Return to the MC-30

By Englishpete, in Star Wars: Armada Fleet Builds

I've been playing with the Pelta and 5 CR90's but I am underwhelmed by the Pelta for its point cost (although Flechette Torps on the Assault version was fun if a little unreliable :-) )

I decided to look into my old friend the MC-30, now everyone knows the MC-80 Assault Cruiser made out like a bandit with Wave 5, but I think waves 4 and 5 have given the MC-30 a serious opportunity to challenge for a place in a high activation list.

This set up should allow me first and last activation if I want to charge my MC-30 in close and if I stay out at range 3 with CF commands whilst I set up the opportunity, it should be **** hard to kill it. Even if she gets caught close in she should get out alive.

I thought about E-wings to accompany Hera, but I think I like a 12 point bid over an 8 point bid.

Faction: Rebel Alliance
Points: 388/400

Commander: General Cracken

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Intel Sweep

[ flagship ] MC30c Scout Frigate (69 points)
- General Cracken ( 26 points)
- Foresight ( 8 points)
- Major Derlin ( 7 points)
- Ordnance Experts ( 4 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 124 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

CR90 Corvette A (44 points)
- Dual Turbolaser Turrets ( 5 points)
= 49 total ship cost

1 Hera Syndulla ( 28 points)
2 X-Wing Squadrons ( 26 points)
1 Rogue Squadron ( 14 points)

Solid squadron strategy. Though without Strategic, I think you'll find that the Tatgeting beacons won't be effective for long, and Most Wanted would be a pretty troll-ey move (minus 1, plus 1 to your objective ship with Cracken). And while dual turbos are cheaper, TRCs can affect both shots and they guarantee damage. But for the initiative bid, its worth a shot.

I also toyed around with the idea of a Cracken Foresight, I just never got to work in a game with it. Negating 3 dice at long range is ridiculous to think about, but I do think that gunnery teams would be better than ordnance experts, unless your plan is to close the gap with a last/first activation.

Reinforced blast doors also don't really strike me as being all that worth it on a 4 hull ship, unless your plan is to ram your opponent. Considering this is your flagship, APTs might be a better investment at the same cost for those up close and personal confrontations (especially since you currently have ordnance experts).

I find Cracken a bit tricky to use with MC30s, as you want to stay at black range as much as possible and that usually means slowing down when closing in to avoid overshooting your target. If you stay speed 3 and pass over your target, you'll never have the opportunity to have another black range shot.

@Parkdaddy. Gunnery Teams is actually an idea I may try out. I chose DTT's over TRC's mostly so I had 2 evade tokens available, especially with the return of the accuracy token.

The OE's do allow me to make that one black dice pass stick and I may dump blast doors for APT's because of that.

General build testing for the MC is still on the table.

@Sybreed.

I take your point, but in all honesty, you only really get one double arc black dice shot in a game anyway unless your opponent is careless. We'll see. The survivability of this build though means I can CF at long range for three reds and use the DTT's for consistent damage at least and deny my opponent a serious amount of VP's for my flagship.

@Parkdaddy. Gunnery Teams is actually an idea I may try out. I chose DTT's over TRC's mostly so I had 2 evade tokens available, especially with the return of the accuracy token.

The OE's do allow me to make that one black dice pass stick and I may dump blast doors for APT's because of that.

General build testing for the MC is still on the table.

@Sybreed.

I take your point, but in all honesty, you only really get one double arc black dice shot in a game anyway unless your opponent is careless. We'll see. The survivability of this build though means I can CF at long range for three reds and use the DTT's for consistent damage at least and deny my opponent a serious amount of VP's for my flagship.

ahh well if you already know then carry on. I was trying to prevent you from being disappointed like I was when I realized I can't cracken all the time if I want to get the post shots possible.

Edited by Sybreed

@Sybreed.

appreciate the heads up anyway :-)