Is the MC-75 any good?

By Shadow345, in Star Wars: Armada

I can't figure out what it's strengths would be over a liberty.

What do you take it for?

Edited by Shadow345

Double arcing ACM wielding beater

The ordnance cruiser is great having the two torpedo slots you can really ramp up the damage. Especially if you use Raddus to drop it in at short range behind someone. I have 2 of them now for my next game im going to use both of them with a load of x-wings for support.

I'm loving the Ordnance cruiser with ECM, Strategic Adviser, ACMs, Ext-Rax & Ordnance Experts.
Damage control officer can also be excellent to but only against certain APT or HIE armed lists. The double contain and ECM almost guarantees no nasty crits.

I use it in a Sato list so I can fire ACMs at long range out the flanks or medium range out of the front arc. The next round I turn in to the opponent and double arc him swapping red or blue dice for rerolling black with ACM crit effects thrown in. If you fail to get a crit the E-Rax can chip in or if you actually get an accuracy with a red or blue dice throw them in immediately. I have also used the E-Rax on fighters doing 1 black die to several bombers then throwing in an extra two against Jan for example. You have a reasonable chance (82.4%) of getting three damage (braced to two).

Edited by Mad Cat

No it doesn't. It hurts a lot.

Honestly, I kinda feel between the 2 versions the Mc75 is a jack of all trades.

swm30_card_mc75-armored-cruiser.png
Good for Akbar fleets that want to engage at long range, or for squadron fleets that need a dedicated carrier for things like flight controllers. I would also say that this particular ships is well rounded to be a brawler, with ion, ord, and turbo slots.

swm30_card_mc75-ordnance-cruiser.png

Low cost tank/ brawler. I love using these with Sato, in conjunction with a wing of bombers ACMs and Sato on this thing will mess somethings day up.


Both are good at double arcing, and at speed 3 with a navigate, even a little bit of arc dodging.

Yes. It can do a lot of different things for the Rebels, but unlike other ships it doesn't sacrifice in other areas.

For my playstyle, it is so much better than a Liberty. The Liberty's red dice are super unreliable, even with reliability-enhancing mods, and the spike damage for those Red dice tends to be lower (given double-hits are twice as common on black dice). Whereas the MC75 can pile up Black Dice and ACM or APT to really slam spike damage reliably into targets.

The downside is the MC75 has to do it upclose and personal, while the Liberty can snipe. So they end up filling two entirely different combat philosophies, and as such require very different playstyles and support to reach their potential.

I've found the two can complement each other quite well. An MC75 can dominate the middle of the battlefield, creating a large area your opponent doesn't want to stray into carelessly, while the MC80L takes the role of flanker. Classic rock and a hard place scenario. Which is why they're seen together in Raddus lists fairly often.

A buddy has also proven that pairing an MC75 with a shield projecting Pelta is nigh impossible to kill.

yes

an MC75 and a HMC80 are pretty nasty together in an ackbar fleet. pair them with a few flotillas, a CR90, and tycho and shara, you've got a nasty list right there.

Edited by anonymousguy

I like to run:

MC75 Ordnance Cruiser (100 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Early Warning System ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 120 total ship cost

You can switch out APT to ECMs if you want. (I have APT in the copy and paste but I prefer ACM on both ships)

I prefer the Ordnance version (unless you're looking for a carrier) because it swaps a front arc of 2 black and 3 blue for its 3 black and 2 blue, and a side arc of 3 red and 2 black instead of 3 red and 2 blues, for less points than the other variant. I think the case for the Armoured MC75 is purely carrier otherwise the extra blues don't really make much of a difference over having extra blacks. Ords help proc the APTs, EWS helps take 1 die squads out the game. Will reach SA later.

I find the added blacks combined with Ordnance upgrades helps power through damage, while 4/3/3/3 shields and 9 hull with EWS help it survive. THIS SHIP CAN TANK :D

Piloting wise, keep it angled towards the enemy so it can line up both arcs and don't be timid! This ship wants to get in close, tank and fight back. Keep navigates as your command as this ship works well at speed 2 or 3 with extra clicks and keeping it responsive, is a must. You can pull some nasty turns off with the extra clicks on this ship and the arcs help that as they're good for getting both arcs in at frontal angles.

I like to pair the MC-75 with a MC-30:

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

Reasons: This particular MC-30 forces your opponent into a decision, take the MC-75 out or allow it to throw black dice and APTs(or ACMs), or take out the MC-30 (which speaks for itself). If they go for the MC-75 it can tank and allow your MC30 to fly in and do damage unchecked, however the more likely option is they single out Admo as the first one to hit, with Lando and the ability to spend tokens you can survive a front arc ISD once, maybe twice if fate is on your side, or multiples from smaller ships... the point is it gets to shoot as well in between that, and usually take something down, even a Goz thanks to its blue dice and Toryn(who we will reach later). By taking all the focus the MC30 teams up with the 75 doing APT and black damage and once it goes down usually after Turn 3, your opponent is faced with the MC-75 which has largely escaped attention thanks to the 30.

Not only is the MC75 hard to take down now with 3 turns left and we assume they've lost equal or more, the 75 can tank and do damage in its own right.

Combine these two with:

GR-75 Medium Transports (18 points)
- Toryn Farr ( 7 points)
= 25 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 po  ints)
= 22 total ship cost 

You then have 4 activations plus an extra turn from Strategic Advisor on the MC75. Toryn helps the MC30/75 get those Accs, as well as buff the squads and turns. I like to fly them aggressively especially after the FAQ (now they don't count for tabling), they can be used to keep ships in place or prevent certain moves to allow the MC30/75 keep/get double arcs.

Squads are what you want but I think:

2 YT-1300s ( 26 points)
1 Jan Ors ( 19 points)
2 YT-2400s ( 32 points)
1 Tycho Celchu ( 16 points)
1 Corran Horn ( 22 points)
= 115 total squadron cost

366/400(no gen in cost up)

4 activations, 3 rouges

YT1300s/Jan protect the rest providing heavy hull to mulch through as well as counter with toryn, jan allows the rouges to peel off and engage anyone that strays away. Corran lets you take out key enemy squads (Jan/Rudor/Steele/etc)

Summary: MC75 is great when used right, is it a good carrier, yes. Is it better the the MC80 or Yav.. no It's an aggressive ship, fly to get both arcs in range and take the heat allowing for the rest of the fleet to come and support with damage. When used to tank and provide damage I think its one of the rebels best big ships for it. Personally I think Rieekan is the best general for the ship, and fleet. Shipwise, it's already a beast hull/shields wise and Rieekan buffs that keeping it alive even longer, fleet wise.. he keeps the GR-75s alive to block enemy ships or activate squads, and he keeps the MC30 alive to get that one last shot off (after presumably taking heat Turn 2-4). I wouldn't use him on squads after turn 3 unless it looks like nothing else is going down due to him only proccing once per turn now.

Edited by EbonHawk
On 6/19/2018 at 3:52 AM, EbonHawk said:

I like to run:

MC75 Ordnance Cruiser (100 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Early Warning System ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 120 total ship cost

You can switch out APT to ECMs if you want. (I have APT in the copy and paste but I prefer ACM on both ships)

I prefer the Ordnance version (unless you're looking for a carrier) because it swaps a front arc of 2 black and 3 blue for its 3 black and 2 blue, and a side arc of 3 red and 2 black instead of 3 red and 2 blues, for less points than the other variant. I think the case for the Armoured MC75 is purely carrier otherwise the extra blues don't really make much of a difference over having extra blacks. Ords help proc the APTs, EWS helps take 1 die squads out the game. Will reach SA later.

I find the added blacks combined with Ordnance upgrades helps power through damage, while 4/3/3/3 shields and 9 hull with EWS help it survive. THIS SHIP CAN TANK :D

Piloting wise, keep it angled towards the enemy so it can line up both arcs and don't be timid! This ship wants to get in close, tank and fight back. Keep navigates as your command as this ship works well at speed 2 or 3 with extra clicks and keeping it responsive, is a must. You can pull some nasty turns off with the extra clicks on this ship and the arcs help that as they're good for getting both arcs in at frontal angles.

I like to pair the MC-75 with a MC-30:

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

Reasons: This particular MC-30 forces your opponent into a decision, take the MC-75 out or allow it to throw black dice and APTs(or ACMs), or take out the MC-30 (which speaks for itself). If they go for the MC-75 it can tank and allow your MC30 to fly in and do damage unchecked, however the more likely option is they single out Admo as the first one to hit, with Lando and the ability to spend tokens you can survive a front arc ISD once, maybe twice if fate is on your side, or multiples from smaller ships... the point is it gets to shoot as well in between that, and usually take something down, even a Goz thanks to its blue dice and Toryn(who we will reach later). By taking all the focus the MC30 teams up with the 75 doing APT and black damage and once it goes down usually after Turn 3, your opponent is faced with the MC-75 which has largely escaped attention thanks to the 30.

Not only is the MC75 hard to take down now with 3 turns left and we assume they've lost equal or more, the 75 can tank and do damage in its own right.

Combine these two with:

GR-75 Medium Transports (18 points)
- Toryn Farr ( 7 points)
= 25 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 po  ints)
= 22 total ship cost 

You then have 4 activations plus an extra turn from Strategic Advisor on the MC75. Toryn helps the MC30/75 get those Accs, as well as buff the squads and turns. I like to fly them aggressively especially after the FAQ (now they don't count for tabling), they can be used to keep ships in place or prevent certain moves to allow the MC30/75 keep/get double arcs.

Squads are what you want but I think:

2 YT-1300s ( 26 points)
1 Jan Ors ( 19 points)
2 YT-2400s ( 32 points)
1 Tycho Celchu ( 16 points)
1 Corran Horn ( 22 points)
= 115 total squadron cost

366/400(no gen in cost up)

4 activations, 3 rouges

YT1300s/Jan protect the rest providing heavy hull to mulch through as well as counter with toryn, jan allows the rouges to peel off and engage anyone that strays away. Corran lets you take out key enemy squads (Jan/Rudor/Steele/etc)

Summary: MC75 is great when used right, is it a good carrier, yes. Is it better the the MC80 or Yav.. no It's an aggressive ship, fly to get both arcs in range and take the heat allowing for the rest of the fleet to come and support with damage. When used to tank and provide damage I think its one of the rebels best big ships for it. Personally I think Rieekan is the best general for the ship, and fleet. Shipwise, it's already a beast hull/shields wise and Rieekan buffs that keeping it alive even longer, fleet wise.. he keeps the GR-75s alive to block enemy ships or activate squads, and he keeps the MC30 alive to get that one last shot off (after presumably taking heat Turn 2-4). I wouldn't use him on squads after turn 3 unless it looks like nothing else is going down due to him only proccing once per turn now.

@RogueCommander

It's the generalist's generalist ship.

The Ordnance Cruiser is a cheap, bulky, black dice delivery platform. It really wants to double arc the other ship, as none of its arcs are that good on their own. Two ordnance slots gives you the ability to take external racks plus APTs or ACM. Give it ordnance experts, and you'll almost certainly proc your ordnance crit effect at least once, with a good shot at getting it twice. I run a strategic Bail list with expanded launchers and advanced gunnery. The other person has to let me token farm or give me advanced gunnery. With Dodonna to pick structurals, you can instagib an ISD. Think of it like an upsized MC30.

The Armored Cruiser is a lot like an upsized Assault Potato with a good front arc. 3 red/2 blue with the ability to take gunnery team/leading shots or Caitkin & Shollan means it can do a real number with its side arc. Unlike the Assault Frigate, it isn't screwed if someone gets in front of it because of its 3 blue/2 black front arc. Give it XI7s and external racks, and you can instagib anything other than a Gladiator or Admonition with decent rolling. It can also take flight controllers, but if you're focusing hard on bombers, the 30 point premium may not be worth it.

44 minutes ago, elanmorintedronai said:

A  ssault Potato  

You spelled Guppy wrong ?

MC75 ORd with Sato and some side shooting MC-30 scouts, All with ACM. Add HH with ACM to taste.

As an imperial player it is the single ship that I find most dangerous.

1 minute ago, Hrathen said:

As an imperial player it is the single ship that I find most dangerous.

As an imperial player that ship is still the ISD ?