2 MC-80s, viable?

By Zyge, in Star Wars: Armada Fleet Builds

Hi all, played Imps since this game came out, am now switching to Rebels to keep the game interesting and fresh.

Anyone flown the above and is it viable? I ask before I purchase a second MC-80.

I've been running a few double-MC80 builds recently. It's kind of fun to be using big ships as Rebels, and definitely isn't an awful way to go. Don't imagine I'd run a pair of them at a tournament any time soon based on what I've achieved with them but no problem having them in casual games.

Got a few lists here that use them both:

http://armadawarlords.hivelabs.solutions/view_list.php?token=16331 - Dodonna, squads

http://armadawarlords.hivelabs.solutions/view_list.php?token=16184 - Ackbar, broadsides

http://armadawarlords.hivelabs.solutions/view_list.php?token=17985 - loads of shield regen

With a couple of flotillas thrown into the mix there could be more use for double MC80 lists with Wave 3...

Cheers Akhrin, nice lists. I like them, never see "Veteran Captain" used ever, but useful with such ships. I noticed no Home One title in any list, not a fan?

The issue with double mc80 is the titles. Defiance and Home one both like high activation lists, so are not suited to dual mc80 lists.

Independance can work with a generic MC80, but its difficult to run a proper squadron ball with so ,any points in the mc80s.

This leaves one fun option. The uber repairing projection expert unkillable dual mc80 list. Its enjoyable, but never get the feeling its a tournament list.

However, I think it may be possible, even perhaps a triple list, so prove us wrong!

Like Ginkapo said, Home One gets a lot more use in multi-activation fleets. Not just because there's more ships available that can flip their blank to accuracy, but also because the more ships you're using Home One with, the more shots get past Electronic Countermeasures.

The repair lists, at least the one I've written, doesn't play like a tournament list. I used it the other day and the crazy regenertion was a bit of fun, but the rest of the list struggled to achieve much. Defiance still caught a few ships out even with only three activations (especially once I'd thinned my opponents herd a bit), but that aside it remains reliant on unreliable red dice.

Veteran Captain is my preferred method to fill three points if I'm not worried about an initiative bid and have room to spare! Sadly I don't often fit it in, and larger ships typically already have a more useful officer in place, but things like CR90s or Raiders can kind of double down on their low command value to do things like raise Engineering enough to kill off a dangerous critical, or really change speed dramatically. Really great to have on Engine Tech ships too!

Two MC80s can be formidable with Ackbar /defiance/leading shots/Xi7s/ECMs. Their fire power approaches levels that can one shot any small ships within their (Massive) arcs. They are only vulnerable to getting blocked from the front, but two can generally cover each other in that regard. Because their arcs are so massive they can usually fire at full effect almost the entire game, unlike an ISD that can be avoided by a player that doesn't want to take it on from the front. Wally Blissex is also an unwelcome surprise for someone who thinks they have inteled the brace.

Just played:

MC80 Assualt - Garm - Lando - Projection Experts - Adv Projecters - Cluster Bombs

MC80 Assualt - Raymus - Projection Experts - Adv Projecters - Cluster Bombs

Nebulon B - Projection Experts, Redemption

X wing

Jan Orrs

395pts

Played Opening Salvo, against a mass bomber rhymer ball. Lost 246pts to 232pts. The flagship took a hit on the hull with the last shot of the game, which otherwise would have been a tremendous result. Absolutely wiped the floor with the squadrons, and Raymus' ship was on its last legs for three turns running but didnt die. Redemption was a bit of a weak link as it has no redirect and didnt actually add much as I dont really get anything out of the extra engineering point.