Rebel MSU for tournaments

By Nevole, in Star Wars: Armada Fleet Builds

I'm currently running the list below however I am considering making some slight changes to it and was hoping to get some input on the changes I am considering. I did take this variation of the list to my first ever event last month and was able to make it to 4th place with it; I played very conservatively due to these being my first matches outside of my group of friends and didn't know what to expect.

Author: Nevole

Faction: Rebel Alliance
Points: 394/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- Mon Mothma ( 30 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 83 total ship cost

GR-75 Medium Transports (18 points)
= 18 total ship cost

GR-75 Medium Transports (18 points)
= 18 total ship cost

1 Jan Ors ( 19 points)
1 Biggs Darklighter ( 19 points)
2 X-Wing Squadrons ( 26 points)

The changes that I am considering are to ensure the safety of Mon Mothma as well as to up my bid; even though I didn't lose any ships at the tournament I did come close once to losing my flagship. I want to drop Jainas Light from the CR90 then move Mothma over to one of the transports which would have Quantum Solace added to it. The squadron ball would be completely changed around to 2 YT-2400 and 2 E-wings that are to be activated by the second transport. The reason for the E-wings over 4 YT-2400 is to use the snipe for getting around counter if need be. Any feedback on the changes or advice on other changes that would help are appreciated.

I like it! I've been flying very similar fleets myself over the past year or so with very good success.

What do you think about dropping the squadron ball down to just Tycho and Shara Bey? I get the sense that the fighter-killer ball you've got is an overinvestment in squadron defense. Mothma + double evades is very strong bomber defense in its own right--what you really need the squadron screen for is buying you time and protecting you from edge cases while the MC30s charge in fast to kill the carriers. I don't think the YT-2400/E-wing approach covers that need as well as the A-wing aces do, but I can't say I've tried the YT/E-wing approach, so maybe I'm wrong.

I also would 100% recommend moving Mon Mothma to a flotilla in this list. You're right that Quantum Storm is nice to have on there too, but you should be able to keep her safe enough just by flying her defensively that it's not really necessary. Just position her such that your opponent has to fly through the death storm of the rest of your fleet to get a shot on her. And in fact, sometimes QS is actually nice on the other naked GR-75 so you can use it as a double-ramming cruise missile to chase down other flotillas.

I encourage you to give Skilled First Officer a try on those MC30s if you haven't tried it yet. A 1-point investment lets you get much more aggressive with queuing up those Concentrate Fire commands on the MC30s by guaranteeing you can pull it out on the turn you need it without having to worry about whether you can navigate as the board state dictates.

33 minutes ago, Ardaedhel said:

I like it! I've been flying very similar fleets myself over the past year or so with very good success.

What do you think about dropping the squadron ball down to just Tycho and Shara Bey? I get the sense that the fighter-killer ball you've got is an overinvestment in squadron defense. Mothma + double evades is very strong bomber defense in its own right--what you really need the squadron screen for is buying you time and protecting you from edge cases while the MC30s charge in fast to kill the carriers. I don't think the YT-2400/E-wing approach covers that need as well as the A-wing aces do, but I can't say I've tried the YT/E-wing approach, so maybe I'm wrong.

I also would 100% recommend moving Mon Mothma to a flotilla in this list. You're right that Quantum Storm is nice to have on there too, but you should be able to keep her safe enough just by flying her defensively that it's not really necessary. Just position her such that your opponent has to fly through the death storm of the rest of your fleet to get a shot on her. And in fact, sometimes QS is actually nice on the other naked GR-75 so you can use it as a double-ramming cruise missile to chase down other flotillas.

I encourage you to give Skilled First Officer a try on those MC30s if you haven't tried it yet. A 1-point investment lets you get much more aggressive with queuing up those Concentrate Fire commands on the MC30s by guaranteeing you can pull it out on the turn you need it without having to worry about whether you can navigate as the board state dictates.

You are probably correct about the the over investment in the squadron ball; being new to the game I've been a bit hesitant on going for a light fighter ball but in lowering the fight ball it can make the MC30's a bit deadlier. Have you been able to use the QS gr-75 to some success in sinking other flotillas? I have considered SFO on the MC30's but wasn't able to find the points available to do so in my previous variation but I've taken your advice and make alterations. How about the list below? I'm sure it requires me to play a bit more aggressively than I did last time but the MC30's really call for that not to mention it ups my bid quite a bit. The MC30 is my favorite ship out of the rebel fleet and in the future I really want to come up with a list that involves all 3 of the ones I own.

Author: Nevole

Faction: Rebel Alliance
Points: 378/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 87 total ship cost

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 87 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Mon Mothma ( 30 points)
= 48 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
= 19 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

I like it!

Yeah, I have used QS for that myself, and it does work, though it's not necessarily something you always want to do. It's usually a calculated trade: most other flotillas will cost more than the 19 points you spent on QS, but often not much more (5-7 points or so). But QS is one point, and turns that GR75 into a great tool for chasing down admirals on lifeboats, or any other flotilla with way too many points on it.

Personally, I'd throw Slicer tools on the Quantum Storm. The threat range on QS is pretty solid then (see: Demolisher). Then it can be quite useful for messing with bigger ships (love taking away navs from a Demolisher or Admo), or as Ard put it, hunting down other flotillas. If you don't put Slicers on it, I'd consider a comms net somewhere to feed tokens, and possibly Bright Hope on Mothma's flotilla. Ard can probably speak more to how much of a bid you want with this type of list though.

Definitely agree on the Slicers for QS.

Bid really just depends on what the bids are like in your area. I will say, though, that you should practice going second in casual games with this kind of list. It certainly strongly prefers going first, but learning to play this kind of list as player 2 is the fast track to getting better with it.

Anybody can last/first with an MC30, but learning to force traps with it is, in my opinion, one of the most challenging and rewarding skills in this game right now.

Thank you both for the advice and insight on the changes.

1 hour ago, Ardaedhel said:

Definitely agree on the Slicers for QS.

Bid really just depends on what the bids are like in your area. I will say, though, that you should practice going second in casual games with this kind of list. It certainly strongly prefers going first, but learning to play this kind of list as player 2 is the fast track to getting better with it.

Anybody can last/first with an MC30, but learning to force traps with it is, in my opinion, one of the most challenging and rewarding skills in this game right now.

Once I'm able to get together for another game I'm going to have to try out slicer tools; I have yet to use that card at all but I've heard it can make for quite a few headaches for the enemy. I agree with your statement on going second; I've been going second on purpose occasionally in attempt to get better at setting traps but it hasn't been as successful as I would like. I've had a couple of wins doing so but my biggest downfall majority of the time is I'm still trying to master the maneuverability of the ship.