Double MonCal

By Drasnighta, in Star Wars: Armada Fleet Builds


So, yeah. Here it is. I'm back to being able to get out of the House, and I've been challenged once again, to make and play with a Double-Mon Cal list....

The list perogatives:

"Two MC80s. Only."

"Upgrade them for once, you lazy bastich..."

So, here's an attempt:

[ REBEL FLEET (399 points)
1 • MC80 Assault Cruiser - Lando Calrissian - Engine Techs - Electronic Countermeasures - Advanced Projectors - Leading Shots - XI7 Turbolasers - Defiance (154)
2 • MC80 Command Cruiser - Garm Bel Iblis - Raymus Antilles - Engine Techs - Boosted Comms - Electronic Countermeasures - Leading Shots - XI7 Turbolasers (167)

3 • X-wing Squadron (13)
4 • X-wing Squadron (13)
5 • X-wing Squadron (13)
6 • X-wing Squadron (13)
7 • X-wing Squadron (13)
8 • X-wing Squadron (13)
9 • Objectives - Advanced Gunnery - Fire Lanes - Superior Positions (0)



Thoughts on my Insanity?

Yes, I am aware that 2-Ship lists are going to be crushed by High-Activation lists... I'm not expecting any at the moment. (That's my Meta). I'm more likely to see solid 3 Ship builds, hence why the MC80 Assault is going "Almost as Survivable as Possible"...

You probably considered this, but all those X-Wings would really make me want to include Jan, if you can find the points.

Edit: or maybe drop an x-wing for a generic hwk?

Edited by SmogLord

Or a GR-75 with Toryn Farr and Bomber Command...can't...wait...

Or a GR-75 with Toryn Farr and Bomber Command...can't...wait...

Oh, things will change a lot.

But, y'know, got to work with what we have now....

In my view, your key strategy should be to make every activation hurt, which means.....

You need black bomber dice to make the command cruiser activation hurt more so that's a Y wings and x wing mix or b wings powered by independence (the other option costs to much per ship)

Boosted comms is great for for carriers that you need to keep away from the action (vic and assault frigates).... You have a command cruiser, it wants to be within medium range of the action, go for expanded hangers and that extra fighter activation.

If you want to make them regret their choice of challenge:

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

TURTLE TURTLE. Actually Redemption adds very little to the list except a liability.

In my view, your key strategy should be to make every activation hurt, which means.....

You need black bomber dice to make the command cruiser activation hurt more so that's a Y wings and x wing mix or b wings powered by independence (the other option costs to much per ship)

Boosted comms is great for for carriers that you need to keep away from the action (vic and assault frigates).... You have a command cruiser, it wants to be within medium range of the action, go for expanded hangers and that extra fighter activation.

What he said.

Initially I went with a Mix of Xs and Ys as a basic fighter group - but I couldn't find a happy "mix" of the two, so I threw a tantrum and made them all X-s just to put it up...

Its got to be just a 2-Ship list. So no Redeption added, unfortunately.

If I switch back to Y-Wings in part, then I will definitely go to Expanded Hangars instead. The Boosted was mostly to just be able to keep Rhymer Balls at Range while the X-s Engage effectively... Trying to standoff somewhat from those, not so much dedicating Bombing-Wing time.

A's and Y's mix quite well if that helps. A's with their counter and non-heavy can hold enemies, and any shots sent on the Y's instead is happy days.

Well, if you had 6 of each, how many would you use?

4B's Hwk and a single YT1300 :D

With R&V pack

6B's :D

Well, I have all that... And I love my B-Wings.

I was just a little shortened up on how they were going (and failing) for me previously... But part of that may well have been the fact I was using Assault Frigates, and not MonCals, and my Assault Frigates tend to try to be Speed Demons to not get caught...

Well, I have all that... And I love my B-Wings.

I was just a little shortened up on how they were going (and failing) for me previously... But part of that may well have been the fact I was using Assault Frigates, and not MonCals, and my Assault Frigates tend to try to be Speed Demons to not get caught...

Well forget the assualt frigates. I see you have engine techs, but in what circumstance do you see yourself using a navigate command rather than Engineering or Squadron? So you basically can engine tech once with the first garm token, and engine tech round 5 if need be. Thats it. They'll keep up just fine! Navigation on the MC80's is pretty much jsut about turning your arc to a better angle than trying to go somewhere or escape a ship.

I've been thinking, I and now the cogs have stopped whizzing....... I'm going to suggest something like....

2 command cruisers ( ecm x2, expanded hangers, improved comms, independence, leading shots x2)

Ackbar as leader

4 b wings

1x wing

2 a wings

Jan