New Player 3 big MonCalamari Ship List (400 Points)

By Pharun, in Star Wars: Armada Fleet Builds

last weekend i could enjoy my first game of Armada and i got super hyped. I really like to look of the MonCalamari Ships and want to fly them.
The Idea is to place my Flagship further away from the other fleet to have one other MC75 between it and the other Fleet but still in a Firelane. The closest ship has Lando on it to migate the first heavy punch and survive longer. I think Bail Organa has Round 3 on it to have the double punch or refresh the tokens on my ships with navigate/engineering. The "Lando Ship" has the Tractor beam to keep the Target ship in close Range to me. I hope the MC75 should have enough anti Fighter power to destroy them. The External Racks can be used in combination with the Ordanance Pods to create a realy nasty anti fighter Salvo and destroy a lot of them when they come too close (and rerollable with the ordanance experts). The third Ship with Ordana should warp in in turn 2 to get off the anti fighter salvo or get in a good position to double punch. I'm not sure wich Admiral to take both Raddus or Garm Bel Iblis seem to be very good. With Raddus you get the warp in and with Garm you can play super agressive with 3 tokens(nav/engin/fire) on your ships in round 1.

As Missions i picked the ones which sounded interesting and fun:
Red : Station Assault

Yellow: Contested Outpost

Blue: Solar Corona (i want to fly with the Corona in my back to get extra Defensive)



So here is the list:
MC75 Ordenance Cruiser

Admiral Raddus/Garrm, Strategic Advisor, Ordanance Experts, Early warning System, Ordanance Pods, External Racks
=147

MC75 Ordenance Cruiser
Lando, Phylon Q7 Tracktor Beam, Ordanance Experts, Early warning System, Ordanance Pods, External Racks
=127

MC75 Ordenance Cruiser
Bail Organa, Ordanance Experts, Early warning System, Ordanance Pods, External Racks
=124
Total points: 398(Raddus) or 397 (Garm Bel Iblis)

I hope some experianced players can give me some advice. Is it possible to play without some squadrons of Fighters?
Edit: I changed the List a bit and added more explanation and the Mission Objectives

Edited by Pharun

I am not an experienced player but I am working on 3 ISD fleet and I have similar questions a you do.

I had two before and I recently bought Chimaera and I combed the forums how can I work three together without squadrons. Everyone basically says it will be a though run without some squadron protection, especially against bombers.

I hope this week I will have a chance to try it, and you should do it too, it looks like a fun fleet to play and I am sure it will make your opponent to think twice as it is a rare fleet combination to play against.

https://community.fantasyflightgames.com/topic/268900-whats-the-best-3-isd-list/

40 minutes ago, LostFleet said:

I am not an experienced player but I am working on 3 ISD fleet and I have similar questions a you do.

I had two before and I recently bought Chimaera and I combed the forums how can I work three together without squadrons. Everyone basically says it will be a though run without some squadron protection, especially against bombers.

I hope this week I will have a chance to try it, and you should do it too, it looks like a fun fleet to play and I am sure it will make your opponent to think twice as it is a rare fleet combination to play against.

https://community.fantasyflightgames.com/topic/268900-whats-the-best-3-isd-list/

The main issue with 3 ISD’s is how easy it is to get flanked hard on one side, making one isd irrelevant while the others trip over each other. 2 + 2 goz + light squad screen is much better and more balanced

Yeah you are definitely right and that is a good combo indeed. However the main purpose of my 3 ISD fleet is to keep my 3 ISDs in my hand. Otherwise I have to sell one and I am just trying to find a purpose to keep it :)

I would try and find the points for the exodus fleet titles on the two you want to keep close together. Anti squadron wise flechette torpedoes are a good bet, maybe deck one out with ordnance pods and torpedoes?

I ran a squadronless fleet at a local Tournament and it went well, I was running a Ackbar Double MC75 Armored Cruiser with my way of dealing with squadrons was Gunnery Teams, Early Warning Systems and Ordnance Pods. So I could Ackbar broadside a ship, then out same arc do a round of flak and ordnance pods allow me to do another round of flak and bot of these ships doing so, it absolutely shredded squadrons.

Name: Triple Side Arc Ackbar!
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Engineering Captain (6)
• Gunnery Team (7)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Mon Calamari Exodus Fleet (5)
= 180 Points

MC75 Armored Cruiser (104)
• Engineering Captain (6)
• Gunnery Team (7)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Mon Calamari Exodus Fleet (5)
= 142 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 53 Points

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

Squadrons:
= 0 Points

Total Points: 395

CR90 basically sat close on the off-side of the flag ship making it obstructed, essentially giving it a free Early Warning Systems and Jaina's Light allowing me to shoot unobstructed.

Edited by grunnax93
3 hours ago, grunnax93 said:

I ran a squadronless fleet at a local Tournament and it went well, I was running a Ackbar Double MC75 Armored Cruiser with my way of dealing with squadrons was Gunnery Teams, Early Warning Systems and Ordnance Pods. So I could Ackbar broadside a ship, then out same arc do a round of flak and ordnance pods allow me to do another round of flak and bot of these ships doing so, it absolutely shredded squadrons.

Name: Triple Side Arc Ackbar!
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Engineering Captain (6)
• Gunnery Team (7)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Mon Calamari Exodus Fleet (5)
= 180 Points

MC75 Armored Cruiser (104)
• Engineering Captain (6)
• Gunnery Team (7)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Mon Calamari Exodus Fleet (5)
= 142 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 53 Points

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

Squadrons:
= 0 Points

Total Points: 395

CR90 basically sat close on the off-side of the flag ship making it obstructed, essentially giving it a free Early Warning Systems and Jaina's Light allowing me to shoot unobstructed.

This actually looks pretty brutal- Though I would swap out your officers for SAd and Bail (or IO on both to relieve enemy big ships of their braces)

10 hours ago, LostFleet said:

Yeah you are definitely right and that is a good combo indeed. However the main purpose of my 3 ISD fleet is to keep my 3 ISDs in my hand. Otherwise I have to sell one and I am just trying to find a purpose to keep it :)

Play the Corellian Conflict campaign. Because it eventually uses 500 points, 3 ISDs work in that setting pretty well. Use Vader as your commander. Or Motti. Or Jerjerrod.

To avoid some of the issues that MM alluded to, you can deploy somewhat spread out. Start everyone at Speed 2. On Round 1, drop to Speed 1 with the ISD closest to your enemy and increase to Speed 3 with the farthest one.

Edited by stonestokes

That is actually a pretty good idea, thanks ?

Thank you for the great imput and i really like the setup for the MC 75 from Grunax's fleet. But is the Engineering Captain and the MC Exodus Title needed? I think the configuration with them should be too expensive for 3 big ships.

After some changes i would run the Fleet like this in an offset formation where one ship is the closest with the Early warning system:


MC 75 Armoured Cruiser

Admiral Akbar, Gunnery Team, Leading shot, Ordanace Pods

=156


MC 75 Armoured Cruiser

Gunnery Team, Leading shot, Ordanace Pods

=118


MC 75 Armoured Cruiser

Early warning System, Gunnery Team, Leading shot, Ordanace Pods

=125

Total Points: 399

I'm not sure if one Early warning is worth taking. I think you need at least 2 to be efective in order to place 2 ships near the other fleet and have more firepower. Or I don't take Akbar (i love him) and switch him for Garm Bel Iblis to get Early Warning on all of them.

@Grunnax93: How important was the Early warning system in your games and would you rather switch them with something other?

Just now, Pharun said:

Thank you for the great imput and i really like the setup for the MC 75 from Grunax's fleet. But is the Engineering Captain and the MC Exodus Title needed? I think the configuration with them should be too expensive for 3 big ships.

After some changes i would run the Fleet like this in an offset formation where one ship is the closest with the Early warning system:


MC 75 Armoured Cruiser

Admiral Akbar, Gunnery Team, Leading shot, Ordanace Pods

=156


MC 75 Armoured Cruiser

Gunnery Team, Leading shot, Ordanace Pods

=118


MC 75 Armoured Cruiser

Early warning System, Gunnery Team, Leading shot, Ordanace Pods

=125

Total Points: 399

I'm not sure if one Early warning is worth taking. I think you need at least 2 to be efective in order to place 2 ships near the other fleet and have more firepower. Or I don't take Akbar (i love him) and switch him for Garm Bel Iblis to get Early Warning on all of them.

@Grunnax93: How important was the Early warning system in your games and would you rather switch them with something other?

I agree Exodus and Engineering Captain are too expensive in x3 MC75AC, only reason I was running is to make a heavy tank duo, as for x3 MC75AC we are not so much as going for more tank but bulk firepower, so Gunnery Teams is a must, I think don't bother with EWS as it is really expensive for three ships and you should grab something else like Strategic Adviser so you can force enemy activation so you can see what going to happen a bit better.

I would use Advanced Gunnery and Planetary Ion Cannons over Station Assault and Contested Outpost

Name: x3 MC75AC
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Strategic Adviser (4)
• Gunnery Team (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 160 Points

MC75 Armored Cruiser (104)
• Gunnery Team (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 118 Points

MC75 Armored Cruiser (104)
• Gunnery Team (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 118 Points

Squadrons:
= 0 Points

Total Points: 396

Ok thank you very much. I will test the list next gaming night with my friends.

I'll post a short report how it went but we are meeting once a month, so it could take a while.

11 hours ago, grunnax93 said:

I agree Exodus and Engineering Captain are too expensive in x3 MC75AC, only reason I was running is to make a heavy tank duo, as for x3 MC75AC we are not so much as going for more tank but bulk firepower, so Gunnery Teams is a must, I think don't bother with EWS as it is really expensive for three ships and you should grab something else like Strategic Adviser so you can force enemy activation so you can see what going to happen a bit better.

I would use Advanced Gunnery and Planetary Ion Cannons over Station Assault and Contested Outpost

Name: x3 MC75AC
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Planetary Ion Cannon
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Strategic Adviser (4)
• Gunnery Team (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 160 Points

MC75 Armored Cruiser (104)
• Gunnery Team (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 118 Points

MC75 Armored Cruiser (104)
• Gunnery Team (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 118 Points

Squadrons:
= 0 Points

Total Points: 396

If you are going to use Advanced Gunnery, you want to drop Gunnery Teams on your ships. Gunnery teams overrides the bonus from the objective, giving a boost that only benefits your opponent. If you are going to keep Gunnery Teams, I would go for Opening Salvo. Ackbar + Opening Salvo is a nasty combo.

On 4/26/2018 at 2:23 AM, Pharun said:

last weekend i could enjoy my first game of Armada and i got super hyped. I really like to look of the MonCalamari Ships and want to fly them.
The Idea is to place my Flagship further away from the other fleet to have one other MC75 between it and the other Fleet but still in a Firelane. The closest ship has Lando on it to migate the first heavy punch and survive longer. I think Bail Organa has Round 3 on it to have the double punch or refresh the tokens on my ships with navigate/engineering. The "Lando Ship" has the Tractor beam to keep the Target ship in close Range to me. I hope the MC75 should have enough anti Fighter power to destroy them. The External Racks can be used in combination with the Ordanance Pods to create a realy nasty anti fighter Salvo and destroy a lot of them when they come too close (and rerollable with the ordanance experts). The third Ship with Ordana should warp in in turn 2 to get off the anti fighter salvo or get in a good position to double punch. I'm not sure wich Admiral to take both Raddus or Garm Bel Iblis seem to be very good. With Raddus you get the warp in and with Garm you can play super agressive with 3 tokens(nav/engin/fire) on your ships in round 1.

As Missions i picked the ones which sounded interesting and fun:
Red : Station Assault

Yellow: Contested Outpost

Blue: Solar Corona (i want to fly with the Corona in my back to get extra Defensive)



So here is the list:
MC75 Ordenance Cruiser

Admiral Raddus/Garrm, Strategic Advisor, Ordanance Experts, Early warning System, Ordanance Pods, External Racks
=147

MC75 Ordenance Cruiser
Lando, Phylon Q7 Tracktor Beam, Ordanance Experts, Early warning System, Ordanance Pods, External Racks
=127

MC75 Ordenance Cruiser
Bail Organa, Ordanance Experts, Early warning System, Ordanance Pods, External Racks
=124
Total points: 398(Raddus) or 397 (Garm Bel Iblis)

I hope some experianced players can give me some advice. Is it possible to play without some squadrons of Fighters?
Edit: I changed the List a bit and added more explanation and the Mission Objectives

Yes, it is possible to play without squadrons and also win... and win BIG. 5 games and I tabled my opponents every time. The more bombers the harder though. Last match I just ignored them I wipe out the actual ship tabling him with his entire squadron force and two transport (world champion fleet, not commanded with the same skill tgough).

On 4/29/2018 at 7:03 AM, LostFleet said:

I am not an experienced player but I am working on 3 ISD fleet and I have similar questions a you do.

I had two before and I recently bought Chimaera and I combed the forums how can I work three together without squadrons. Everyone basically says it will be a though run without some squadron protection, especially against bombers.

I hope this week I will have a chance to try it, and you should do it too, it looks like a fun fleet to play and I am sure it will make your opponent to think twice as it is a rare fleet combination to play against.

https://community.fantasyflightgames.com/topic/268900-whats-the-best-3-isd-list/

Working on the same idea. Completely viable in my opinion. Really fun to play but hard.

On 4/29/2018 at 7:45 AM, MandalorianMoose said:

The main issue with 3 ISD’s is how easy it is to get flanked hard on one side, making one isd irrelevant while the others trip over each other. 2 + 2 goz + light squad screen is much better and more balanced

I found it completely wrong. All my games I managed to make all my ships work. Some basics here: deploy in the center (out deployed anyways) speed 2 and a couple navigate commands for the further ISD. Sometimes one engage first and have tu run away at speed three while the other two finish what it started, sometimes two engage at once. If the third doesn't contribute is not cause it is not at range rather than its mates let it few survivors. I even engage with all of them at once but that was thanks to Solar Corona :)

One clear advantage of 3vs2 (maybe the only one) is that you're not going to be tabled.

On 4/29/2018 at 8:59 AM, LostFleet said:

Yeah you are definitely right and that is a good combo indeed. However the main purpose of my 3 ISD fleet is to keep my 3 ISDs in my hand. Otherwise I have to sell one and I am just trying to find a purpose to keep it :)

I have 4 lol. Thankfully there is the CC.