mc30s

By Ethan N Mung, in Star Wars: Armada

Four is the most you can make a realistic list with. I faced a dude who brought five and Rieekan once, and it was okay, but it ends up with a lot of really exploitable weaknesses.

If you're looking to run an MC30-centric list that's not ridiculous, 3 will get you there with some back-end support from CR90's and squadrons, while still giving you lots of room to build the list as you want. Almost any admiral will work well with this archetype, and it will fly very differently based on what upgrades you prefer to take.

Four is really a "let's see if I can exploit this one weakness in the game for all it's worth" gambit. Which, incidentally, works amazingly well and is basically unstoppable (:D). But it's also super unforgiving, too, both in terms of how well you fly it, and in terms of luck.

You really have to make tough choices in list building and strip everything down to bare bones to get an effective list with four. I've been running the following completely unchanged since... well, since I posted it in mid-October. Just won San Antonio Regionals with it a few weeks ago. I love it, it's lots of fun to play... and it's just about time to retire it.

I dont even get a mention these days :(

4 minutes ago, Ginkapo said:

I dont even get a mention these days :(

16 minutes ago, Ginkapo said:

I dont even get a mention these days :(

That's what you get for taking a measured, balanced approach to the game rather than internet demagoguing it up. People don't say, "oh look, [subject matter]! That's all Ginkapo cares about, he should pipe in!"

Edited by Ardaedhel
17 minutes ago, Ginkapo said:

I dont even get a mention these days :(

Aww we still luv you Ginkapo :D

There is a special rule that means if you take sensor teams you can feasibly fly seven mc30s at once.

7 minutes ago, Ginkapo said:

There is a special rule that means if you take sensor teams you can feasibly fly seven mc30s at once.

Yeah, it's one of those X-wing-style "this card is so bad we'll give you points to take it" upgrades.

44 minutes ago, Ginkapo said:

I dont even get a mention these days :(

Such a diva.

6 hours ago, moodswing5537 said:

There's always your man tool....

I went there....

Dang it Undeadguy! You beat me to the man tool....wait....Nevermind....

You guys are the worst! :P :P

Edited by Admiral Theia
Added real smilies!
1 hour ago, Ginkapo said:

I dont even get a mention these days :(

You did it to yourself. I can only associate one armada thing per poster. For you its ramming vettes. It used to be some kind of mc30 thing with some sushi and a star destroyer but I can't remember anymore.

Is it an appropriate time for the flesh-torpedo frigate?

It's my second favourite purple headed warrior.

51149334827__86B1156D-25E2-4A8A-9860-83A463450F0F.JPG.jpeg

Edited by D503

You can put in quite a few MC-30s. They are not without their limitations though. For example.

  1. They ignore the squadron game. With very low squadron value and only a single anti-squadron die this ship was mad for ship to ship only and would even find a swarm of TIEs or even an X-wing squadron to be very troublesome.
  2. Unusual upgrades. This is the one ship that has no red dice yet has a turbolaser upgrade slot. Which could add a red die to the torpedo frigate but still doesn't make it that much better at range. Black dice means you want to be in close range at all times.

10 hours ago, ceejlekabeejle said:

Such a diva.

My adoring fans dont know better than to massage my ego.... :)

15 minutes ago, Ginkapo said:

My adoring fans dont know better than to massage my ego.... :)

I'm not a fan. More like a disciple really.

5 hours ago, Marinealver said:

You can put in quite a few MC-30s. They are not without their limitations though. For example.

  1. They ignore the squadron game. With very low squadron value and only a single anti-squadron die this ship was mad for ship to ship only and would even find a swarm of TIEs or even an X-wing squadron to be very troublesome.
  2. Unusual upgrades. This is the one ship that has no red dice yet has a turbolaser upgrade slot. Which could add a red die to the torpedo frigate but still doesn't make it that much better at range. Black dice means you want to be in close range at all times.

Ackbar Star Destroyers want to shoot at you at all ranges, with 3 red, 2 blue, and 3 black. 73 pts (and Admiral cost) for a torpedo with the front arc of an ISD-I.

24 minutes ago, Green Knight said:

Ackbar Star Destroyers want to shoot at you at all ranges, with 3 red, 2 blue, and 3 black. 73 pts (and Admiral cost) for a torpedo with the front arc of an ISD-I.

I'm trying to think of how that works out and falling short.

39 minutes ago, Admiral Theia said:

I'm trying to think of how that works out and falling short.

MC30 torpedo

EA

Ackbar

3 reds, 2 blues, 3 blacks

Same as ISD-I front arc.

It's all bout the spike damage.

Relatedly: also one of few setups that can actually use sensor teams to good effect.

2 hours ago, Green Knight said:

MC30 torpedo

EA

Ackbar

3 reds, 2 blues, 3 blacks

Same as ISD-I front arc.

It's all bout the spike damage.

Relatedly: also one of few setups that can actually use sensor teams to good effect.

With the external Racks, they will also be able to do 5 blacks, still for cheap. Might be worth OE over gunnery/sensor teams. But I definitely see the benefit of sensor teams with that much spike damage.

Racks are interesting for this build.

1 hour ago, Green Knight said:

Racks are interesting for this build.

Actually... would that be the most dice output for a single arc in the game? Objectives and commands aside, I think the Racked Ackbar star destroyer has the most at 10 dice. Tied with an Ackbared enhanced armament Defiance, I think, though Defiance is almost entirely all reds. Unmodifiable and one time only, but still ridiculous.

And then adding objectives and commands, that can get up there.

20 minutes ago, Parkdaddy said:

Actually... would that be the most dice output for a single arc in the game? Objectives and commands aside, I think the Racked Ackbar star destroyer has the most at 10 dice. Tied with an Ackbared enhanced armament Defiance, I think, though Defiance is almost entirely all reds. Unmodifiable and one time only, but still ridiculous.

And then adding objectives and commands, that can get up there.

ISD1 Devastator with Spinal. 4 red, 6 blue, 3 black

Edited by Church14
Derp, no torps on ISD
Just now, Church14 said:

ISD1 Devastator with Spinal and ER : 4 red, 6 blue, 5 black

It can't take external racks, but you are correct. The Devastator can actually dish out more. 2 more. But those are all blue dice anyways...

5 hours ago, Green Knight said:

MC30 torpedo

EA

Ackbar

3 reds, 2 blues, 3 blacks

Same as ISD-I front arc.

It's all bout the spike damage.

Relatedly: also one of few setups that can actually use sensor teams to good effect.

The problem with the build is, how often do you take an ISD1 without dice modification? Sometimes, yeah, it'll be great, if you rolled well, but it has no reliability at all.

2 hours ago, Ardaedhel said:

The problem with the build is, how often do you take an ISD1 without dice modification? Sometimes, yeah, it'll be great, if you rolled well, but it has no reliability at all.

Do I need to say it?

SENSOR TEAMS, without a brace those ISDs go down.

@Parkdaddy blocking the brace is worth more than the .75 avg dmg boost from ordnance experts. Actually if you really look at it OE is worth less than MOAR ships.

22 minutes ago, Ginkapo said:

Do I need to say it?

SENSOR TEAMS, without a brace those ISDs go down.

@Parkdaddy blocking the brace is worth more than the .75 avg dmg boost from ordnance experts. Actually if you really look at it OE is worth less than MOAR ships.

Accurate assuming the target isnt rocking ECM's. In which case accuracy isnt everything.