Just fought a most cancerous list

By Sybreed, in Star Wars: Armada

So I was practicing this list for a tournament:

Faction: Rebel Alliance
Points: 398/400

Commander: Commander Sato

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Bomber Command Center ( 8 points)
= 28 total ship cost

CR90 Corvette A (44 points)
= 44 total ship cost

[ flagship ] MC80 Battle Cruiser (103 points)
- Commander Sato ( 32 points)
- Mon Karren ( 8 points)
- Gunnery Team ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
- Leading Shots ( 4 points)
= 164 total ship cost

Modified Pelta-class Command Ship (60 points)
- Raymus Antilles ( 7 points)
- All Fighters, Follow Me! ( 5 points)
= 72 total ship cost

3 Y-Wing Squadrons ( 30 points)
1 Norra Wexley ( 17 points)
1 Shara Bey ( 17 points)
2 X-Wing Squadrons ( 26 points)

I fought against my friend who was using this:

Pelta assault with entrapment formation and lando.

4 MC30s with ATPs and OEs and mothereffin Rieekan. No squadrons

Being a rebel player, I never fought against Rieekan, now I understand why he's hated so much. Holy freaking hell. My list would have fared 10 times better if not for these freaking zombie MC30s double arcin' me.

This was a massacre, I lost 9-2 even though I destroyed 2 MC30s (I picked Most Wanted and my MC80 was the objective ship, mistake on my part)

Edited by Sybreed

What was the point spread if the MC80 wasn't the objective ship?

What was the point spread if the MC80 wasn't the objective ship?

hmm you mean the MOV? Still 120. He blew everything up except the Corvette and the squadrons. He just rammed everything to death with his MC30s :(

Playing against Reeiken means you have to change up how you look at activations. It can be radical departure from how you normally play since generally you try to kill ships before you activate. Reeiken turns this on its head and you almost want to always shoot the ship that have already activated. It's just so unexpected. Kind of like a zombie apocalypse.


Playing against Reeiken means you have to change up how you look at activations. It can be radical departure from how you normally play since generally you try to kill ships before you activate. Reeiken turns this on its head and you almost want to always shoot the ship that have already activated. It's just so unexpected. Kind of like a zombie apocalypse.

oh yeah, and I got some unlucky rolls that made 2 MC30s survive with a 1hp on turn 2. If not for that, the scenario would have been different.

It also doesn't help that Mon Karren does very little against MC30s.

Rieekan is definitely cancer :P

Still very competitive though!

my main mistake was making most of my ships go speed 1 on turn 1. Should have gone full speed to try to make the MC30s overshoot. But, the guy I played against is a MC30 expert and knows how to get that double arc everytime.

Fighting four mc30, most wanted, and failing to kill them...you'd have lost even if it was mothma, dodonna, ackbar...

Fighting four mc30, most wanted, and failing to kill them...you'd have lost even if it was mothma, dodonna, ackbar...

No need to be rude?

His most wanted ship was the pelta that he kept in the back at speed 1, I never could reach it in time. And he body blocked the MC80 with his zombies, so that didn't help.

edit: Unless I misread your intent with your post?

Edited by Sybreed

4 MC30s?

and i thought 2 was dickish...

a bit off topic, but we had this question pop-up yesterday. With most wanted, if he double arcs me, he can add a die on each attack right?

Your squads should of been mopping up. Wiping out his shields for your big ship to kill after activation. Your squads should be able to take out one of those ships on their own. Every time he rams you should be swarming him with your spammed squads.

4 MC30s?

and i thought 2 was dickish...

Ard!

Your squads should of been mopping up. Wiping out his shields for your big ship to kill after activation. Your squads should be able to take out one of those ships on their own. Every time he rams you should be swarming him with your spammed squads.

I should have focused fIred with the squads for sure. I splitted them in 2 groupes and that was a mistake.

The pelta was such a juicy target for the mc30s

4 MC30s is juuuust right. I like Mothma better, because they don't have to be zombies, they just don't die instead.

Tee hee.

Push your squadrons out as far and as fast as you can. Vanilla MC30s can't handle sustained bombing fire for very long at all. As soon as he's redirected, start bombing the zone to which he redirected (all else being equal).

Focus your fire: even if you're taking hits to the efficiency of your shots, you HAVE to make him burn his defense tokens. Identify early which shrimp you're going to kill and focus everything you have to killing it before it gets to you.

Remember that, even though it feels like your long-range shots are wasted, forcing him to spend those evades really hurts him if you can force him to burn them; same with redirects and Admonition. At range, the MC30's evades are its hull points, and unless you're ticking off more than two per round, they regen at the end of the round. So make sure you tick off more than two per round.

Play your ships, especially the 80, very defensively. Keep them spread out: because of its short fire range and limited maneuverability at top speed, the MC30 has a very hard time refocusing if your ships are way across the board (1-2 ruler lengths) from each other. Force them to choose what they're going to kill--your squadrons give you the flexibility to refocus and cross-support your ships from a much larger distance than he can.

Ignore the Pelta, it's a trap.

Also, your MC80 is probably going to die in this scenario. MC30s just eat up 80's like tasty lunch. You just have to find a way to make him pay for doing it.

I played a CC game last week that had no fighters 5 Mc30s and a transport.

That's freakin scary.

I played a CC game last week that had no fighters 5 Mc30s and a transport.

That's freakin scary.

I'm running 4, an Entrapment Pelta, and 3 flotillas with Mon Mizzle.

It's delicious. :D

I played a CC game last week that had no fighters 5 Mc30s and a transport.

That's freakin scary.

I'm running 4, an Entrapment Pelta, and 3 flotillas with Mon Mizzle.

It's delicious. :D

Yeah he ran Mothma too. Just a few dice rolls decided the game but my iSD 1 was toast!

Fighting four mc30, most wanted, and failing to kill them...you'd have lost even if it was mothma, dodonna, ackbar...

No need to be rude?

His most wanted ship was the pelta that he kept in the back at speed 1, I never could reach it in time. And he body blocked the MC80 with his zombies, so that didn't help.

edit: Unless I misread your intent with your post?

4 mc30s are cruel with any admiral. And rieekan is a bully whatever he commands. Hate that guy...

Also most wanted is very bad if your opponent has many shooty ships, especially if they are good at double arcing.

But you realized this and won't do it again I dare say :)

Edited by Green Knight

Sort of off topic, but this sort of thread is one of the reasons that blocking and ramming is not one of my favourite things in Armada.

Last time I did the math, MC30's had some of the most inefficient point:hull ratio of any ship in the game. If this really was a rammed-to-death scenario, the opponent couldn't really have picked a worse ship to do it with.

I'm fine with the ramming rules at a mechanical level. A player who uses game mechanics well deserves to be rewarded for it. I use rams very often as a positioning tool, both to get where I need to be and to keep my opponent where I want him to be. It's also a fantastic "**** I only need one more damage! I'd trade 1:1 hull to finish him off at this point!" mechanic.

Whether ramming is in keeping with theme... eh, I don't care. It's easy enough to explain them away as boarding actions, force field interactions, close calls requiring airframe overstress maneuvers--take your pick.

Whether ramming is in keeping with theme... eh, I don't care. It's easy enough to explain them away as boarding actions, force field interactions, close calls requiring airframe overstress maneuvers--take your pick.

Our constant "accidental rams" are only thematic in that we are the worst fleet commanders. Vader would have force-choked me out of existence after my first game as Grand Admiral Accidently-Drive-This-VSD-Through-All-These-Rocks-and-Then-Out-of-the-Engagement-Zone.

Last time I did the math, MC30's had some of the most inefficient point:hull ratio of any ship in the game. If this really was a rammed-to-death scenario, the opponent couldn't really have picked a worse ship to do it with.

I'm fine with the ramming rules at a mechanical level. A player who uses game mechanics well deserves to be rewarded for it. I use rams very often as a positioning tool, both to get where I need to be and to keep my opponent where I want him to be. It's also a fantastic "**** I only need one more damage! I'd trade 1:1 hull to finish him off at this point!" mechanic.

Whether ramming is in keeping with theme... eh, I don't care. It's easy enough to explain them away as boarding actions, force field interactions, close calls requiring airframe overstress maneuvers--take your pick.

I agree that a player who uses the rules well should be rewarded, I just disagree that ramming should be part of the rules in it's current incarnation.