MC80 Role Question

By CommanderDave, in Star Wars: Armada

I'm new to Armada. I purchased the MC80 A/C Type because it's really awesome looking. I'm struggling to find a role for it however. The AF seems to be better it everything but soaking up damage, and that's not a winning ability in my mind. Doing broadsides with Ackbar works better with more ships, making the cheaper AF the obvious choice. Gunnery teams are made for Akbar (which the MC80 also lacks). As a carrier platform, the AF is superior as well with its available upgrade slots and cheaper price so that I can actually afford those squadrons. What can I use my sweet looking MC80 for?

The MC80A is the only Rebel ship capable of stacking 2 Defensive Retrofits.

Over the AF, the MC80 also has the Ion Slot, which can be critical for fixing those Red Dice through Leading Shots.

It also has the Support Team slot, which can fit things like Engine Techs.

Ackbar still works wonderfully, too - especially with this Namesake Technique, The Ackbar Slash , where you are intending to, effectively, Fire with both broadsides - one each side, as you dive through the enemy fleet... Utilising Engine Techs to move faster if neccessary.

Try mc80a, defiance, leading shots , plus two defensive retrofits as the core of your build.

Five activations to be sure you're going last and can get your defiance extra die.

1 hour ago, DavidnTanya said:

I'm new to Armada. I purchased the MC80 A/C Type because it's really awesome looking. I'm struggling to find a role for it however. The AF seems to be better it everything but soaking up damage, and that's not a winning ability in my mind. Doing broadsides with Ackbar works better with more ships, making the cheaper AF the obvious choice. Gunnery teams are made for Akbar (which the MC80 also lacks). As a carrier platform, the AF is superior as well with its available upgrade slots and cheaper price so that I can actually afford those squadrons. What can I use my sweet looking MC80 for?

Your analysis is pretty accurate. AFK seems to be the only choice now a days if you want effectiveness. Sure you can have some fun trying the builds mentioned above, this is a game after all. Truth is they dont have a place in competitive environments.

1 minute ago, xerpo said:

Your analysis is pretty accurate. AFK seems to be the only choice now a days if you want effectiveness. Sure you can have some fun trying the builds mentioned above, this is a game after all. Truth is they dont have a place in competitive environments.

"Truth" is we are seeing a lot of the SuperTank MC80A both in previous Regionals and in current Store champs... In a game where giving up points is bad, making it hard for the enemy to do so is, of course, good .

But hey, who needs "Proof" to spout "Truth" these days :D

Winner of store champs near Exeter (england) had an mc80 in his fleet. Will see if he can post something... he uses them a lot and can do serious damage with them.

Dras, I now proclaim thee,

"Proof it of Truth"

May your truths always proof it.

Truth.jpg

The MC80 AC is the only Reb ship that is up to 3 rounds to take down, with concentrated attacks, I concider one round of concentrated attack, as having atleast 8x attack dice in total thrown at a defending ship.

So if you want to slug it out over several rounds, the MC80 AC is the answer.

Edited by Kiwi Rat
1 hour ago, Drasnighta said:

"Truth" is we are seeing a lot of the SuperTank MC80A both in previous Regionals and in current Store champs... In a game where giving up points is bad, making it hard for the enemy to do so is, of course, good .

But hey, who needs "Proof" to spout "Truth" these days :D

Whats the point on investing in a supertanky ship if you cannot output damage for either of this reasons:

a) You cant fire to 2 different targets with your main battery armament from the most open angle in game.
b) You cant afford enough ships to output the damage you are lacking because youre investing 1/3 of your fleet in a supertanky and slow ship that your enemy is just going to ignore.

In a game where giving up points is bad, its even worse to put a third of your wealth in a single place. And even more worse if you dont have enough firepower (see a and b ) to trade points efficiently.

I've got my own proof from my own regionals and my own stores, guess you have proofs of your own. Guess your truth is as valid as mine.

This guy reached himself the logic conclussion and came here asking for something. Guess he just need to be enlightened by pro players. Please be my guest.

Edited by xerpo

Yep.

It is as valid as mine.

Which is why I don't go out of my way to state that it is the only case , and thus it is the only truth .

Weather or not you intended it that way, that is how it came across .

There are very few absolutes in this game... Even looking at what youv'e said now, sure, you can't shoot at two targets from one zone - but it doesn't have to.. It can pour damage onto two targets if you're aggressive with it... Ergo, you're not lacking, and you can cascade damage across the enemy... Concentration of firepower isn't always the best choice, sometimes, you need to out-damage MSUs that way... Regardless, it is an option .

I also personally feel that responses that essentially amount to "Suck Less, Do Better" or "How do you Play it? Play something else." are flat out, simply, not helpful.

When someone asks for options - the pertinent, practical and heck, kind , thing to do, is to give them said options to explore , so they can then make their own choices on it in the end. That's how you form informed decisions after all.

Xerpo is alone in his views.

Just now, Drasnighta said:

Weather

290 words per minute, you finally made a mistake!

Just now, Ginkapo said:

290 words per minute, you finally made a mistake!

Urgh, I know... my spellchecker is this goddamn mishmash of proper English and that abhorrent American Abomination....

It throws a fit when I dare say Armour or Colour, too.

3 minutes ago, Ginkapo said:

Xerpo is alone in his views.

I'll take that as a compliment. Thank you!

Edited by xerpo

The role of the MC80 is:

1. A Rebel tank/carrier. It is NOT, however, a Rebel ISD.

2. An Imperial "Should I even bother going after it?"

3. A *** ***.

2 hours ago, Benji1980 said:

I'm looking through this guy's list and it looks like he's running the mc80 as something of a hybrid battleship/carrier. The flight commander and fighter coordination team with the freighters is something of a mystery to me. I understand the Yavaris combo with those upgrades, but they seem like they would underperform here. What's the trick that I'm missing with the VCXs? Wouldn't A wings be a superior choice here?

Also, that's more flotillas than I want to invest in quite yet, but that's another matter entirely.

I much appreciate all the feedback.

The VCXs are there to move the objective tokens towards his ships. The fleet is designed to win by getting points from objectives and any kills are a bonus. I ran something similar at the Euros with reasonable success (17th). If you can lock the VCXs with fighters you have a chance but your fighters will take a lot of flak from MC80 and flotillas. I personally would have a HWK in there, but he won, so his fleet works

The VCX also provides quite a bit more hull. 4 As 16 hits vs 24 for the 3 VCX.

I've come against the Ackbar/Defiance MC80 combo enough times to respect the hell out of that. As someone who really enjoys MSU lists, I've seen this one-shot ships with ease. Granted, it doesn't have a team slot for GT, but I think having one would make the ship ridiculous given it's side arcs are so wide, and so easy to position. I'd do anything but discount it, honestly.

I like my MC80C as a carrier/battleship, pushing five bomber squadrons (paired with a Bomber Command Center Bright Hope ). Example -- I used this to a 2-1 finish at Store Champs, never losing the MC80 (the one loss was on objective tokens):

[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Defiance ( 5 points)
- Toryn Farr ( 7 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 159 total ship cost

Defiance Ackbar is one of the strongest ways to go with the MC80. With a concentrate fire, you are throwing an extra 4 dice, on top of the 4/6 you already have depending on range.

Take XI7, since you are likely to roll an accuracy to nail a brace, and Lead Shots to reroll your red dice. Defiance can provide you a blue die.

Engine Techs allows you to get in arc, or to escape range/arc of your opponent.

ECM makes sure you always have a Brace, and Reinforced Blast Doors will provide healing.

Walex Blissex will provide you with another Brace incase you have to burn yours. It also works well with ECM.

For your other ships, I'd suggest a Leia, Comms Net flotilla. Leia can make sure the MC80 always has the right command by activating before the MC80, which synergizes well because Defiance wants to go last. And then you can Comms Net the same token over. Repair 6 on the fly, or a Navigate to trigger Engine Techs.

Grab some squads and other ships. CR90s and MC30s work well with Ackbar.

I always love the ultra tanky lodout of ECM for brace, RBD for ISD level hull, and DCO to prevent nasty apt crits which gives you better use of your shields to soak damage. Engine techs are handy for positioning. Turbolasers depend on what you plan on hunting; XI7 for bigger ships, h9's for flotillas/most small ships

41 minutes ago, Undeadguy said:

Defiance Ackbar is one of the strongest ways to go with the MC80. With a concentrate fire, you are throwing an extra 4 dice, on top of the 4/6 you already have depending on range.

Take XI7, since you are likely to roll an accuracy to nail a brace, and Lead Shots to reroll your red dice. Defiance can provide you a blue die.

Engine Techs allows you to get in arc, or to escape range/arc of your opponent.

ECM makes sure you always have a Brace, and Reinforced Blast Doors will provide healing.

Walex Blissex will provide you with another Brace incase you have to burn yours. It also works well with ECM.

For your other ships, I'd suggest a Leia, Comms Net flotilla. Leia can make sure the MC80 always has the right command by activating before the MC80, which synergizes well because Defiance wants to go last. And then you can Comms Net the same token over. Repair 6 on the fly, or a Navigate to trigger Engine Techs.

Grab some squads and other ships. CR90s and MC30s work well with Ackbar.

I have been using this my last several games and I am LOVING it. Not much can withstand it. And with engine techs, it's much harder for them to run.

2 hours ago, DavidnTanya said:

I'm looking through this guy's list and it looks like he's running the mc80 as something of a hybrid battleship/carrier. The flight commander and fighter coordination team with the freighters is something of a mystery to me. I understand the Yavaris combo with those upgrades, but they seem like they would underperform here. What's the trick that I'm missing with the VCXs? Wouldn't A wings be a superior choice here?

Also, that's more flotillas than I want to invest in quite yet, but that's another matter entirely.

I much appreciate all the feedback.

He's aiming to manipulate both Fire Lanes and Senor net for tons of points. This is an absolutely brutal second player list, although virtually anyone he plays against should make him go first just to get off those objectives. Advanced Gunnery with Ackbar becomes a no-brainer unpickable. So that leaves two objectives in which the VCX are going to do brutal things. That's three fire lanes tokens that move on the MC80 which would reveal a squadron command. Then when it moves, the FCT moves the VCX again, which triggers strategic. At that point, he's going to have multiple turns of firelanes in the bag.

I've played against lists like this, and you're pretty much forced onto Senor net. He'll be able to activate two ships, claim two tokens. You activate and claim two tokens, so he's up on tokens. ON turn-2, you're are now unclaimable unless you've got a lot of strategic and don't mind moving your own squads really out of the way. Meanwhile, he's likely set up to claim two more tokens and if activated correctly, could claim two more again. In the game I played back at Worlds, I managed to throw my speed-5 A-wings across and engage. But if you're not set up with an extraordinary first player list that is well built, you're going to just get crushed. Most lists are going to be better served by making his list go first.

There are many lists out there that look to exploit one aspect of the game that is difficult to stop, but if they run up against a list with a bid for second or a powerful enough first build, then they can be stopped in their tracks.