Double MC80 Fleet

By TheToad, in Star Wars: Armada Fleet Builds

This is my first fleet post thoughts and advice welcome.

Flagship: MC80 Comand Cruiser-106

Independence-8

General Dodonna-20

Adar Talon-10

Flight Controllers-6

Boosted Comms-4

Total:152

MC80 Battle Cruiser-103

Leading shots- 4

Gunnery Team-7

XX9 Turbolasers-5

X17 Turbolasers-6

Total:125

GR75 Medium Transport-18

Bomber Comand-8

Boosted Comms-4

Total:30

Squadrons-89

Luke Skywalker

Wedge Antilles

Keyan Farlander

B-Wing

X-Wing

HWK-290

Total fleet cost:396

The general idea is the battle cruiser steamrolls while the independce and GR75 hang back, independence flings the bombers into position, Adar talon resets the most effective one then the GR75 activates squadrons again. If the Battle Cruiser needs support the independence can move in and help.

My biggest concern with this list is my squadrons, I haven't played with the Battle cruiser so I don't know if it needs bomber support or if I should switch to a more anti fighter load out.

My biggest concern is that you've spent a lot of points on fighter-specific upgrades but you haven't taken many fighters. I can see most enemy fighter screens either chewing through this or at least delaying it long enough to where it won't make much of a difference.

Edited by Iskander4000

Also, the H1 variant can't take flight controllers.

More on the fighters and a perhaps better way to use them: take fighter coordination teams instead of independence. You only have 2 speed-2 fighters, and this upgrade comes into effect without using a squad command. Combining it with Flight commander would let you get better mileage out of your speed-3 fighters and almost as much from your speed-2s.

Adar Talon could move to the flotilla.

So trade the flight controllers for the flight commander and coordination teams (same points total), and then drop the Independence title. That'll give you the points you need for ECM (a truly annoying upgrade to contend with). Gain 1 point of bid.

As far as fighter selection, Wedge seems extraneous in this build. You could downgrade to a vanilla and spend those points on Lando or Bright Hope.

I haven't bought the new imp stuff but just looked up flight commander and coordination teams, yea those look pretty saucy...so with those you can activate squadrons, move the ship (with flight commander), get the free squadron move(with coordination team),and then move the squadrons again? If so that's pretty sick

And just realized the brain fart with flight controllers..

Edited by TheToad

Here's an updated list made a few adjustments let me know what you guys think...

MC80 Comand Cruiser-106

Flight Commander-3

Fighter coordination team-3

Boosted Comms-4

ECM-7

SW-7 Ion battery-5

XX9-5

Total:133

MC80 Battle Cruiser-103

Leading shots- 4

XX9 Turbolasers-5

X17 Turbolasers-6

Total:118

GR75 Medium Transport-18

Bomber Comand-8

Boosted Comms-4

General Dodoma-20

Bright Hope-2

Total:52

Squadrons-93

Luke Skywalker

Keyan Farlander

B-Wing

X-wing

X-Wing

HWK-290

Total fleet cost:396

I think you doesn't have enough fighters. And with only 3 ships you will be most likely in disadvantage with activations. Maybe you should drop the Command Cruiser and either use Yavaris plus tons of fighters or Gallant Haven and any fighter you can still squeeze in.

I'd agree, but his thing is that he wants a dual MC80 list. Any dual-large base list is inherently going to have activation advantage problems (aside from upgrade and squadron-lite lists), I think it has enough fighters to deal with all but the heaviest of anti fighter squadron screens (interceptors with Howl, Flight controllers, and Dengar), but his opponent would be investing just as many points into pure fighters as he is into bombers at that point (I learned this the hard way).

I think the only thing I would change is getting gunnery teams onto the Battle Cruiser. Seriously. That will help to alleviate some of the activation disadvantage by giving you two strong arc shots from one ship.

As far as objectives, most wanted or precision strike for red, anything but Hyperspace Assault for yellow (actually, an experienced player could probably do some innovative things with HA in this list, but it'd be risky), and Intel Sweep or Dangerous Territory for blue. Those are what I'd choose from for scoring optimization, but Advanced gunnery could also go to help you with your activation disadvantage by giving you a double tap with your Command cruiser. It just has the potential to also backfire, but it could be fun.

Thanks for the advice guys Putting gunnery teams back on the battle cruiser is easy enough I can just drop either the SW-7s or XX9s off the command cruiser. It just seems that every time I put gunnery teams on a ship I get advanced gunnery as the objective lol