the gunline for 3-4 turns then with a token and a Nav command have both make a turn into the closing enemy and dash to get past the front arc and get two broadsides on one ship and at least one of the two extra broadside on another. That move has been serving me well. I also agree if I were to add 7 more points TRC would be were they would go, but my squadrons are fairly heavy for that to happen. Maybe just putting it on the second one in line and splitting the difference.

Lot of hate on the raiders lately, but I am finding them very nice as support vessals armed with overload pulse and GT and sometimes a low cost anti squadron upgrades next to the ISD with avenger GT, EMC and screed. I tend to spend no more than 59 points and just go with the OP and GT but with squadrons being more heavy lately I am finding I need separate squadrons that can keep up to support my flanking ET Demolisher on Ackbar so having that supporting Raider for some fighter cover against squadrons that avoid the flanking glad and 3-4 squads and go straight for the ISD.

I am running my MC-30's with two CR-90's

The Point of the Spear. Faction: Rebel Alliance

Points: 393/400

Commander: Mon Mothma

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Dangerous Territory

MC30c Torpedo Frigate (63 points)

- Admonition ( 8 points)

- Walex Blissex ( 5 points)

- Ordnance Experts ( 4 points)

- Redundant Shields ( 8 points)

- Heavy Turbolaser Turrets ( 6 points)

- Assault Proton Torpedoes ( 5 points)

[ flagship ] CR90 Corvette B (39 points)

- Mon Mothma ( 30 points)

- Jainas Light ( 2 points)

- Lando Callriassian ( 4 points)

- SW 7 Ion Batteries ( 5 points)

CR90 Corvette A (44 points)

- Tantive IV ( 3 points)

- Raymus Antilles ( 7 points)

- Redundant Shields ( 8 points)

- Turbolaser Reroute Circuits ( 7 points)

MC30c Torpedo Frigate (63 points)

- Foresight ( 8 points)

- Intel Officer ( 7 points)

- Ordnance Experts ( 4 points)

- Redundant Shields ( 8 points)

- XI7 Turbolasers ( 6 points)

- Assault Proton Torpedoes ( 5 points)

4 A-Wing Squadrons ( 44 points)

Cut a bunch. Not much reason to load up small ships with tons of upgrades. You'll get better mileage out of more squadrons and a ship. Especially redundant shields is bad on those small ships IMHO. Those ships are loaded to the hilt. At a minimum strip: Intel officer, redundant shields, tantive IV' SW-7, HLT, Wallex, JL +53 points

I,m liking expanded launchers on the MC30, as front/side double arc shot is much easier to set up, when going in for the kill! With concentrated fire that's 8 black and 3 red dice.

I always build light and cut the fat:

MC30s get a title or advanced projectors if I run a third( seeing less xi7 than you may think) APT and OE on torpedoes and Gunnery team and TRC on scout.

CR90 A gets TRC, CR B gets SW-7 ( with maybe JL or Tantive). If it's my flag ship I may add engine techs or advanced projectors instead of offensive upgrades to keep it safe....( but depends on how much damage the rest of my list puts out).

assault frigates get ECM and gunnery team.

neb B refit gets salvation slaved turrets and raymus.

Neb b escort gets

MC 80 gets engine tech, ECM, title ( turbo laser upgrade if I have spare points)

Always aiming for 4-5 ships with fighter cover....

If I'm doing Mon Mothma, I run two torp frigates, both titled with ordnance experts and APTs. Maybe Lando if I'm feeling froggy. For Ackbar, I drop the APTs and ordnance, and give them XI7s and make them scout frigates. I find you either want to build them for up close or far away, and doing both is too much of a point investment in my opinion.

I used to run my MC30s with expanded launchers, but was finding that enemy ships would all too often be able to redirect most of the damage to shields after bracing, making my awesome 8 damage less impressive, and often not getting a damage card.

That meant I needed another ship to accompany it, or to upgrade its ability to penetrate. So I've switched to XI-7's, APT, and IO. Makes for a pricey ship, but one that makes the most of its best one or two salvoes during the game,

Am I being silly that I like redundant shields on my shrimp? I like being able to restore that one shield on any face at the end of the turn

Am I being silly that I like redundant shields on my shrimp? I like being able to restore that one shield on any face at the end of the turn

I don't think you're being silly at all. With their odd movement, you really want to navigate just about every turn, so not wasting as many orders on engineering if pretty helpful.

Am I being silly that I like redundant shields on my shrimp? I like being able to restore that one shield on any face at the end of the turn

I don't think you're being silly at all. With their odd movement, you really want to navigate just about every turn, so not wasting as many orders on engineering if pretty helpful.

I agree. The only issue is the points, but if you are going to be using a defensive retrofit, that seems like a solid choice to me.