Help tweak my first real tournmaent list! Madine LMC80 battle cruiser + friends

By Arctitian, in Star Wars: Armada Fleet Builds

Hey there, relatively inexperienced at building my own Armada lists (other than just throwing ships together because they're all I have). Wanted to build a list around Madine (he's fun, I like the positioning game) and a maneuverable LMC80 Battle Cruiser to run around eating small / medium ships. I also love the Jaina's Light Corvette so I tend to always include that if I can.

General thoughts were using the Ordnance MC-75 as a threat while the Liberty flanks a bit, and adding the transport for activations and using Slicer Tools against carriers ideally. Very light on squadrons at the moment, just 2 token A-wings for screening.

I'd like to tweak it rather than change it completely, but any advice will be appreciated. Also haven't really delved too far into objective choice or bids yet. General tips as to play-style would also be useful, if you have any.

Thanks!


Madine v1
Author: Arctitian

Faction: Rebel Alliance
Points: 398/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Battle Cruiser (103 points)
- General Madine ( 30 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 170 total ship cost

MC75 Ordnance Cruiser (100 points)
- Aspiration ( 3 points)
- Walex Blissex ( 5 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- External Racks ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 127 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

2 A-Wing Squadrons ( 22 points)
= 22 total squadron cost

Card view link

Looks nice! The only thing that really shouldn’t be there is superior positions. That’s an objective for squadron fleets; whether they go first or second, it’s entirely possible for them to farm several hundred points over the course of a game. Solar Corona is a good choice if you want the deployment benefit. If you can manage it, fitting Strategic Adviser would be nice. Good luck!

Thank you! Will see what I can do :)

Put Madinr on the MC75. The Librty is a glass cannon, not a good place for your admiral.

14 hours ago, Norell said:

Put Madinr on the MC75. The Librty is a glass cannon, not a good place for your admiral.

Thanks I wasn't sure where to put him :)

Hmmm. Let's see. I've played around a little trying to fit in Strategic Advisor and now I'm at 400 pts exactly (I know going first for a black dice ship like the ordnance MC-75 is important, but is it essential?...)

Basically: moved Madine to the MC-75, and swapped Superior Positions out for Solar Corona. Dropped Skilled First Officer for Strategic Advisor on the Liberty. Added in Shara Bey and a Headhunter as my squadrons instead of the 2 A-wings (I'm getting the Corellian Conflict, so now I have her as an option and she sounds really good). Dropped the Aspiration title on the MC-75, it's nice but not essential I think.

Thoughts?

Update: it's amazing how much you learn from a day of playing Armada... seeing how things did / didn't work in 3 usually very varied matches, reflecting on what you did well and what you'd do differently etc.

So after 2 low-key store tournaments, I've tweaked the list to this (yet to actually try this particular version, though…) and I love it so much because every time I play I get to know it better and I learn so much... and Madine is *extremely* effective if you play him well which I am yet to do, but I'm starting to see *how* to do due to losing enough times to see what DOESN’T work haha…

This version I decided to abandon Shara and 1xA-wing because they're simply not an effective roadblock to bombers and are easily neutralised by all the various abilities nowadays that make a substantial fighter force synergise into something really difficult to pin down with a couple of interceptors (lower case ‘i’!), even if they’re as mean as Shara… (Snipe, Intel, grit, rogue, obstruction etc.)

Essentially the list was/is effective, but without those throwaway points (and deployments, but Madine doesn't really care if he just deploys near the middle and waits to react) there's SO MANY points to make my current ships deadlier.

The whole idea of this list is a precision strike that can take out pretty much anything if you set it up correctly (usually focused around Bail's decisive turn) and (as I'm starting to now realise) all other maneuvering is simply to set that up. I'm really enjoying it and am starting to realise that while it’s tempting to view - and play - Madine too reactively, as a chaser / flanker usually at high speeds, his real strength lies in speed variability and sudden dizzying bursts of movement (potentially - ideally - with 3 extra clicks using a token) it teachers you A LOT about starting to pay very close attention to anticipating ships' flight paths and speeds, which is essential to being a good Armada player I think... and letting them come to YOU and not chasing them but always being somehow looming in front of where they're headed… waiting for them to drift helplessly into your range / arcs...

With that short treatise on how much I like Madine over with, here's my current list, planning on using slicer tools and sheer murderousness to take out carriers. Maybe it works, maybe it doesn't... these are expensive ships... but they are TERRIFYING...

3 point bid is for second player btw (as my Strategic Advisor always tells me, waiting is best, also I love these objectives, AND I have Bail which my list basically revolves around...) but if I HAVE to be first player, I'm certainly not complaining...

Faction: Rebel Alliance
Points: 397/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Navigational Hazards

[ flagship ] MC80 Star Cruiser (96 points)
- General Madine ( 30 points)
- Mon Karren ( 8 points)
- Strategic Adviser ( 4 points)
- Caitken and Shollan ( 6 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- SW-7 Ion Batteries ( 5 points)
= 172 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 60 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

MC75 Ordnance Cruiser (100 points)
- Profundity ( 7 points)
- Bail Organa ( 7 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- External Racks ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 139 total ship cost

= 0 total squadron cost

Edited by Arctitian
closed a bracket that was annoying me

Changes from what I had previously (dropped the squadrons to fund this):

Liberty: switched Dual Turbolasers for Spinals on the Liberty, added Caitken and Shollan as a weapons team
Corvette: added Intel Officer
Mc75: added the title, also dropped to Proton Torpedoes because this is all about brutal burst damage to hull, not attrition - and even if a ship survives, it'll likely be crippled in some way
Transports: switched Comm Relay for Slicer Tools (they end up having to nav for the boost and fly around so much to keep up / avoid death that their token-giving abilities tend to be limited anyway)

...I had Madine on the Liberty because it proved easier to run away to safety when threatened too badly, and the Mc75 is a bit too juicy a target to gang up on in the thick of the action otherwise... might change it now that the Liberty is a bit more expensive, but also maybe not... we'll see how it works out in practice

I decided against gunnery team on the LMC a while ago because usually I'm trying to assassinate one ship and staying as far from others as possible... and the mediocre reds at long range just aren't worth the point for that second shot, and left it empty for points... now fitting in C&S and going up to spinals seems like it'd work really well because 4 blues can be re-rolled for accuracies if needed (they're damage anyway, so no risk) or just re-roll blank reds - having 4 dice of each colour make them really flexible here...

Why did you add the Profundity title? Better to have CR90 and GR75 free to roam and have the extra activation.

1 minute ago, Zamalekite said:

Why did you add the Profundity title? Better to have CR90 and GR75 free to roam and have the extra activation.

Agreed. Aspiration is a far better choice anyway due to the sheer defensive potential it has.

AS far as the MC80, I personally am not a fan of the Mon Karren title. Although its ability seems powerful, it is really a disappointing ability, with a huge price tag. Given that you have X17s on there already, which basically mitigates the effects of the redirect token, and that its not very hard to get one accuracy to lock down the brace, I would personally just drop Mon Karren for Endeavour, or take no title at all. On the LMC80, gunnery team is practically mandatory, so Caitken and Shollan must get the boot. With this in mind, it would be a good idea to replace SW-7s with leading shots for rerolls in case of catastrophe. Also note that spinal armament is considered pretty weak, QBTs will give you a better die (blue versus red) for four points less, warranting speed control. With Madine, engine techs is kind of unnecessary, as QBTs will punish ships which try to outrun you. This all leaves you with a 19-point bid, which you can use to put Bright Hope on the GR-75 (if you want to, as Quantum Storm goes nicely with slicer tools), and bring a single squad (a YT-2400) or another flotilla to give you 5+1 activations.

About Objectives; Capture the VIP is pretty weak, as it gives you no true advantage as second player, and makes one of your ships a pretty big target. However, you could play the objective like this: Take the VIP with profundity and keep it there. Should you be in danger, you can launch the flotilla you keep in the Profundity and move the VIP, and they hopefully escape to safety. Its not a very strong strategy in my opinion, but it is quite interesting.

6 minutes ago, Mostly_Harmless_Species said:

you can launch the flotilla you keep in the Profundity and move the VIP,

That would require Profundity dying, and whatever killed it not picking up the VIP or killing the flotilla with first player. Nah, you had it right with Aspiration. The CR90 is a long range skirmisher and QS can get where it needs to be.

Mon Karren is just like Devastator. It is powerful but serves more like a threat to keep everyone at a distance.

And just like Devastator, Mon Karren isn't too useful in itself either. Pair it with Intrl Officer and/or XI-7 and suddenly you have a glass cannon that can rip through anything wirhout a chance of defending properly.

Pricey? Yes. Does it work? Yes. Is it fun to play? **** YEAH! Would it work in a competitive environment? I doubt it.

Edited by Norell
really? h e l l?

Hahaha... I love liberties and the best way to run them imo is like this :

MC80 Star Cruiser (96)
• General Madine (30)
• Intel Officer (7)
• Gunnery Team (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Dual Turbolaser Turrets (5)
• Mon Karren (8)
= 163 Points

easy, cheap (ish), and deadly. while it may seem like overkill on the IO XI7 and Mon Karren, they stack nicely and Sharpen your attacks. Remeber that IO is an exaust card, so do not plan on using him on both attacks. if you want a slightly morepowerful ship, try this one.only good for one attack, but will be able to punch harder at that target.

MC80 Star Cruiser (96)
• General Madine (30)
• Intel Officer (7)
• Caitken and Shollan (6)
• Heavy Ion Emplacements (9)
• XI7 Turbolasers (6)
• Spinal Armament (9)
• Mon Karren (8)
= 171 Points

On 7/29/2018 at 8:05 AM, Arctitian said:

Update: it's amazing how much you learn from a day of playing Armada... seeing how things did / didn't work in 3 usually very varied matches, reflecting on what you did well and what you'd do differently etc.

So after 2 low-key store tournaments, I've tweaked the list to this (yet to actually try this particular version, though…) and I love it so much because every time I play I get to know it better and I learn so much... and Madine is *extremely* effective if you play him well which I am yet to do, but I'm starting to see *how* to do due to losing enough times to see what DOESN’T work haha…

This version I decided to abandon Shara and 1xA-wing because they're simply not an effective roadblock to bombers and are easily neutralised by all the various abilities nowadays that make a substantial fighter force synergise into something really difficult to pin down with a couple of interceptors (lower case ‘i’!), even if they’re as mean as Shara… (Snipe, Intel, grit, rogue, obstruction etc.)

Essentially the list was/is effective, but without those throwaway points (and deployments, but Madine doesn't really care if he just deploys near the middle and waits to react) there's SO MANY points to make my current ships deadlier.

The whole idea of this list is a precision strike that can take out pretty much anything if you set it up correctly (usually focused around Bail's decisive turn) and (as I'm starting to now realise) all other maneuvering is simply to set that up. I'm really enjoying it and am starting to realise that while it’s tempting to view - and play - Madine too reactively, as a chaser / flanker usually at high speeds, his real strength lies in speed variability and sudden dizzying bursts of movement (potentially - ideally - with 3 extra clicks using a token) it teachers you A LOT about starting to pay very close attention to anticipating ships' flight paths and speeds, which is essential to being a good Armada player I think... and letting them come to YOU and not chasing them but always being somehow looming in front of where they're headed… waiting for them to drift helplessly into your range / arcs...

With that short treatise on how much I like Madine over with, here's my current list, planning on using slicer tools and sheer murderousness to take out carriers. Maybe it works, maybe it doesn't... these are expensive ships... but they are TERRIFYING...

3 point bid is for second player btw (as my Strategic Advisor always tells me, waiting is best, also I love these objectives, AND I have Bail which my list basically revolves around...) but if I HAVE to be first player, I'm certainly not complaining...

Faction: Rebel Alliance
Points: 397/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Navigational Hazards

[ flagship ] MC80 Star Cruiser (96 points)
- General Madine ( 30 points)
- Mon Karren ( 8 points)
- Strategic Adviser ( 4 points)
- Caitken and Shollan ( 6 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- SW-7 Ion Batteries ( 5 points)
= 172 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 60 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

MC75 Ordnance Cruiser (100 points)
- Profundity ( 7 points)
- Bail Organa ( 7 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- External Racks ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 139 total ship cost

= 0 total squadron cost

0 squadron points may be a bit difficult with this list in the current game environment simply because of the large numbers of suadrons flying around in top end play.

Bail Organa can be really good, but he's going to take practice because unlike Governor Pryce he has no "neutral" turn to put him in where you get a guaranteed benefit. If you can nail him down you'll have a really powerful attack.On the other hand, you have a really powerful option of putting Strategic Adviser on the MC75 and an Intel Officer on the Liberty, which will be really effective with the X17 turbolasers and Caitkin and Shaollan.

Jaina's Light is a really good commander caddy that can dart into offensively weaker arcs and cause significant damage. But since TRCs no longer get to activate for both attacks, your Intel is better on a big attack where the opponent will be forced to use a defensive token especially if they have an ECM to otherwise ignore an accuracy result.

@Zamalekite, @Mostly_Harmless_Species, @The Jabbawookie, @Norell, @Cleto0, @thecactusman17 Thanks for all your comments! I tweaked it a bit more after I last posted having had more time to reflect, and now I'm looking at it again in view of what I've read here.

Changes I made (before reading):

  • I decided against the Profundity title, as has been pointed out the ships I have can go where they want anyway, it just sounded fun.
  • I've come to the conclusion that Bail might be better on the Liberty... it's more suited to a hit and run attack and then swing around for another run. Bail lets it be more aggressive moving towards a threatening target given that it can activate first on Bail's turn and get past before return fire hits. The sheer maneuverability and speed variability with Madine+engine techs makes it a looming threat that's hard to avoid or predict. It becomes more viable to use Bail turn 3 instead of 4 as I usually had to with the Ordnance, allowing for a quicker more decisive attack with all ships, making best use of Madine's abilities. The mc-75 has more staying power in the thick of the action (and I switched to the Armoured so it can operate at medium / long range, which gives it more maneuvering options...)
  • With more focus on the Liberty, Madine can move to the Armoured. Or the Corvette perhaps.
  • Now the Mc-75 can float around playing the range game, trying to get in good double arc positions and tractor beaming things and generally being annoying.The threat of external racks might encourage opposing ships to be cautious about getting too close as well.
  • I know Intel Agent would be better on a ship with bigger attacks, but I just can't bring myself to lose Bail or Strategic Advisor. They work so well for Madine, the latter allowing him more time to react to opposing ship movements, which is crucial for keeping ships at good ranges and with good arcs.
  • I know gunnery team is deemed practically mandatory on the Liberty. My thoughts were that I wanted this to be an assassin ship, using Bail to take out a chosen target as early as possible and then flank the rest of the list. As a maneuverable glass cannon operating on the flanks, it's not often that it gets good double shot opportunities (in my experience so far - and especially on the cheaper Star Cruiser, it's likely to be a case of throwing 3 red dice at something further away, which I'm not sure is worth the 7 points). I decided to double down on making one shot count, and I think my whole play style with Madine is more about precise strikes than spreading lots of damage around anyway.
  • I really like Mon Karren, because it frees you from having to worry about accuracies (edit: although, having added XI7s recently, I can see how it's not as useful now as it was before I had those on it... I might switch to endeavour and keep XI7s, for basically the same effect 90% of the time as was pointed out... or the other way around, lose XI7s and keep the title...). So putting things that output more damage like spinals and SW-7s becomes an option (though I can see dual turbolasers being a cheaper option too). And with those 4 blues and 4 reds + re-rolls, you're very likely to get an accuracy in there somewhere. You just need one really (assuming one brace - and I'm going to make sure I'm going for a vulnerable target in the first place, if at all possible...). Keep one, re-roll other reds with C&S and turn extra blues into damage. Redirects are hardly useful, so that damage is going to beam through into hull. This also makes Mon Karren into a crit machine... nobody wants to *just* spend a contain, and usually with so many dice there's going to be crits beaming through those shields, even with brace.
  • Engine techs is so good on it, I'm not sure I could lose it... it makes such a difference and it's so much fun... I even *kind of* want it on the corvette, it seems like overkill with Madine but it become the fastest, most maneuverable ship in the game, and the things it can do are crazy... you can always put it exactly where it needs to be, and assuming a decent number of activations, it never needs to be somewhere where it has more than one long range shot coming its way (ideally on / behind an obstacle too). My thoughts with Intel Officer were that it the Corvette plinks away at my target, but that damage is less likely to be mitigated with defense tokens because of both IA and the threat of my others ships (hopefully) lining up shots on it as well in the same turn (and Madine makes it a lot easier to do this). They'll want to save the brace most likely, but what if I can also stop them redirecting damage from the same hull zone my other ships are gunning for? I haven't tested it but that was my thought process at least.
  • Squadrons: I'm open to any suggestions! I tried Shara + Awing (also for the extra deployment), hoping to pin down enemies just to slow them down a turn or two... they sort of work sometimes but there's so many things that stops you pinning down opposing squadrons that I'd need to invest more points... and Madine really wants to focus on his ships... often Shara gets pinned and just faces off against someone like Ciena Ree for multiple turns until one of them dies... usually Shara due to lack of support. What are some efficient squadron choices? Even if it's just one, I don't really need the deployment. I can play around with points a little to try to fit them in, especially on the Corvette and Transports..
  • Threw in some possible alternative objectives (Advanced Gunnery would essentially make the Liberty into a double-tapping superpowered Corran Horn that hits and runs, for those who've played xwing, so it's essentially a non-option for most lists)
  • Leia's just there for a little flexibility, allowing me to navigate more often until something really needs to repair, for example...
  • Regarding practicing with Bail, that's what I'm doing, and I love it... (@thecactusman17 what do you mean by 'neutral' turn btw?) he's hugely powerful IMO, particularly with Madine, and especially as it lets you be happy with second player and using your objectives while having one sweet first activation when you really need it... he's the most important component of my list at the moment. However, I will definitely try out IA instead and see how it goes... because that does sound brutal. You could probably herd the enemy away while barely having to flank them at all haha!
  • IMO Leading Shots is less useful in this Liberty build because losing a blue to potentially reroll some better reds is sacrificing burst damage in comparison... I like LS on the mc75 because it's more about consistency and wearing down the target... also, on the approach / chasing, C&S w/ spinals is an actual threat (esp. w/ Mon Karren and XI7s) vs no rerolls on 3-4 red dice without leading shots at long range. This works better for a flanker IMO. Also C&S can reroll blues if they really want an accuracy, and if the reds are already good enough...
  • I actually do like the idea of QBTs, I hadn't really considered that... but with frequent navigating, as Madine is happy to do, going in slow then bursting into life when needed is an option for sure... might need to try that :) (edit: it occurs to me that engine techs could still have a place here... you can still go effective speed 2 while getting your extra blue!) (edit 2: I actually think I love this idea... cheaper, triggers on multiple arcs, combines well with tractor beams in 'encouraging' the enemy fleet going slow vs a more maneuverable fleet... or else... :):) )
  • Heavy Ion Emplacements could work, but I really like the consistency and flexibility in practice of SW-7s. They are work really well in this build I think. Also depends on getting a crit, and with a few strong attacks I want to rely on luck as little as possible...
  • No one's ever actually chosen capture the VIP, so who knows, but I'm not sure it's that weak with a Madine Corvette...
  • I don't mind going first or second now, so I'm happy building to 400.

With my thought processes explained a bit, I'm more than happy to hear counter-arguments and suggestions. Cheers!

Faction: Rebel Alliance
Points: 400/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep

[ flagship ] MC75 Armored Cruiser (104 points)
- General Madine ( 30 points)
- Strategic Adviser ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
- External Racks ( 3 points)
= 158 total ship cost

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points)
- Bail Organa ( 7 points)
- Caitken and Shollan ( 6 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- SW-7 Ion Batteries ( 5 points)
= 145 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
= 68 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Leia Organa ( 3 points)
- Slicer Tools ( 7 points)
= 29 total ship cost

= 0 total squadron cost

Card view link

Fleet created with Armada Warlords

Edited by Arctitian

That Corvette can to 180° turn! Nice :)

Haha yeah... it is a bit extravagant on the points, though... but so much fun

If I drop IA and ET on the Corvette and drop the Mon Karren title for Endeavour, I can get in a comms net flotilla. Also adding XI7s to the mc75 too and Quad Turbolaser instead of spinals on the Liberty. Gives me something like this: (also Madine could go on the Corvette maybe)

Faction: Rebel Alliance
Points: 400/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep

[ flagship ] MC75 Armored Cruiser (104 points)
- General Madine ( 30 points)
- Strategic Adviser ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
- External Racks ( 3 points)
= 164 total ship cost

MC80 Star Cruiser (96 points)
- Endeavor ( 4 points)
- Bail Organa ( 7 points)
- Caitken and Shollan ( 6 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
- X17 Turbolasers ( 6 points)
- SW-7 Ion Batteries ( 5 points)
= 137 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

= 0 total squadron cost

Card view link


Edited by Arctitian

I like the idea of IA on the corvette; it fits your theme nicely. I wonder, though, if you’ll be sad to have to use it (or QS) to chase objectives if your opponent picks Intel Sweep. With that objective, your stripped down corvette makes a bit more sense. It won’t hurt as much for that ship to be out of the action for a few rounds.

It’s been fun to watch the evolution of this fleet. You’re very thoughtful about it!

Also, Madine + Liberty was one of the first fleets I tried out when I got into the game. Didn’t stick with it, though (too many other things to try). You’ve definitely surpassed my experience with it!

21 hours ago, Fithian_Rankin said:

I like the idea of IA on the corvette; it fits your theme nicely. I wonder, though, if you’ll be sad to have to use it (or QS) to chase objectives if your opponent picks Intel Sweep. With that objective, your stripped down corvette makes a bit more sense. It won’t hurt as much for that ship to be out of the action for a few rounds.

It's a good point; while it's tempting to add objectives like this to a Madine list, it does mean your ships are likely to be diverted from combat for a while, or at least diverted from your main target / the best possible shots. And you want that coordinated assault.

I did really like navigational hazards, because it's a real hassle to so many other fleets and makes their approach even more uncertain (and you can really 'herd' them or make them face difficult decisions)... putting crits / damage onto ISDs AND getting points for it is lovely... and doesn't really alter your own game plan... plus it's just fun to move rocks around (especially as second player) as well as getting to deploy 3 vs 2 of them and the station

21 hours ago, Fithian_Rankin said:

It’s been fun to watch the evolution of this fleet. You’re very thoughtful about it! 

Also, Madine + Liberty was one of the first fleets I tried out when I got into the game. Didn’t stick with it, though (too many other things to try). You’ve definitely surpassed my experience with it!

Thank you :) You definitely learn a lot by sticking with something for a while...

edit: incorporating QBTs and thinking about my best objectives, here's what I've settled on for now. Will try it out soon hopefully. Regarding Mon Karren, and dropping XI7s, the idea is that I focus on pure damage and they brace, the MC75 has the XI7s so it ALSO encourages use of brace, and the Corvette ideally will target the same hull zone too too (assuming target has one brace, it won't want to spend it vs the Corvette with two bigger hitters coming up, so it's probably taking all those hits... even if they're redirected). Don't need to worry *too* much about accuracies. With 6 activations and second player probably (first player engine techs Mon Karren alongside 5 other activations is a scary prospect) so I get a nice objective + Bail when I need it. Slicer tools help a little vs carriers hopefully, and nav / other tokens get handed out like candy...

Faction: Rebel Alliance
Points: 400/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Navigational Hazards

[ flagship ] MC75 Armored Cruiser (104 points)
- General Madine ( 30 points)
- Strategic Adviser ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
- External Racks ( 3 points)
= 164 total ship cost

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points)
- Bail Organa ( 7 points)
- Caitken and Shollan ( 6 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
- SW-7 Ion Batteries ( 5 points)
= 135 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Comms Net ( 2 points)
= 22 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

= 0 total squadron cost

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Edited by Arctitian