Question about MC30s

By TheToad, in Star Wars: Armada

Hey guys I'm just getting back into the game and have been looking over lists. I'm really interested in running a Shrimp pack. I've noticed that everyone almost exclusively runs assault proton torpedoes rather than assault concussion missiles on their MC30s. Maybe some of you number crunchers can explain this.

While we're on the subject let's talk about how we load out the shrimp. I've seen the Lando/Admonition combo what else is out there?

Edited by TheToad

The ATP can do a face up critical regardless of shield strength and before the rest of the damage is added which helps the small missile boats really hit above their weight class and are currently the cheapest ordnance upgrade available helping maximize damage for your points. The debate about APT vs ACM still rages and mostly comes down to personal preference.

APTs deal out a crit card through shields and cost 2 points less than ACMs. Its not really advanced math :)

ACMs are good in large numbers or when in conjunction with squads

APTs deal out a crit card through shields and cost 2 points less than ACMs. Its not really advanced math :)

ACMs are good in large numbers or when in conjunction with squads

ACMs deal a total of three damage although they don't do a face up damage. They can deal more total damage. Its not really advanced math :)

Tongue in cheek here sir. But really, there is a reason that it is much debated. The math isn't all to APT's advantage.

One of the reasons why there are a lot of mc30s with APTs is that APTs come in the same box.

ACMs do not.

APTs deal out a crit card through shields and cost 2 points less than ACMs. Its not really advanced math :)

ACMs are good in large numbers or when in conjunction with squads

ACMs deal a total of three damage although they don't do a face up damage. They can deal more total damage. Its not really advanced math :)

Tongue in cheek here sir. But really, there is a reason that it is much debated. The math isn't all to APT's advantage.

Yeah and ACMs get even better once shields are down on sides not being targeted where as APTs start off great especially against ships that don't lose shields easily like home ones.

One of the reasons why there are a lot of mc30s with APTs is that APTs come in the same box.

ACMs do not.

You and your **** logic.

Of course, ACMs come in the Core Set, so. . .

Personally, I feel like APTs are better for the points. A double-arc with ACMs will do an additional four damage (and can help deal with pesky Redirects), but putting those two bonus face up cards straight onto the hull can help bring a ship down faster, IMO.

EDIT - Really, FFG? D-amn gets censored?

Edited by reegsk

Counterpoint:

Scout MC30s with Ordnance Experts, Expanded Launchers, and H9 Turbolasers bring the PAIN when your Braces are perpetually locked down.

Add titles and officers to taste (can't go wrong with Admonition and Lando if you've got nothing better going, there). It's an expensive ship but man does it HURT.

Counterpoint:

Scout MC30s with Ordnance Experts, Expanded Launchers, and H9 Turbolasers bring the PAIN when your Braces are perpetually locked down.

Add titles and officers to taste (can't go wrong with Admonition and Lando if you've got nothing better going, there). It's an expensive ship but man does it HURT.

You beat me to it, haha. Having just run two of them based around Snipafist's suggestions last week, i ended a VSD in one activation with them. You dont care about crit effects, you dont care about targeting scramblers as much. What you care about, and what you get with it, is incredibly pure damage. I ran 2 with Mon Mothma and ended a Motti Interdoctor (high marks go out to the Quantum Storm with Slicer Tools that took out the repair command the Interdictor was going to use) and that VSD. You blow up EVERYTHING, because the H9 says "No brace for you." Mean mean mean!

Um h9 just means you can only use a brace as it only works if you use the brace and something else.

Um h9 just means you can only use a brace as it only works if you use the brace and something else.

You're thinking of Heavy Turbolaser Turrets, H9s let you change damage/crit to accuracies

EDIT - Really, FFG? D-amn gets censored?

You think that's bad, try posting the name of Bruce Wayne's Youthful Ward!

Um h9 just means you can only use a brace as it only works if you use the brace and something else.

You're thinking of Heavy Turbolaser Turrets, H9s let you change damage/crit to accuracies

Correct. When you're rolling blue dice, that means you can guarantee an Accuracy result on every roll.

with targeting scramblers being prevalent rapid reload will find a niche

TRCs on Scouts, H9s on Torpedoes. Skilled First Officer if you're not running Lando. I like Foresight in a Mon Mothma list but not really otherwise

TRCs on Scouts, H9s on Torpedoes. Skilled First Officer if you're not running Lando. I like Foresight in a Mon Mothma list but not really otherwise

Yeah, kinda why i went Mon Mothma. I wanted a reason to run 2 MC30s, and Foresight is her baby. Full agreement on Skilled First Officer though, he's great on them.

Advanced Projectors are pretty great on 30s

TRCs on Scouts, H9s on Torpedoes. Skilled First Officer if you're not running Lando. I like Foresight in a Mon Mothma list but not really otherwise

If you're trying to make sure you have an accuracy, you have that backwards. Torpedoes roll blue dice, which have the best chances of getting an accuracy. Scouts have red dice, so you're going need a good bit of luck to roll one.

Yeah Expanded launchers are great. As for the ACM thing up there, yeah guaranteed crits are often better, especially on MC30s. I know the arguments for ACMs and personally I do like them in 2 situations: 1) Where I can get a bunch of them on the same target 2) where I am also using decent amount of bombers

The times I have fought against MC30s that were well flown (e.g. ones that did well and got away or traded for point value or greater) they come in and get their shots in and get out, they don't always have the luxury of swarming or trading multiple rounds of fire which is where ACMs shine, if they can drop 2-4 crits directly on a hull with APTs they can cripple or kill most anything (Dodona anyone?) and be gone before dying.

When playing against Imperials I prefer ACMs. Imperials tend to have fewer shields but more hull and usually have plenty of redirects.

When playing against rebels I prefer APTs. Rebels tend to have better shields but smaller hulls.

When playing with Dodonna I prefer APTs no matter what opponent I face.

Edited by Mad Cat

I always prefer APT, mostly due to the low cost and how devastating the crit can potentially be. And if it isn't devastating, it's hull damage. Plus, having a bunch of APT makes you a pretty good candidate for taking Precision Strike from an opponent. APT gives you better utility.

It kind of depends on the list, if it's focused I go with APT if it's just a general damage list ( bombers, CR90s, large dice pools without Xi7) I go with ACM.

TRCs on Scouts, H9s on Torpedoes. Skilled First Officer if you're not running Lando. I like Foresight in a Mon Mothma list but not really otherwise

If you're trying to make sure you have an accuracy, you have that backwards. Torpedoes roll blue dice, which have the best chances of getting an accuracy. Scouts have red dice, so you're going need a good bit of luck to roll one.

No, they had the right of it. The H9 is to GUARANTEE the Accuracy, not to up the chance. If you roll all blanks on your Reds (happens to me a lot) then you're out of luck. But with just one blue your black dice will get through unbraced, guaranteed.

With ECM, stopping a Brace is never guaranteed. :)

But if you double arc it is.