MC-80 Fire suppression on this beast

By stuh42asl, in Star Wars: Armada

After many play tests, the best solution to the MC-80 is massed fire on it's front arc, I found the best way to at least suppress it is to

maintain long range fire(red), mid range(blue) and long (red) seem to provide good results. Try to stay away from close range, that is when the MC-80 escorts will hurt you. I maintained a formation of 3 VSD in a V-formation and engaged at long to med range. By maintaining this you will get damage thru even though the ship can repair shields. The key is to continuously fire while the MC-80

maintains it's vector. The return fire is small compared to what it receives. This can work on each flank as well, but the return fire will hurt one of your ships. The MC-30's are a nightmare to deal with up close, so you can choose to pound the MC-30's to snail snot first

and then engage the MC-80. And if your opponent refuses to engage from the front, maneuver so you are in his rear arc. By staying a long range you negate the MC-30.

I just shoved an ISD in its face no matter the arc. If it is unsupported it will lose.

I put a CR90 or MC30 in its face.

Interesting feedback, what was the list you were playing against specifically ? (You're saying stay away from close range, so I'm assuming you're talking about a list with MC30s)

In terms of tanking, you say that it couldn't regenerate enough shields, how do you think your strategy would fare against a MC80 Assault Cruiser with ECM, Walex, Redundant Shields and Engineering Team escorted by a Redemption ? With an Engineering value of 6 + 1 shield per turn, it is capable of regenerating up to 4 shields per turn if it spams Engineering Commands. (Add the Defiance title for a free CF command if you activate last !). Do you think it's still going to hold up based on the total damage you did in your game ?

Obviously, it's easy to do more than 4 damage per turn after Braces on a ship but I'm curious about the net damage you can do on a turn by turn basis.

Moff - The key card that would destroy his plan, Engine Techs.

Cool sit in my front zone at long range, then boom I've turned 90 degrees and you are screwed, specially if I am carrying Defiance...

Moff - The key card that would destroy his plan, Engine Techs.

Cool sit in my front zone at long range, then boom I've turned 90 degrees and you are screwed, specially if I am carrying Defiance...

Going one step further with your loadout, drop down to speed 0 outside of their range, ready to pounce to speed 1 + Engine Techs !

Obviously, you'll only be swnging 67.5% but at least you can ensure a double arc :P

I think an MC 80 is better with advance projectors instead of redundant shields as the second to EMCs. I also prefer engineering captain to Wallex so I can choose the turn I hit the repair button because I use engine techs and need the movement command a lot. I also prefer Yavaris to redemption so I can take less squadrons sometimes, but I have to admit I haven't tried redemption so maybe you're onto something. Would not work on either of the lists below.

mC80 AF 114

Rieekan 30

EMC 7

AP 6

X17 6

Engineering team 6

Engine Techs 8

Home one 7

------

184

Neb b

Raymus 8

Yavaris 5

Dutch 16

Wedge 19

Dash 24

C90 SW-7

SW-7

44 points

C90 SW-7

SW-7

44

400

---------------------------Or maybe better

mC80 AF 114

Garm 25

EMC 7

AP 6

X17 6

Defense Liason 6

Engine Techs 8

Home one 7

------

176

Neb b

Raymus 7

Yavaris 5

Dutch 16

Wedge 19

Dash 24

C90 SW-7

SW-7

Leia 3

Tantive IV 3

50 points

C90 SW-7

SW-7

44

398

just about any ship rammed into its bow is its death call. It can't move fast enough to move if you do that then you just bring other ships to the rear and bow to kill it. easy to kill a ship that is not moving because you know where its going to be.

Edited by ouzel

2 ISD IIs with gunnery teams and XI7s, one with Avenger, and another with overload pulse, flinging a Fireball, will eat two ships per round if you can fly them well, one if you opponent is particularly competent & keeps his ships spread out.

And of the rebel ships are toast ifbyou plant something in their nose.

I actually really, really don't like the ramming rules. It is the only run I don't like besides not having the game at 500 points for normal play. Ramming seems like the silliest element of the game. Of course being a sci-fi game, people will jump all over the fact I point out one unrealistic item when reality doesn't matter in a game so centered on unrealistic things like sharing tokens across space and granting extra hull etc. The thing that bothers me is the mechanical aspect more than what it does o the imagination. It is a 3D game played on a 2D surface so more deference should be given for that in the rules. The ramming makes the came feel clunky which is worse than the hit to my imagination. It feel like the ships are so much less mobile in a situation where in my imagination the ships should be whizzing around. Forget the fact that that in 3D space it is extremely unlikely two ship basically would collide let along stop (yes I know they techically aren't reduced in speed) in so many cases. Plus a corvette would be obliterated if it hit a VSD let along prevent it from moving. Ships would glance off each other being the shape they are except in certain circumstances. I would have like the ship to hit but then place the ship that rammed beside the hit ship On the side of the collision. It is such a gamey tactic.

Coming from a historical war game background where almost all gamers remove tactics that are gamey, it is something that will likely soon get a house rule. I play a civil war game using simultaneous movement rules where regiments could in the rules march down a road in colum and for 2" of their movement front to flank and hit a regiment in its flank causing x2 casualties for the close range and x2 causualties for ripping through the a line of men. Everyone called them human torpedoes but that just would never happen in ACW. Units would wheel or move backwards to prevent flankers, but column would never even think of pulling off a maneuver being that regiments would not sit there are allow such a thing.

Of course, I imagine many people like it because it is such a successful tactic. Oh well.

Edited by AdmiralNelson

Actually, ramming is not a big thing in my (small) community. It happens rarely and mostly as a kamikaze manouver on last 1-2 HP. I agree with you that the rules feel somewhat clumsy and dont account at all for ships' sizes. Luckily, somehow most people I play with have a similar disgust towards this, so I have yet to encounter some "I willfully ram my corvette into your ISD, then engine tech again because screw physics!" tactics on the board. Seems the weekly sacrifices to the god of game pay off..

Ramming is a bad description. Avoiding collision results in going too close to your opponent and your shields become ineffective. Weapons to the face always hurt, the real question is why only a single hull damage.