So I love the MC30, and it certainly has gotten a lot of netlist love since the results of this year's World Championship. My question is about the Admonition title specifically. Why does everyone feel it is so strong? You have to discard a defense token to cancel a just one attack die. I can see how this would help if you have just one health remaining to avoid death, but won't Foresight end up canceling loads more damage by doubling the effectiveness of each defense token? Please explain to this idiot why Admonition is the better choice- I don't get it!
Why Admonition?
So I love the MC30, and it certainly has gotten a lot of netlist love since the results of this year's World Championship. My question is about the Admonition title specifically. Why does everyone feel it is so strong? You have to discard a defense token to cancel a just one attack die. I can see how this would help if you have just one health remaining to avoid death, but won't Foresight end up canceling loads more damage by doubling the effectiveness of each defense token? Please explain to this idiot why Admonition is the better choice- I don't get it!
Foresight doesn't really work up close where the MC30 shines. Also you can spend the token and then discard it doubling up on some damage mitigation.
I use both for different reasons. I like Admo when I have already used a redirect, or if one has been targeted with Intel Officer. The best use of it for me is when Demo flies in, uses OE, but still has to Screed to get the Hit/Crit for the APT, but I then use Admo to cancel that die. Saved me multiple times.....
You can't accuracy this effect.
You can discard a token you just used for a defense effect.
At close range, the two useless evade tokens have use (Mon Mothma excluded).
With Mon Mothma, you could use the Redirect, use the Evade, AND use Admonition's ability.
MC30's often jump in for one or two rounds of close range action and then run away.. so burning a couple tokens for the ability isn't a problem.
So I love the MC30, and it certainly has gotten a lot of netlist love since the results of this year's World Championship. My question is about the Admonition title specifically. Why does everyone feel it is so strong? You have to discard a defense token to cancel a just one attack die. I can see how this would help if you have just one health remaining to avoid death, but won't Foresight end up canceling loads more damage by doubling the effectiveness of each defense token? Please explain to this idiot why Admonition is the better choice- I don't get it!
Have you ever been on the receiving end of a bomber run? One with 2 bccs? Or any black crit fishing for that matter.
It's a hugely useful title.
Yeah the thing about Admonition is you can spend and evade to cancel a die at long range, and then discard that same Evade to cancel a second die. Same as Foresight at long range, but once you get close, you're evades are useless. You can burn them to cancel a double hit or another damage. Once you're out of those, you spend a redirect to redirect some damage away, and then you can discard that same redirect to cancel a die. It is quite good.
You can spend it, then also discard it. Muy powerful. Especially with Mothma to mitigate at long range, then Admo keeps you going at short. Throw in Lando, too.
Edited by RogueCommanderYou're definitly not an idiot for having the question. At release a lot of people thought Foresight was by far the better title, though as time went on and we got practice with both titles, Admonition has risen to the top. It's utility isn't restricted by range or accuracy results, both of which are key. I have had numerous games where Foresight never got to use it's evades due to accuracies or range.
I think Foresight might end up getting more play time if folks are choosing Sato, as they try to keep.it at distance for a bit with APT and those black dice. Then dive in to finish a wounded target.
Edited by ArdaedhelI thought the same thing when I first started using them.Som no love for Foresight over Admonition as a title? I've not gotten an MC30 on the table yet, but that double Evade/Redirect seems kinda nice.
Foresight looks good on paper, and really, it is: it's fun, and it is good in specific situations. It loves Mon Mothma and ECMs.
I ran into two major problems with Foresight.
First, its only unique utility is the double evade thing (AP does the redirect thing better and cheaper and non-uniquely), and at its optimal range that piece of it is useless.
Second, it is way too easy to completely shut down. The redirect portion suffers by extension from the godawful XI7/AP ruling--the only difference is that Foresight, unlike AP, is completely negated by XI7, rather than just mostly negated. The evade side offers no protection from accuracies--if your evades get acc'd, gg, sorry you spent all those points on that expensive unique title that did nothing for you.
Admonition, on the other hand, is completely immune to accuracies, XI7, HTT, or any other current form of defense mitigation (with the minor exception of IO). It can mimic the unique, evade-focused piece of Foresight, and in some ways does it better than Foresight, in that it is not limited by range. It is always useful, and always useable. It lets you eat several rounds of bomber shots with relative impunity. It lets you selectively remove that Screeded black die that's triggering APT. It completely shuts down Luke Skywalker.
The big thing I had to get over when I tried out Admonition was the idea that your defense tokens are precious. The card was designed with the idea that discarding defense tokens is a major downside... and it is, but much less so on this ship than on any other. The MC30, especially the Torpedo Frigate, is not a stand-and-fight ship. It is a throw-the-cargo-overboard-and-punch-it ship. When I'm making an attack run with my Admonition, this is what I picture:
You don't hang around and trade shots. You don't wear down their defenses or play the attrition game. That's how you lose MC30's. You get in as fast as you possibly can; you shoot for one, maybe two rounds, and then you cheese it.
When you consider this kind of an engagement profile, the ability to turn your defense tokens into ablative armor suddenly becomes super attractive. Admonition, in the simplest sense, basically gives you 4 extra hull points. On a 4-hull ship, that's a 100% improvement.
And that, sir, in way too many words, is why Admonition gets so much love around here.
Bonus edit: MRW starting an Admonition attack run, because the picture really didn't capture it:
https://www.youtube.com/watch?v=eURy8NskhGM&feature=youtu.be&t=131
Discarding defence tokens would be bad for a ship like an Home-One type MC80, with no escape and who needs to stay in the fight and slug it out.
The MC30 on the other hand will only get about 2 close range shots in and will then likely accelerate and continue flying straight to escape out the other side. It doesn't need those defence tokens for a prolonged engagement.
Other factors in its favour; it has 2 sets of redundant tokens, evade are useless at close range and redirect are useless once shields are drained.
In summary, it's title is a short term fix for short term survivability, which is exactly what it wants.
What Ard said.
Foresight is useable, but it needs babied quite a bit more than Admonition. I'll run it as a second title in an MM list, and I'll also look at staying at red range with a TRC/Scout. In that way, it plays a bit like a Corvette-A that then also has the ability to jump to closer range and throw black dice like its Torpedo variant friend. I think Ginkapo uses it well as an Admiral ship in his Ackbar Star Destroyers list. That gives a much more stable platform than for the Admiral than some small ships with the ability to dive in and clean up, and it works especially well from first player where it can activate first, make a clean escape, and then find its way to back out to red range again where it can still fire. Admonition on the other hand can be tossed into almost any list with any Admiral and is reasonably effective at keeping the Torpedo variant alive even if you're going second.
In some cases it allows the MC30 to have an artificial brace
I wonder. Foresight or advanced projectors?
I wonder. Foresight or advanced projectors?
What are you trying to achieve?
Also, something not brought up that I saw: Admonition can discard all of your defense tokens in one turn. This makes it the only title besides Bright Hope that deals well with a large # of small attacks.
I wonder. Foresight or advanced projectors?
What are you trying to achieve?
Making my mc30s survive the game
I wonder. Foresight or advanced projectors?
What are you trying to achieve?
Making my mc30s survive the game
Which mc30? What loadout? What role?
I wonder. Foresight or advanced projectors?
What are you trying to achieve?
Making my mc30s survive the game
Which mc30? What loadout? What role?
Oh sorry. Torpedo frigate with akbar OE and XI-7
I wonder. Foresight or advanced projectors?
What are you trying to achieve?
Making my mc30s survive the game
Which mc30? What loadout? What role?
Oh sorry. Torpedo frigate with akbar OE and XI-7
Advanced projectors. You are planning to go in close.
That's what I thought. Thx. Still sure not going ATPs is okay when firing from a single arc?
Or in short: ATPs or XI7 with ackbar ?
I won't repeat the praise for Admonition others have already said, because it's pretty complete, but I will say this about Foresight:
The one list where I find it really shines for me is a Cracken evasion list. You need at least 4 red dice vs. Cracken, assuming Foresight is at speed 3 (or more) to even have a chance of hitting it. Otherwise, you drop one for obstruction and just evade the remaining two (or if they are two accuracy and lock down your evades, who cares, there's no damage).
It has often meant people spend entire games without bothering to shoot at the ship even once while it chews away at them, and/or drops in for a first/last attack run if the opening arises.
I won't repeat the praise for Admonition others have already said, because it's pretty complete, but I will say this about Foresight:
The one list where I find it really shines for me is a Cracken evasion list. You need at least 4 red dice vs. Cracken, assuming Foresight is at speed 3 (or more) to even have a chance of hitting it. Otherwise, you drop one for obstruction and just evade the remaining two (or if they are two accuracy and lock down your evades, who cares, there's no damage).
It has often meant people spend entire games without bothering to shoot at the ship even once while it chews away at them, and/or drops in for a first/last attack run if the opening arises.
Yup! Just don't bother with Nebs on Cracken lists though... they like their speed 1-2 to snipe too much.
But yeah, people underestimate Cracken a lot. I'll definitely work on a CR-90/MC30 list with Cracken soon
