"El tanque grande"

By Darth Sanguis, in Star Wars: Armada Fleet Builds

Just lemme know when y'all get sick of the RvB references...


Could be a fun list.

hopefully get bid to be 2nd player

-Advanced gunnery: ....we all know what happens... no one will pick that lol
-Fire lanes: alpha my VcX's out to bring the objectives away from opponent and to me... easy points
-Minefields: Buwahahaha throw mines at the opponent until the get mad and leave...

Of course, standard Mc80 Tank build.... can repair 9 shields a round... akbar defiance for the long range pew pew

Thoughts?





Lopez the Heavy
Author: Darth Sanguis

Faction: Rebel Alliance
Points: 394/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Minefields

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Engineering Team ( 5 points)
- Electronic Countermeasures ( 7 points)
- Advanced Projectors ( 6 points)
- Enhanced Armament ( 10 points)
- Leading Shots ( 4 points)
= 189 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Projection Experts ( 6 points)
- Shields to Maximum! ( 6 points)
= 75 total ship cost

Nebulon-B Support Refit (51 points)
- Redemption ( 8 points)
- Projection Experts ( 6 points)
= 65 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

3 VCX-100 Freighters ( 45 points)

Your VCX freighters will be pinned by a few Tie fighters or A-Wings and then you aren't throwing mines around very much.

I like the unkillable tank idea but what happens if the enemy begin to chew on the support ships using gunnery teams?

I would pick advanced gunnery all day. Those juicy juicy points.

I love the basic idea of an Ackbar die-chucking tank, but what I'm really worried about with it are the rammers.

1 hour ago, Mad Cat said:

Your VCX freighters will be pinned by a few Tie fighters or A-Wings and then you aren't throwing mines around very much.

I like the unkillable tank idea but what happens if the enemy begin to chew on the support ships using gunnery teams?

Maybe, it's all situational. A good deploy and set up could still work well in my favor with mines, of course, every fleet has it's weaknesses. That said with 2 blue for AA on defiance and the vcx throwing 3, they can chew up fighters too. As for hitting the support ships, by the time they were in range to attack, you'd likely have chewed through most of the tank first. I like using it as a literal shield.

1 hour ago, Ginkapo said:

I would pick advanced gunnery all day. Those juicy juicy points.

You would be the first person I've ever met to take on a double tapping death pickle... I'd be interested to see how that turns out. :D


31 minutes ago, CaribbeanNinja said:

I love the basic idea of an Ackbar die-chucking tank, but what I'm really worried about with it are the rammers.

It would definitely be a challenge! But keep in mind a good deploy could give you two turns of long range fire before the rammers can...well.. ram... and after that, they'd definitely be in range for your support ships as well... the Mc80 can recover 2 hull a turn, not awesome, but not terrible.

I've yet to see a ramfleet in person short of a demolisher build in wave 2, local metas don't run them often, they have too difficult a time reaching close range

2 hours ago, Darth Sanguis said:

You would be the first person I've ever met to take on a double tapping death pickle... I'd be interested to see how that turns out. :D

Fustrating for you. 3 turns for 3 mc30s to last/first on the pickle whilst you are helpless to anything about it. Its not that fun to play as its so surgical a destruction.

There are only two areas of threat from your list, and they are very predictable and easily dodgable. Add engine techs

This is a terrible use of Ackbar. Terrible.

Also Engine Techs.

6 minutes ago, Ginkapo said:

Fustrating for you. 3 turns for 3 mc30s to last/first on the pickle whilst you are helpless to anything about it. Its not that fun to play as its so surgical a destruction.

There are only two areas of threat from your list, and they are very predictable and easily dodgable. Add engine techs

I'd be interested to see it in action.

3 minutes ago, Green Knight said:

This is a terrible use of Ackbar. Terrible.

Also Engine Techs.

To be fair, Imps are my main.

Though most of the folks on here say I can't use those for crap either. lol

My local meta must suck ;D

"Ande o no ande"

:D

That MC80 is a points pinata if I ever saw one.

Compare this to my "Dark Side of the Mine" list and you'd be in serious danger of losing that MC80 in the first turn of combat. Or at least, no later than the first activation of round 2. At that point, you'd need 5 rounds of uncontested fire lanes to make up the points difference.

I agree with Gink, I'd be all over that AG like shrimp on a pickle. Doesn't necessarily make it the wrong objective choice, just, you know... be aware that you might actually have to play it.

2 minutes ago, Ardaedhel said:

I agree with Gink, I'd be all over that AG like shrimp on a pickle. Doesn't necessarily make it the wrong objective choice, just, you know... be aware that you might actually have to play it.

I literally lack the experience to argue lol but it seems so counter intuitive!

Am I misunderstanding the objective?

If I'm 2nd player, that means the pickle can hit the same target twice, in the same hullzone... from the same hull zone...

So Akbar pickle, 4 red standard at long +1 for EA+ 2 for akbar+ 1 for confire+ 1 defiance (presumed best case at long range) 9 dice... first shot has damage potential of 0-18, the second shot loses a die as confire has expired so 8 dice with a damage potential of 0-16

That seems like it would pop an MC30 with relative ease...


Or is it more of an MSU vs Christmas tree type thing? Where spreading the damage out over several difficult to hit activations is simply more effective than concentrating a ton of fire power on one.



6 minutes ago, Darth Sanguis said:

That seems like it would pop an MC30 with relative ease...

Pfft, like we would leave an mc30 in your side arc..... we didnt want to go there before advanced gunnery, so nothing changes.

6 minutes ago, Ginkapo said:

Pfft, like we would leave an mc30 in your side arc..... we didnt want to go there before advanced gunnery, so nothing changes.

I don't think I've ever seen Mc30s played that well, most folk here just build a wall with 'em, do you have a battle report or screen captures of a match against a similar build? I'd be interested to see it in action.

Just now, Ginkapo said:

Pfft, like we would leave an mc30 in your side arc..... we didnt want to go there before advanced gunnery, so nothing changes.

This is the gist of it. Remember that I, too, get a double shot (albeit into two adjacent hull zones rather than the same one), before you get yours; and that if I can take you down, that's double points for your biggest, baddest ship.

This is one of those objectives that isn't going to get picked unless your opponent can use it against you; and the opponents who can use it against you are going to hurt. So, just have a plan for how to deal with that one type of list that is going to pick it.

3 hours ago, Darth Sanguis said:

I don't think I've ever seen Mc30s played that well, most folk here just build a wall with 'em, do you have a battle report or screen captures of a match against a similar build? I'd be interested to see it in action.

And your comment is why I regularly get annoyed. Why are people running MC30s as a wall? Its because they assume that all ships must fly next to each other. Its an awful assumption.

42 minutes ago, Ginkapo said:

And your comment is why I regularly get annoyed. Why are people running MC30s as a wall? Its because they assume that all ships must fly next to each other. Its an awful assumption.

Well I can't speak for everyone, but I know one of the people who plays me often clusters his ships out of fear. Which realistically, it the worst idea possible against the fleets I run. I think they just assume if they spread out they'll get picked off too easily...

Which is nuts 'cause I always run gunnery teams on my ISDs... free points...om nom nom

I developed a sato build with mc30s to trigger assault concussion at long range and then relay bomber the hell outta exposed hulls.... but I never got to test it...