Okay, so, think I'm all caught up now.
I stand by my statement: I would trash this with my MM MC30's.
@mythics
: My list is
here
. In brief: 4x MC30T, 3x GR-75, Mothma.
I'll try to refer to some specifics. I'll try to keep the responses generic, but know that I'm mostly coming from the perspective of running this fleet because, well, that's what I do.
20 hours ago, Norsehound said:Regarding Slicer tools... with that many GR75s likely banking squadron commands, moving up a slicer tools GR75 to hit one of them won't stop the others from being able to reach out and erase that GR-75 you just pushed forward. Sure, you stopped a Yavaris doubletap, but Slicer tools does nothing to stop the Wexley/BCCs/B-Wings/Farr/Intel combination that makes up why this list is so deadly, combined with Rieekan and key aces.
.
Remember that part where he talks about popping an MC30 outright with the Yavaris 3x double-tap? Yeah, this doesn't even come close. And you don't have to
keep
it shut down: just for the turn where it dies. All you have to do is move out of range. Easy. Yavaris with a token can't push a B-wing
and
Norra into range. Don't charge into a squadron ball.
21 hours ago, Blail Blerg said:Just a reminder that Yavaris and 3 bs alone puts out 3x2x2=12 dmg, assuming an average of 2 damage per roll. And this wipes out defense tokens AND defense tokens have minimal effect.
... except for Mon Mothma evades, which it amplifies.
I'm sorry, laptop's dying so I'm just going to copy in text from here on out.
"I'm not sure how I can agree on the theory of Mon Mothma MCs... I'd trust Rieekan better because those ships, regardless of if they died, can ignore squadrons completely and focus on delivering massive batteries against flotillas and Yavaris with some accuracy generators. It would need to completely table every capital ship to win the game.. which means also catching loose flotillas. Permutations of the speedbump list I've used have an engine techs TR-90 that also escapes quite often, and so long as that ship lives the fighters are still valid."
Rieekan's ships can be alpha'd by a well-placed stationary squadron ball during the squadron phase on their way in. Mothma's are much more likely to make it in.
"Also, I believe I tested, a MC30 with Adv projectors actually DOES survive Yavaris 3x2 tap. But the literal next squadron kills it. Not enough shields, nor redirects.
If you manage to get all 4 MC80s in, you'll probably lose one immediately and severely wound a 2nd, and get your shots off but if the carriers survive, next turn, with the carriers added firepower and a few more squadron commands, you lose the 2nd and the 3rd.
... It really doesn't sound that bad, buts def not 400-0. Heck, realistically, he should be able to FCT 4 fighters close enough to actually one shot the first one before it even fires. def not 400-0.
The crazy part is I took Mc30s against it. I found out sadly that at close range, that Pelta and Neb got punch for punch against them. And its really easy to double arc with those ships going slow. (Or maybe I'm good at double arcing with Nebs, but I bet the winner could double arc small ships with his eyes closed. )"
Your MC30 shouldn't be eating a triple-double tap in the first place. If it did, you should have recognized the danger and stuck a second one there to finish the job when/if you lost the first. One double arc into the side of Yavaris is going to kill it 9 times out of 10. Use the activation delays and jump in your attackers after Yavaris has activated. The squadrons can only move so far.
Ugh... Wish I could get into more detail, but the battery is showing 2 minutes left. I'll be back to respond to all the rebuttals that I haven't covered in detail.
Edited by Ardaedhel
Fffffffff