Another Mon Karen/Madine list

By Iskander4000, in Star Wars: Armada Fleet Builds

One gets close, the other fires from medium range, and the third warship stays at long range. I'm sure you can figure out which ship does which. Any suggestions? My biggest concern right now is if the fighter screen is sufficient or if I should dump it in favor of an A-wing/yt-2400 swarm.

(390/400)

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Liberty: MC80 Star Cruiser (96 + 28)

+ Raymus Antilles (7)

+ SW-7 Ion Batteries (5)

+ Engine Techs (8)

+ Mon Karren (8)

Nebulon-B Frigate: Nebulon-B Support Refit (51 + 16)

+ Spinal Armament (9)

+ Salvation (7)

MC30c Frigate: MC30c Torpedo Frigate (63 + 13)

+ Lando Calrissian (4)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

Rebel Transports: GR-75 Medium Transports (18 + 34)

+ General Madine (30)

+ Comms Net (2)

+ Bright Hope (2)

Squadrons: Jan Ors (19)

Squadrons: X-wing Squadron (13)

Squadrons: X-wing Squadron (13)

Squadrons: X-wing Squadron (13)

Squadrons: X-wing Squadron (13)

Edited by Iskander4000

Is the transport the ship which goes close?

How will you kill enemy intel units?

Only a few suggestions.

- Remove the X-Wings and put 5 A-Wings in. You want to stop the enemies squadrons. And 5 A-Wings can do this better than 4 X-Wings. And if the enemy has no squadrons, A-Wings are not much worse on attacking ships.

- Or switch to 3-4 YT-2400. You really have a problem to activate these squadrons with your ships. Especially because you want to do navigation commandos most of the time.

- I never use the MC30 without a titel. Both are just to good to be ignored.

- The Spinal Armament are great, but maybe a Turbolaser Reroute Circuit is better on this ship with this titel. The Spinal is only working to the front. But the TRC in all directions (even though you dont want anyone in your side...). And even when have to use the evade, you will always get the crit for the double damage when you need it. And way more stable than with just one more red dice.

These are just my little thoughts on this.

Thank you for the input. Here's a revised version. I've got 15 points to spare and I'm torn between XI-7 on MK vs the MC30.

Fleet 71 (385/400)

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Liberty: MC80 Star Cruiser (96 + 28)

+ Raymus Antilles (7)

+ SW-7 Ion Batteries (5)

+ Engine Techs (8)

+ Mon Karren (8)

Nebulon-B Frigate: Nebulon-B Support Refit (51 + 14)

+ Turbolaser Reroute Circuits (7)

+ Salvation (7)

MC30c Frigate: MC30c Torpedo Frigate (63 + 21)

+ Lando Calrissian (4)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ Admonition (8)

Rebel Transports: GR-75 Medium Transports (18 + 34)

+ General Madine (30)

+ Comms Net (2)

+ Bright Hope (2)

Squadrons: A-wing Squadron (11)

Squadrons: A-wing Squadron (11)

Squadrons: A-wing Squadron (11)

Squadrons: A-wing Squadron (11)

Squadrons: YT-2400 (16)

Edited by Iskander4000

Tried the list out as in the previous post, except that I used 2 YTs and 3 As. Had a 10 point bid and went first. My opponent played great but Madine was the deciding factor, setting up last/first double arc activations twice, once with Mob Karren and once with Admonition, and keeping Salvation pointed the right way. Didn't use comms net though. Thinking about replacing it, not really sure yet with what though. And we were wondering after the game, is using a flotilla just for a taxi really the best use of 20 points?

I actually do prefer Spinals to TRC on Salvation. Because TRC can be invalidated way too easily (needing to burn Evade, Supressor, critical effects) and it makes the ship much more vulnerable when your opponent gets double accs for the braces. For 2 points, it really is a much more survivable option. With CF, that's 5 reds out the front, and it's a lot more comfortable with taking obstructed shots.

Also, when you use the comms net right, it works wonders with Madine. I run a very similar list with 2 Comms nets, and they are perfect for forcing your opponent into position first, though simplicity is key with the upgrades. The other issue comes when you forget that you have three ships in an ISDs front arc and you want to activate them all at the same time...but you can't and he destroys the 2 that you left behind.

And yes, the A wings are a much better choice than Xs, when you aren't running BCC. But they still need activations. Id consider dropping ETs and Raymus to be well on your way to sneaking in another Comms net. And Jan also works pretty well with As. Long lasting with counter. You can plop them in the middle of a ball with one command, and then just leave them there so that you can start actually using the comms net. The counter effects plus Jan will take care of a lot on its own.

Lastly, Skilled First officer on a Command 2 ship is awesome. Just throwing it out there.

I think one of the issues was that I misinterpreted how Coms Net worked, thinking it was like Tantive and forgetting that the token I banked on turn one could have been passed off at any time while still allowing the transport to set its dial to whatever it needed that turn. I'll need a little more practice. But I probably only would have used it once anyways so maybe those 2 points could go towards spinal armament.

Raymus and the ET were huge in yesterday's game, allowing me to flank an ISD by slowing down from speed 3 to 1, turning on a dime, and next turn jumping back to speed 3 plus the extra 1 speed move, keeping the opponent right in front of me. I know that comms net could feed the tokens instead but I would rather that the ship be self-sufficient in its token generation.

Finally, I may think about swapping out one A wing for another 2400, and having the transport activate the A wings and letting the YTs do their own thing. Jan would be nice but I'd rather keep the points in the ships. The fighters are just there to delay opponent's bombers.

Thank you for the feedback!

... I would rather that the ship be self-sufficient in its token generation.

I think that is your problem with Comms net, more than anything. However if you are going to sit your admiral on non-combat ship this is the perfect upgrade, as it keeps him self but still lets it be productive. Otherwise it is just a point sink.

... I would rather that the ship be self-sufficient in its token generation.

I think that is your problem with Comms net, more than anything. However if you are going to sit your admiral on non-combat ship this is the perfect upgrade, as it keeps him self but still lets it be productive. Otherwise it is just a point sink.

And/or squadron pushing with Boosted comms. Cheap activations

Very good points. I've made a few more changes and this is what I've come up with. Unlike other lists I've made where I know which ships will survive if I fly them well, this one is a toss-up which is why I've stuck my admiral on a taxi. But at least it can push the A wings around.

I wonder which would be the better use of 5 points, 2 As and 3 2400s or 3 As with expanded hanger bay on the transport and 2 2400s?

Fleet 72 (395/400)

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Liberty: MC80 Star Cruiser (96 + 28)

+ Raymus Antilles (7)

+ SW-7 Ion Batteries (5)

+ Engine Techs (8)

+ Mon Karren (8)

Nebulon-B Frigate: Nebulon-B Support Refit (51 + 16)

+ Spinal Armament (9)

+ Salvation (7)

MC30c Frigate: MC30c Torpedo Frigate (63 + 21)

+ Lando Calrissian (4)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ Admonition (8)

Rebel Transports: GR-75 Medium Transports (18 + 32)

+ General Madine (30)

+ Bright Hope (2)

Squadrons: A-wing Squadron (11)

Squadrons: A-wing Squadron (11)

Squadrons: YT-2400 (16)

Squadrons: YT-2400 (16)

Squadrons: YT-2400 (16)

3 As, no bays, bank a token. 5 more points of bid