Rebel MC-Tank

By Stovrose38, in Star Wars: Armada Fleet Builds

Making a list to have a heavy hitter that just tanks and tanks while dishing it out... Played very well when keeping things alive and just taking punishment, any suggestions or tweaks?

We have ruled at our gaming store that Fire-control team and XX-9 do NOT create 3 face up damage cards, hense the NK-7 Ion Cannons...

Faction: Rebel Alliance
Points: 399/400

Commander: Leia Organa

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run

[ flagship ] MC80 Star Cruiser (96 points)
- Leia Organa ( 38 points)
- Endeavor ( 4 points)
- Major Derlin ( 7 points)
- Fire-Control Team ( 2 points)
- Engineering Team ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Slaved Turrets ( 6 points)
- NK-7 Ion Cannons ( 10 points)
= 173 total ship cost

Nebulon-B Support Refit (51 points)
- Redemption ( 8 points)
- Nav Team ( 4 points)
- Spinal Armament ( 9 points)
= 72 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Expanded Hangar Bay ( 5 points)
- Repair Crews ( 4 points)
= 29 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Projection Experts ( 6 points)
- Assault Proton Torpedoes ( 5 points)
- Shields to Maximum! ( 6 points)
= 80 total ship cost

1 Shara Bey ( 17 points)
1 Lietenant Blount ( 14 points)
2 Z-95 Headhunter Squadrons ( 14 points)

@BiggsIRL and I have both tried versions of this list. He used a Liberty at one point, I've used the Home One version exclusively. I have however run several Liberty lists where the Liberties took the bulk of the punishment, and I've very concerned about how susceptible it is to flanking attackers either armed with Ordnance or XI7. You've got a reasonable number of ships to screen, and Leia and Engineering Team might be what this needs, but I remain cautious. My final comment is to get Gun Teams and ditch NK-7, but if it works for you, you're good.

So with Leia, repair crews, redemption, Shields to Maximum and projection experts... The liberty gets 8 engineering points, 2 shields from the pelta, and a card discarded... I mean, thats at most... 8 HP an activation, plus the best part is the list still maintains 4 activations

4 hours ago, Stovrose38 said:

So with Leia, repair crews, redemption, Shields to Maximum and projection experts... The liberty gets 8 engineering points, 2 shields from the pelta, and a card discarded... I mean, thats at most... 8 HP an activation, plus the best part is the list still maintains 4 activations

Eight hull points or eight shield points?

Feedback

1. Even with all the healing, you need to have a way to remove enemy activations and fast. You should really look at making the Liberty much more effective.

2. Much of the problem with losing a ship happens because someone piled on so much damage over the course of a round. For example, I regularly build lists that can drop 20+ damage on the same ship in a round. Your Liberty starts with 18 total life (Its hull+total shield value), and even repairing 8 of that back very quickly, plus Derlin for 2 more over the course of a round means that it stands to succumb over a couple of rounds. And if an opponent can get at your other units, they should.

Upgrades: I'm not sure the NK-7 are going to matter that much. You might have 1 great game where they show up big, and then 5 ones where you could have spent your points better. And if you're going to NK-7, you should look for a double arc list to maximize that. Otherwise, I think you'd be be better with SW-7 and a Gunnery Team. Instead of Slaved, which limits you to one attack, go with XI-7. There is just too much of a penalty to Slaved on a ship whose attacks are that important. Find a way to get two attacks.

Redemption/Nav Team/Spinal: Redemption fits the theme, but again consider whether shifting to a more damage oriented approach might be better with Salvation. Nav Team might also be irrelevant depending upon where/how you fly it. A cheaper turbolaser might free up points elsewhere--not a necessary change, but something to consider. For that matter, you might get just as much damage out of CR90A Jaina's Light, which incidentally can still take Projection Experts and help out your Liberty a bit more, particularly if you fly it conservatively. I've just found very few situations where I wanted a Neb-B instead of a CR90, and the cost differential was staggering. One possible situation involves taking a Nebulon-B escort for the 2 blue flak, not to mention it can free up the EHB on the Bright HOpe by giving you one other ship that can activate squads. This flexibility can be really huge.

GR75, EHB, BH, Repair crews. This looks like its trying to do too much. For 4 squads, you probably want to bank a squadron token and then activate 4 first round, but then you probably want to engineer from there.

Pelta Assault: Forget the APT. Just take External Racks, which could help either squads or ships.

Squads: These look like an afterthought, and I'd think most squadron set-ups are going to clean up and then hit your ships. I think you've got to find a way to make it 3 A-wings and get Toryn on the Bright Hope, which incidentally helps your Nebulon-B and Pelta Assault.

A lot of suggestions there, and it won't all fit for the points, but it will take the list in a more competitive direction.

1 hour ago, Geodes said:

Eight hull points or eight shield points?

8 Engineering Points. (4 from Dial. 2 From Token. 1 From Engineering Team. 1 from Redemption)

= 1 Point to Move a Shield from 1 Zone to another

= 2 Points to Raise a Shield in a Zone

= 3 Points to Remove a Damage Card


+ 1 Damage card Removed (Repair Crews)
+ 1 Shield Raised (Shields to Maximum!)
+ 2 Donated Shields from Pelta

In the worst of situations, over the course of a Turn, the Liberty can Ignore 1 Point of Damage, Discard 3 Damage Cards and gain 4 Shields, as long as everything is "deadicated" to keeping it alive.

And I mean... There's a lot there... I see 173 Points on that Star Cruiser and go... "It doesn't even have ECM"...

For a few points more, I'd much prefer the Giled method and go for the Assault Cruiser:

[ REBEL FLEET (176 points)
1 • MC80 Assault Cruiser - Leia Organa - Major Derlin - Engineering Team - Electronic Countermeasures - Reinforced Blast Doors (176)

Of course, its not as directly killy... But it'll be easier to keep things around it to protect it, too... half the Liberty's deal is it needs to go its speed and hook and loop around to unprotected arcs to make sure its kill-guns do kill-things... Tying it to other elements of the fleet can be difficult (but at least the elements that need to be nearby are speed 3 for the most part... The Pelta's going to use STM! but it'll swiftly run out of Projector Range.

1 minute ago, Drasnighta said:

8 Engineering Points. (4 from Dial. 2 From Token. 1 From Engineering Team. 1 from Redemption)

= 1 Point to Move a Shield from 1 Zone to another

= 2 Points to Raise a Shield in a Zone

= 3 Points to Remove a Damage Card

Glad you just mentioned this. Does the +1 from Engineering teams and +1 from Redemption get added in after the two from the token? I thought the token generated based on the total when you go elect to utilize it (which would be six at that point) giving it a +3.
Is that incorrect? I ask mainly because I have been working on a list using Redemption and Mon Karren predicated on surviving to dole out as much damage as possible.

Just now, Geodes said:

Glad you just mentioned this. Does the +1 from Engineering teams and +1 from Redemption get added in after the two from the token? I thought the token generated based on the total when you go elect to utilize it (which would be six at that point) giving it a +3.
Is that incorrect? I ask mainly because I have been working on a list using Redemption and Mon Karren predicated on surviving to dole out as much damage as possible.

Both Redemption and Engineering Teams add 1 Engineering Point.

NOT to the Engineering Value.

You get your Engineering Value in Engineering Points (For a Dial, and half that for a Token).

So they are only ever +1s to that. They are never Modified.

Never being Modified is fantastic when you have a Power Failure Critical.

Just now, Drasnighta said:

Both Redemption and Engineering Teams add 1 Engineering Point.

NOT to the Engineering Value.

You get your Engineering Value in Engineering Points (For a Dial, and half that for a Token).

So they are only ever +1s to that. They are never Modified.

Never being Modified is fantastic when you have a Power Failure Critical.

Noted, and I guess the extra point is not that much of a loss in the long run. I mean, Healing two damage and a shield is awesome alone, not to mention the others (+4 shields from two Projection experts and +1 damage from a repair crews.)

As you say though, that is a lot of dedication to one ship's survivability. I just worry about losing that side arc too quickly with a standard MC80.