Madine MC75CA

By schmidty1701, in Star Wars: Armada Fleet Builds

Probably an odd fleet, but it's idea is clear (if not easy to achieve). The Salvation and the Hammerheads provide long range support (Spinal might be switched to Slaved) while the MC75 closes in on its target. Madine comes in to keep the front arc of every ship on target, especially the Neb-B and MC75. Raymus is there to provide a reroll on the blue or black so Fire Control can kick in and wreck the shields of its target. The squadron choice was simple: provide a scatter Ace screen.

Madine MC75CA
Author: Admiral Attackbar

Faction: Rebel Alliance
Points: 399/400

Commander: General Madine

Assault Objective: Opening Salvo
Defense Objective: Jamming Barrier
Navigation Objective: Solar Corona

[ flagship ] MC75 Armored Cruiser(104 points)
- General Madine ( 30 points)
- Raymus Antilles ( 7 points)
- Fire-Control Team ( 2 points)
- Hardened Bulkheads ( 5 points)
- Early Warning System ( 7 points)
- X17 Turbolasers ( 6 points)
- Heavy Ion Emplacements ( 9 points)
- Assault Concussion Missiles ( 7 points)
= 177 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 65 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Organa ( 1 points)
- Spinal Armament ( 9 points)
= 51 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Organa ( 1 points)
- Spinal Armament ( 9 points)
= 51 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
1 Ketsu Onyo ( 22 points)
= 55 total squadron cost

Edited by schmidty1701

Your flagship has two shield shredder crit weapons and the Fire-Con Teams to enable them both to activate I don't think XI7s will do you much good if the crits go well. have a think about Sato with this list.

The hammerheads could go ACM torp variants to completely lay on the shield obliteration and achieve quick kills. As you have them TRC armed CR90s cost the same and are more survivable as they can skirt past opponents rather than having to charge head on.

21 minutes ago, Mad Cat said:

Your flagship has two shield shredder crit weapons and the Fire-Con Teams to enable them both to activate I don't think XI7s will do you much good if the crits go well. have a think about Sato with this list.

The hammerheads could go ACM torp variants to completely lay on the shield obliteration and achieve quick kills. As you have them TRC armed CR90s cost the same and are more survivable as they can skirt past opponents rather than having to charge head on.

I'll take your advice under serious consideration.

Slightly revised:

Madine MC75CA
Author: Admiral Attackbar

Faction: Rebel Alliance
Points: 397/400

Commander: Commander Sato

Assault Objective: Opening Salvo
Defense Objective: Jamming Barrier
Navigation Objective: Solar Corona

[ flagship ] MC75 Armored Cruiser(104 points)
- Commander Sato ( 32 points)
- Raymus Antilles ( 7 points)
- Fire-Control Team ( 2 points)
- Hardened Bulkheads ( 5 points)
- Early Warning System ( 7 points)
- Quad Battery Turrets ( 5 points)
- Heavy Ion Emplacements ( 9 points)
- Assault Concussion Missiles ( 7 points)
= 178 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 65 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- Assault Concussion Missiles ( 7 points)
= 44 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- Assault Concussion Missiles ( 7 points)
= 44 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
3 A-Wing Squadrons ( 33 points)
= 66 total squadron cost

One word: Intel. Any Sato fleet needs intel.

And Sato would actually prefer the Scout Hammers because they can throw blacks from long range. He works with the torpedo variant as well of course...

Edited by Norell
48 minutes ago, Norell said:

One word: Intel. Any Sato fleet needs intel.

And Sato would actually prefer the Scout Hammers because they can throw blacks from long range. He works with the torpedo variant as well of course...

I’d lean toward the Torps, personally. The difference is they can trigger crit effects at long range, and become absolutely brutal at close range. As you say the scouts have merit, but it’s not an obvious trade-off.