Mc80 plus a Hera scurrgs task force

By Tiberius the Killer, in Star Wars: Armada Fleet Builds

I haven't used big ships much. Or Hera at all. So my question is would this work together, and would it be fun?

All thoughts appreciated!

Engine tech'd mc80 with Hera
Author: Tiberius the Killer

Faction: Rebel Alliance
Points: 396/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Superior Positions

[ flagship ] MC80 Assault Cruiser (114 points)
- General Madine ( 30 points)
- Defiance ( 5 points)
- Damage Control Officer ( 5 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
- Leading Shots ( 4 points)
= 183 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 23 total ship cost

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

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- Slicer Tools ( 7 points)
= 33 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
1 Hera Syndulla ( 28 points)
2 Scurrg H-6 Bombers ( 32 points)
1 A-Wing Squadron ( 11 points)

I have been using hera a lot and I have to say I love her.

But, you have to have something that needs her. Tycho and Shara don't, they are happy to just put themselves in a tough spot and counter. So that means you are using it on the scurggs only, and that assumes you dont need a sq command dialed up. Essentially, i think you are underutilizing her to the point she isnt worth her points. If you are running gr75s, it very rarely is because you always have a squadron 2 command ready and waiting.

Also, about the Scurggs, in the game currently they are flat out superflous next to a BWing. There is no reason to lose a blue squad dice and the ability to cause engagement just for the grit trait.

My typical hera lineup is hera dutch wedge. Hera means dutch does extra squadron damage to activated squads or flips a tab on an unactivated one for wedge to come in and hit with 6 dice. She also hurts pretty bad againsy ships and squads.

As far as the ship lineup goes I think it is solid, but if there was any way to more evenly distribute points it would be worth it. Maybe trim enough points off the lib for a second trc vette. Defiance, damage control officer, dual turbolaser, and reinforced blast doors could go for 20 points. Or engine techs. If you arent using it more than twice it is a strong contender to go.

I don't think you've got enough in your list that really benefits from Madine. The Assault/Command MC80s do very well without him, and although one likes to get those double arcs, some combination of second-player objective-baiting, and good initial placement is enough to get it to do what it needs to do.

I think the bigger question in list building is figuring out your answers for different scenarios. Part of Broba's comment that I want to pick up on is using Hera on the Scurg. One way to look at all of your list building is a concept I like to call ballast. Ballast is additional weight that you can throw over the side. So if you're plan is to use Hera on the Scurg mostly and Tycho/Shara if needed, then what do you do when you lose a squad, two, and so forth. Now, if you've got 4-5 squadrons that you could use Hera on, and it does not matter so much which of them that you do, meaning, you can select the right one in the situation, then you've got a very flexible build that can adapt to a lot of evolving board situations.

16 hours ago, BrobaFett said:

I have been using hera a lot and I have to say I love her.

But, you have to have something that needs her. Tycho and Shara don't, they are happy to just put themselves in a tough spot and counter. So that means you are using it on the scurggs only, and that assumes you dont need a sq command dialed up. Essentially, i think you are underutilizing her to the point she isnt worth her points. If you are running gr75s, it very rarely is because you always have a squadron 2 command ready and waiting.

I want to love her! Well, I want to make her worthwhile at least. So often I decide I just want a GR-75, especially one with BCC. My original hope for this group would that the A-wings run in and cause trouble to squadron balls, to allow the scurggs and hera to run about somewhat freely to find flankers or weak spots. Hopefully the A-wings were causing enough trouble that if anything did get past them, they could grit past it. Partly this is the fool hardy attempt to use scurggs. Trading the scurggs for Dutch and wedge does seem to make more sense though: trading 2 blue bomber dice, grit and a hit point for 5 anti-squad dice, and 4 defense tokens plus Dutch's ability.

16 hours ago, BrobaFett said:

As far as the ship lineup goes I think it is solid, but if there was any way to more evenly distribute points it would be worth it. Maybe trim enough points off the lib for a second trc vette. Defiance, damage control officer, dual turbolaser, and reinforced blast doors could go for 20 points. Or engine techs. If you arent using it more than twice it is a strong contender to go.

I kind of wanted an invincible pickle, but you think it can still be strong enough without those things? I was hoping to use Engine techs a lot, as I am using the GR-75 to pass token, but you don't think it needs it? But I haven't really used an MC80 before, so I really don't know if they need the speed.

16 hours ago, Vergilius said:

I don't think you've got enough in your list that really benefits from Madine. The Assault/Command MC80s do very well without him, and although one likes to get those double arcs, some combination of second-player objective-baiting, and good initial placement is enough to get it to do what it needs to do.

I think the bigger question in list building is figuring out your answers for different scenarios. Part of Broba's comment that I want to pick up on is using Hera on the Scurg. One way to look at all of your list building is a concept I like to call ballast. Ballast is additional weight that you can throw over the side. So if you're plan is to use Hera on the Scurg mostly and Tycho/Shara if needed, then what do you do when you lose a squad, two, and so forth. Now, if you've got 4-5 squadrons that you could use Hera on, and it does not matter so much which of them that you do, meaning, you can select the right one in the situation, then you've got a very flexible build that can adapt to a lot of evolving board situations.

Great points. Maybe I will drop Madine, but the main point of the GR-75 was to pass tokens to keep the MC80 turning tightly without commands. But you think it unnecessary? Any ideas on another commander? My first thought is just Dodonna and add some more fighters.

Thanks to both of you!

Yes, I've never seen an MC80 that really needed to turn that tightly, although that's an interesting concept to free up your dial for other commands.

Dodonna is probably the simplest commander for your list, which gets you more points for just about anything. Rieekan is good at the same price point, but I generally go a slightly different route in my Rieekan dead pickle lists, so I think Dodonna fits better with your overall theme.

On 6/24/2017 at 10:32 PM, BrobaFett said:

Essentially, i think you are underutilizing her to the point she isnt worth her points. If you are running gr75s, it very rarely is because you always have a squadron 2 command ready and waiting.

Yeah, note that Hera is only marginally cheaper than two VCXs.

On 6/24/2017 at 10:32 PM, BrobaFett said:

Also, about the Scurggs, in the game currently they are flat out superflous next to a BWing. There is no reason to lose a blue squad dice and the ability to cause engagement just for the grit trait.

Speed three! Also, an extra hull, but that rarely matters.

19 hours ago, Tiberius the Killer said:

Maybe I will drop Madine, but the main point of the GR-75 was to pass tokens to keep the MC80 turning tightly without commands. But you think it unnecessary?

Comms Net passing tokens to activate Engine Techs is pretty good with the MC80. Madine is the bit that's tough to justify, because he's only adding one yaw to the MC80 and the rest of your fleet isn't getting a whole lot of value out of him.

I tried the fleet out with your suggestions! I changed Madine to Dodonna and switched the scurggs for Dutch and Wedge. And threw in Rogue Squadron.

Over it went pretty well, I made some dumb mistakes, but the MC80 was able to get in there and mess things up. I really enjoyed the engine tech'd pickle, and my opponent even kept commenting on how it was throwing him off. The Slicer flotilla chased down two relaying Gozantis, and was able to give them some engineering commands.

My squadrons on the other hand... Let's just say I haven't mastered Hera, at all. My squadrons did tie up his for most of the game, but I think I only killed 1 to the lost of my 5. It was a very tight group with Howl, Dengar, Mithel, Soontir and Ciena, plus 2 Lambdas.

I think I will put in my A-wings to future lists, and maybe a Y-2400 or two. I can even squeeze another TRC90 in, which would have been nice in the game. Here's my new and Hera-less list after last night.

Engine tech'd mc80 2.0
Author: Tiberius the Killer

Faction: Rebel Alliance
Points: 397/400

Commander: General Dodonna

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Superior Positions

[ flagship ] MC80 Assault Cruiser (114 points)
- General Dodonna ( 20 points)
- Defiance ( 5 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Advanced Projectors ( 6 points)
- X17 Turbolasers ( 6 points)
= 166 total ship cost

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

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- Slicer Tools ( 7 points)
= 33 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 23 total ship cost

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

2 A-Wing Squadrons ( 22 points)
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
1 YT-2400 ( 16 points)