MC30c VS Assault Frigate Mk II

By Norell, in Star Wars: Armada Fleet Builds

I'm planning to expand my collection of ships but I'm troubled when it comes to the Rebellion. Which one is better? Having an MC30c or an Assault Frigate II? They are almost identical in points but which one is more versatile? Which one has the better upgrade cards? Reading about them is one thing, but using them in battle is another.

What are your thoughts?

I love MC30's, and they come with two-three very sought-after upgrade cards (APT, TRC, Rieekan).

That said, if you're looking for flexibility, the AF2 might be more your speed. It functions well as a standoff gunship or as a mid-range carrier. It doesn't come with any particularly desirable upgrade cards, but the ship itself is more flexible. The MC30 is pretty strongly biased toward a shotgun-between-your-teeth build.

It really comes down to playstyle. I've got a build I'm using lately that uses both.

They're both versatile, but they do very different things. It might be easier to ask what kind of playstyle you like best. I like to punch early and hard, so the MC30 is great for that.

I detest Assault frigates because they are the jack of all trades, but more importantly master of none.

Matt Shadowlord appear to never fly anything else because of their flexibility.

I love MC30's cause they go for the jugular in a game. I have been trying to make frigates work, with mixed success, but they definitely are a slave to their upgrades. They need added cards to do anything well, which means then they can't do their other functions particularly well when kitted for something else.

Even if they ended up dead even, the upgrade cards for the MC30's pushes it to the top. TRC's are just too valuable for rebels to skip.

I agree with BrobaFett. An MC30 with admonition on it is powerful. If playing firing lanes it can force your opponent to get close to it :) It can be good as both an aggressive destroyer (player 1) or defense (player 2). XI7's and ordinance team on it make it able to penetrate shields and string out cards. Put Lando on it and you can balance out more defense and keep it alive for the one vital attack. I love this ship. I don't think a swarm of them is good though. I'd try to fly both, get initiative, and let the AFII fire from long range and bring in the Scout to destroy the target. Having this ship, then selecting Advanced Gunnery as one of your objectives will force your opponent to pick another objective :) . . .

Honestly I think you are going to want at least one of each in the long run, more likely 2 or even 3 depending on your $$$ available. As to which you want first is going to depend on what your currently have in your collection, your play style and immediate fleet build(s) look like.

Besides what has been mentioned above about cards, MC30 wins there, jack-of-all trades for AF2, and shotgun in your face MC30. I think it might be worth mentioning that the AF2 is probably an easier ship to fly and can take a real pounding that the smaller MC30 cannot (mostly due to its lack of brace token), at least in my opinion. The AF2 works very well as the ship of the line for an Ackbar build and can be a meatsheild in a Mothma. MC30 is an ideal flanker and suicide runner.

I personally went with the AF2 first as I was currently learning how to play Ackbar effectively. Since then I have moved on to Mothma and have picked up 2 MC30s. I want to revist Ackbar again and will probably pickup another AF2 then.

They each have there own use in a fleet design. I think Gallant Haven makes the best carrier in the game. I'll also put a Mc30 torpedo in a medium long range gun line so the enemy concentrates on it or engages the gun line. Run a pair of them with TRC-90 spam and you hit your opponent with tough decisions. I have 2 of each and can't imagine getting by without at least 1 of each

I have for a long period used an Ackbar fleet with two rather heavily upgraded MKIIs (XI7, ECM, Gunnery teams) and a single scout MC30 (foresight) with TRC and ordnance experts .. This fleet throws out a lot of red dice. The MKIIs flies in a close line formation and the MC30 as a flanker but looking to go in close.. This works.

My latest build which have shown to be very effective is with Mon Mothma, Carrier AFII with Raymus, Flight Controllers and Boosted coms, and ECM. + 7 squadrons (4 A-wings + rogues) plus two torpedo MC30s with titles, APT and Ordnance experts. With Mothma the AFII clearly lacks punch but the MC30s are VERY hard to kill due to thetitle Mothma combi effect.

So.. Both.. they are my two fave ships... it depends on the build.

Pick your favourite admiral, and pick the ship that fits best with them. This was my approach... so i ended up buying 3 AFs and 3 MC30s... :D

Edited by GammonLord

Admonition with lando and AP is the hardest small ship in the game to take down. It can and will take a full trip tap demo in the face.