Strategies or Tactics anyone?

By Beatty, in Star Wars: Armada

I'm curious what the final result ended up being. If it was hiding somewhere in your post, I apologize for missing it.

My guess if you've got Intel Sweep tokens on the map. Which ship is the Intel Sweeper? And it doesn't look to me like any ship is particularly well positioned to pick up the tokens. That's one objective that if I take it, I always aim to pick up the points. There's an odd number of tokens, and second player ought to have positioning. The opponent either concedes a 7-4 minimally, or they are forced to come to your position. That by itself can be a difference-maker in whether you get double arcs.

The biggest thing I see is that you want more of a 1-2 punch with those MC30s. MC30s get 1 or maybe 2 good attacks off in a game. Its ok if those occur in a sequence. Its very difficult to get them off in the same turn, though it might be possible with that ISD if you've got one trailing and the ISD is forced to activate and come into black range of both of them.

I'd probably fly more head-on with it and just eat a shot, as Ard discussed above. You have to know exactly whether you can eat the shot or not. That's where his chart is useful. With an MC30 set-up like that, you are absolutely gunning to drop that ISD. Now, I've been running a one-MC30 list, and getting it set-up on a double-arc and then zooming off while other ships pummel that ISD is often enough. I'd think two double-arc shots in sequence really ought to drop it to the point that one good MC80 blast would finish it.

So basically, you can and should fly them more aggressively. For that matter, you can possibly look at putting them both in threat range, and if he activates and kills one, the other can open up on him. I'd personally rather go for the 10, which is threatened by this kind of play, but its perfectly doable to ensure you do get a double-arc drop on that ISD. From there, your Ackbar-Defiance finishes him off.

Does that help? I'm sure Gink and Ard will also add helpful suggestions.

Oh I posted the results on another thread, my bad. I won 8-3. The MC80 was the intel ship and ended up picking 2 tokens. The ISD picked one that I was about to grab, but him activating first again let him have it. In the end, we both had 2 tokens. A bit of misplay from our parts because we rarely play this objective (first time for both of us).

The MC30s were ackbar MC30s, so ATPs weren't on the ships as I was not going for double arcs anyway. I too feel I should have been more balsy with the ships. Being overcautious ended up making the ISD survive as the MC80 did a number on him at the last 2 turns.

He only destroyed 2 A-Wings. He got a bit unlucky with his rolls. I destroyed Demo, 1 Gozanti with BCC, Rhymer, 4 Tie-Bombers, 2 TIE Advanced, Intel ship (the 4 A-Wings really paid off)

Deploy your MC30's to come in at more like a 45 degree angle rather than almost head-on..

I'm not sure what speed you were going. My approach is almost always at speed 4 as second player. I bank nav token ASAP and plot nav commands on turns 1-2 at least, possibly turn 3 as well depending on reflexive my opponent's force is. If not, turn 3 is concentrate fire, turn 4 is back to nav, turns 5 and 6 will be repairs, as engagement is likely over and you just trying to protect against late game squadron attacks and opportunistic red dice. If you're a new player, avoid conc fire commands. Turns 1-4 are nav, 5 and 6 are engineering.

I'd also consider building your lead MC30 with Expanded Launchers. Then you're guaranteed 10 attack dice (5/5)

Practice, practice, practice your speed 3 vs. speed 4 maneuvers with an MC30. They are SOOO different from one another, and doing the one yaw at 2 and 3 but nothing at 4 is very weird. You can mitigate this by setting up all your commands as nav (so that you have the extra yaw somewhere), but you can also do it by changing your angle of engagement. Speed 4 is great on an MC30, though, because you threaten SO much and your opponent is never going to know who you're gunning for, exactly.

Edited by Rocmistro

@Sybreed your big problem was in deployment there. With multiple MC30s going second you want to either a) position in such a way that your target has the choice of either sitting there and taking your MC30 shot or activating and moving into range of the other MC30, or b) threaten multiple things at once, so that even if one target gets away, you get your shot on another target. And an MC30 double arcing a gladiator has a real chance of one-rounding it, so that can be a hard choice for your opponent. It looks like your opponent probably had deployment advantage on you with squadrons and flotillas, but there are some things you can do to improve your chances of being able to do one of those things. I'd probably deploy my 30's more centrally, going second they need to be in the thick of things. If they're on a flank their target will just scoot away as soon as they close (as you experienced), but if they're in the middle of the board your opponent is way more likely to have to move into you. You probably also want at least one near your MC80. You know the Demolisher is going to be gunning for that thing, and having a 30 in the area can help you get scenario b a lot more easily.

There are a lot of squadron thread on this forum. They fall in the category of strategies and tactics don't they?

Ok so in short, I shouldn't play mc30s with ackbar as double arcing is just too important

Nah.

On your approach on the ISD, use an angled strafing approach, and leave both mc30s in the isd front arc at red range.

He will have to close to blue range if not black, and you will be positioned better to make the turn

Nah.

On your approach on the ISD, use an angled strafing approach, and leave both mc30s in the isd front arc at red range.

He will have to close to blue range if not black, and you will be positioned better to make the turn

Have you had success with ackbar MC30s? I found it a bit underwhelming vs a good ole' double arc with ATPs...

Hahahaha

I will explain later why you have put me in a laughing fit

Nah.

On your approach on the ISD, use an angled strafing approach, and leave both mc30s in the isd front arc at red range.

He will have to close to blue range if not black, and you will be positioned better to make the turn

Have you had success with ackbar MC30s? I found it a bit underwhelming vs a good ole' double arc with ATPs...

I've been screwing around with Ackbar MC30s while waiting for wave 5 to drop. They're definitely funny, and if you can manage to use both your side arcs at once they do scary amounts of damage. The main drawback is that there are a lot of scenarios where you'll be wanting to use your front arc rather than taking a single side arc shot. That and the huge point investment for Ackbar + Enhanced Armament on all your 30s. I don't think they're bad (and I know some folks have done really well with them), but personally I won't be taking them to a tournament any time soon.

Nah.

On your approach on the ISD, use an angled strafing approach, and leave both mc30s in the isd front arc at red range.

He will have to close to blue range if not black, and you will be positioned better to make the turn

Have you had success with ackbar MC30s? I found it a bit underwhelming vs a good ole' double arc with ATPs...

Ackbar MC30's are insanely good, though you want the scout not the torpedo boat. I personally prefer playing with a cheaper and more...shall we say...nuanced commander, so I usually opt for Cracken or Mothma. I especially love beating people with Mothma because she's so 'back in the closet' right now.

Nah.

On your approach on the ISD, use an angled strafing approach, and leave both mc30s in the isd front arc at red range.

He will have to close to blue range if not black, and you will be positioned better to make the turn

Have you had success with ackbar MC30s? I found it a bit underwhelming vs a good ole' double arc with ATPs...

I've been screwing around with Ackbar MC30s while waiting for wave 5 to drop. They're definitely funny, and if you can manage to use both your side arcs at once they do scary amounts of damage. The main drawback is that there are a lot of scenarios where you'll be wanting to use your front arc rather than taking a single side arc shot. That and the huge point investment for Ackbar + Enhanced Armament on all your 30s. I don't think they're bad (and I know some folks have done really well with them), but personally I won't be taking them to a tournament any time soon.

You don't put EA on MC30 scouts...you put turbolaser reroute circuits on them.

Nah.

On your approach on the ISD, use an angled strafing approach, and leave both mc30s in the isd front arc at red range.

He will have to close to blue range if not black, and you will be positioned better to make the turn

This, and (and this part is important); on the turn in which you are going to cross the ISD, you must be going speed 3 or (possibly speed 2). This is what I call break speed (in contrast to close speed, which is the speed at which 2 ships are going at each other, break speed is the sum of the speed at which they are going away; it's the sum of your 2 ships' speeds (the MC30 and the target ship) You need breakspeed 2 or max 3 so you can get the double yaw hook on the last joint. It's the only way you stand a reasonable chance of getting back into the fight for a subsequent attack round. The exact speed depends on where he's at and how fast he's moving.

Hahahaha

I will explain later why you have put me in a laughing fit

:(

please be gentle

Hey wait, weren't you first player there?

Hey wait, weren't you first player there?

Yup, but you asked if I had had success with ackbar mc30s! It is up there with asking if I use sensor teams. I may as well put both those things in my forum sig...

Hey wait, weren't you first player there?

Yup, but you asked if I had had success with ackbar mc30s! It is up there with asking if I use sensor teams. I may as well put both those things in my forum sig...

ahahah ok then, well that's good to know. I guess going 2nd player with ackbar is not the best option with MC30s, but first player is something that works.

Hey wait, weren't you first player there?

Yup, but you asked if I had had success with ackbar mc30s! It is up there with asking if I use sensor teams. I may as well put both those things in my forum sig...

ahahah ok then, well that's good to know. I guess going 2nd player with ackbar is not the best option with MC30s, but first player is something that works.

This is not true. In fact, out of all the scenarios you might want to go 2nd with MC30's, going 2nd with Ackbar TLRC30's is the best option.

The truth of the matter is that all 4 of these scenarios require changes to your planning and strategy. There is no auto-win button with any of them:

-Going first and you have activation advantage.

-Going first w/o activation advantage

-Going 2nd w/ activation adv

-Going 2nd w/o activation

2nd is fine. Ackbar lets you bait at long range, just dont rush for black range. 5 dice salvo is still strong at blue range