MC-75 Experiences!

By TallGiraffe, in Star Wars: Armada

So we have had the new wave for a little bit. How has everyone been playing or playing against our new fish ship? I personally run a Generalist Armored Cruiser with Leading shots, Ex Racks, and Quad Battery Turrets for long range consistency. I have also seen a Sato Aspiration tank a surprising about of damage. I find them as durable as the Liberty even though it has only a single Brace and Redirect.

so far im really liking the armoured cruiser, that extra hull point really matters, but so far in the 5 or so games with it, mostly vs avenger is that lando is mandatory

I've only got to use my 75 once... the Armoured Cruiser was a beast though.

External Racks, leading shots, and XI7 was a fun. No lando but Major Derlin was a nice help.

I've used mine once so far as an ordnance cruiser with a Dodonna list. I think the MC-75 is my new favorite ship. I ran it with Aspiration, DCO, Ordnance Experts, Hardened Bulkheads, EWS, APT, and ER. Played against a friend last night chasing his MC-75 till he used Raddus to worp in an AFm2 at close range and battered it to death. Lost the match by 2 points though after flying the darn thing off the mat...

I like the ordenance cruiser with Sato, but I refuse to touch the armored. One-shotted a quasar with it, and dealt 3 dmg to an Isd with the same shot ^^

Edited by Coldhands

Ran the armored once with profundity. Dropped garels next to me, front arc fell one short of killing a previously softened quasar after I rolled 2 blanks on my exrax, picked them up, and rerolled two more blanks. But then Garels wound up finishing off a Kuat ISD and ramming said quasar to death.

So I like it, at least with Profundity and Raddus.

I’m gonna try 2 of them with Radus and 3 flotillas in few moments, so I write when finished

Well I played this list,

Name: Untitled Fleet
Faction: Rebel
Commander: Admiral Raddus

Assault: Most Wanted
Defense: Jamming Barrier
Navigation: Solar Corona

MC75 Ordnance Cruiser (100)
• Admiral Raddus (26)
• Strategic Adviser (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Aspiration (3)
= 152 Points

MC75 Ordnance Cruiser (100)
• General Draven (3)
• Ordnance Experts (4)
• Hardend Bulkheads (5)
• Electronic Countermeasures (7)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Profundity (7)
= 134 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Rapid Launch Bays (6)
• Bright Hope (2)
= 33 Points

GR-75 Medium Transports (18)
• Quantum Storm (1)
= 19 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Luke Skywalker (20)
• Nym (21)
= 41 Points

Total Points: 399

My rival list: I miss 8 point but don't remember

Faction: Rebel Alliance
Points: 393/400

Commander: General Rieekan

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

Assault Frigate Mark II A (81 points)
- Ruthless Strategists ( 4 points)
= 85 total ship cost

[ flagship ] Assault Frigate Mark II B (72 points)
- General Rieekan ( 30 points)
- Boosted Comms ( 4 points)
= 106 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

1 Wedge Antilles ( 19 points)
1 Jan Ors ( 19 points)
1 Norra Wexley ( 17 points)
1 Shara Bey ( 17 points)
1 Ten Numb ( 19 points)
1 Tycho Celchu ( 16 points)
1 Dagger Squadron ( 15 points)
1 Gold Squadron ( 12 points)

I used Quantum Storm to cheap launch point for profundity, profundity had bright hope inside and bright hope had gym and luke inside (matryoshka doll rulz xD), if I think QS is not able to make a good deploy I can use Aspiration or the coms flotilla to deploy.

Deploy:

in second turn I used Radus, profundity and I activate first BH, luke hits double, and gym after toryn, hits blue crit.(the only good dice throwing on the match for me)

second turn:

but both mc75 in general have a very bad luck with dice, no crits also with ordnance experts -.-.

But with out this problem, I have a very good sensations about this ships, they are tought, move well and in theory hit well, I hope to demonstrate that soon, as imperial player mainly, I love mc75 and Radus and try to improve my quality with this list, and then improve it.

PD: Error uploading images, try to fix it.

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Edited by Sharego
photos

I've played 6 games with the Ordnance and Sato, and I've yet to lose the 75. It's come close, like 2 hull left, but it's really hard to kill with Aspiration and Bail. I like to block my opponents large ship and lock it onto my front arc and likely double arc. With Sato, ER, and CF, I can dump so much black dice that I'll win the engagement every time. So far my kill count is an MC80, MC75, and an ISD doing that.

I also won a 6 man kit tournament on Saturday with Sato and the 75. It's a beast of a ship. I really like it.

I finally saw a Raddus/Profundity bomb last night. It did exactly what I suspected it could, drop 2 ships onto the board that would each kill one of mine, forcing me to choose which one was more important to me and escape with it. The way the Ordnance Carrier can be easily set to drop straight into a safe double arc is really impressive.

I've played Sato SW7 blue dice **** A75, which as an old fan of cr90b sw7's back in the day was a lot of fun.

I've played Sato O75 with rapid reload and either WAB or APT and had fun and success with both of those as well.

I've played Raddus O75 in a fleet similar to JJ's WC fleet (I dropped to APT's to add Hondo, and that has made a big difference, but it might be only cause I need the token-on-raddus-drop crutch compared to the legend who is @JJs Juggernaut )

All in all I can say that both variants of the ship are awesome, and so far when I have put a 75 on the table I have yet to lose. As people adjust to the high shield/high hull/mediocre def token combination I'm sure they will start to pop with great frequency though.

IMO this is the rebel ship for imperial players, like myself. It fly's like an ISD and plays like a gladiator with the def tokens of an interdictor. It's like FFG took the imperial fleet and dropped it into a blender, then painted a starbird on it and got the MC75.

4 hours ago, BrobaFett said:

I've played Sato SW7 blue dice **** A75, which as an old fan of cr90b sw7's back in the day was a lot of fun.

I've played Sato O75 with rapid reload and either WAB or APT and had fun and success with both of those as well.

I've played Raddus O75 in a fleet similar to JJ's WC fleet (I dropped to APT's to add Hondo, and that has made a big difference, but it might be only cause I need the token-on-raddus-drop crutch compared to the legend who is @JJs Juggernaut )

All in all I can say that both variants of the ship are awesome, and so far when I have put a 75 on the table I have yet to lose. As people adjust to the high shield/high hull/mediocre def token combination I'm sure they will start to pop with great frequency though.

IMO this is the rebel ship for imperial players, like myself. It fly's like an ISD and plays like a gladiator with the def tokens of an interdictor. It's like FFG took the imperial fleet and dropped it into a blender, then painted a starbird on it and got the MC75.

I actually never thought about Hondo for getting tokens on the late arriving MC-75....It's a fantastic use of Hondo, especially since Vet Cap takes up the officer slot you need on the 75, and comms net can be tricky since the 75 usually wants to activate sooner rather than later on drop. For a list I made last second it's done well, but there are number of changes that could be made to improve my WC fleet.

10 minutes ago, JJs Juggernaut said:

I actually never thought about Hondo for getting tokens on the late arriving MC-75....It's a fantastic use of Hondo, especially since Vet Cap takes up the officer slot you need on the 75, and comms net can be tricky since the 75 usually wants to activate sooner rather than later on drop. For a list I made last second it's done well, but there are number of changes that could be made to improve my WC fleet.

4 hours ago, BrobaFett said:

I've played Raddus O75 in a fleet similar to JJ's WC fleet (I dropped to APT's to add Hondo, and that has made a big difference, but it might be only cause I need the token-on-raddus-drop crutch compared to the legend who is @JJs Juggernaut )

What tokens are you generating and why? When it comes it's full health and you set the dials and speed. You should have everything you need.

Well, for me it helps to have that redundancy of token for future rounds. Say a nav since I really want to be using repair commands. Also, since you can't go first, you probably take some damage after you come in, so repair tokens also help.

3 minutes ago, JJs Juggernaut said:

Well, for me it helps to have that redundancy of token for future rounds. Say a nav since I really want to be using repair commands. Also, since you can't go first, you probably take some damage after you come in, so repair tokens also help.

I've been jumping in and kicking off RLBs, which means squad commands. Hondo gives me a Nav to change speeds as needed.

31 minutes ago, JJs Juggernaut said:

Well, for me it helps to have that redundancy of token for future rounds. Say a nav since I really want to be using repair commands. Also, since you can't go first, you probably take some damage after you come in, so repair tokens also help.

This is exactly it. I was realizing that without the standard bank of tokens from the first rounds I was really stuck in some moments where I needed 2 commands, and Hondo to give either a repair or nav token has made a difference. It's 2 points and I always get exactly what I need when I need it without having to worry about coms net messing up an activation order or dropping it out of range of the transport with coms net.

Also, having the HH take a CF or squad token since it IS first activation more often than not is handy too.

Interesting. I like Hondo to give Sato75 a squad token and Yavaris a Repair. Since Bail is on the 75, getting that squad token is critical on Bails round. Or I get a whooping 4 tokens from Hondo and Bail for all the options. In that case, I'm already first player so getting 3 tokens and a dial is quite powerful.

So, there appears to be no really wrong ways to build an MC-75...I mean unless your using Quad Turbolaser Cannons or Ion Cannon Batteries, but some turds are unpolishable.

That being said, the weaknesses of the 75 are ridiculously limited. It has solid ranges and arcs with the exception of the aft, but that arc is tiny as ****. It has the second best Shield Distribution in the game, the second best hull rating, is the most maneuverable large ship and even outclasses quite a few medium and smalls. The armored has pretty much all of the basic upgrades except for support teams. It has two really good titles (and Aspiration is dirt cheap). To top it off, it's pretty well costed. I mean, jebus, I jousted two ISDs with a pair of 75's and ended up chasing 1 through the burning wreck of its friend with plenty of hull to spare on both 75s.

This ship is comically good and comes with some of the most targeted meta-nerf upgrades I've ever seen in a game. 10/10, would hyperspace into a star destroyer.

I had two ordnance cruisers throw 21 black dice yesterday between them (counting rerolls as extra dice) looking to trigger ACMs.

Not a single Crit/Hit.

Then watched them explode as my opponent threw 3/5 Red Doubles right back.

::sigh::

15 hours ago, Drasnighta said:

I had two ordnance cruisers throw 21 black dice yesterday between them (counting rerolls as extra dice) looking to trigger ACMs.

Not a single Crit/Hit.

Then watched them explode as my opponent threw 3/5 Red Doubles right back.

::sigh::

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Here's a question; you think Ackbar conga lines could come back with the '75? Having spikes on the grill means nobody is cutting you off anymore...

2 minutes ago, Norsehound said:

Here's a question; you think Ackbar conga lines could come back with the '75? Having spikes on the grill means nobody is cutting you off anymore...

It's on my list of things to try. One of them followed by an Assault Frigate has promise. Stick an IF! Pelta in as a trailer and you'd have a pretty well rounded fleet.

Catikan and shollan on the 75 means rerolls for your guns AND "anti-collision system".

Season with "Hardened Bulkheads" to taste.

11 minutes ago, Norsehound said:

Catikan and shollan on the 75 means rerolls for your guns AND "anti-collision system".

C&S vs Leading Shots for the re-rolls will be a tough call. It will depend heavily on whether you would like to have Gunnery Teams or something else in the Ion slot than LS.