Mon Mothma MSU

By RunJerZeeNets, in Star Wars: Armada Fleet Builds

Inspired by Crabbok’s video and in need of some inspiration for an upcoming casual tournament, I put the following together. I’ve been flying a lot of Vader variants recently and just haven’t been able to make them work for me. I came in second with a Reiken Aces list at a Store Championship but got my clocked clean in another Store Championship when running a Sato list - likely too fast / aggressive with the Hammerheads.

I’ve never flown MC30... but decided to go all in to try and learn. Our local meta is squadron light at the moment.

Open to comments and criticism...

Name: Mon Mothma MSU
Faction: Rebel
Commander: Mon Mothma

Assault: Targeting Beacons
Defense: Fleet Ambush
Navigation: Dangerous Territory

MC30c Torpedo Frigate (63)
• Intel Officer (7)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Admonition (8)
= 89 Points

MC30c Torpedo Frigate (63)
• Intel Officer (7)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Foresight (8)
= 89 Points

CR90 Corvette B (39)
• Engine Techs (8)
• Heavy Ion Emplacements (9)
• Jaina's Light (2)
= 58 Points

CR90 Corvette B (39)
• Engine Techs (8)
• Heavy Ion Emplacements (9)
• Dodonna's Pride (6)
= 62 Points

Pelta Command Ship (60)
• Mon Mothma (30)
• Intensify Firepower! (6)
= 96 Points

Squadrons:
= 0 Points

Total Points: 394

I don't like the Pelta. It is slow and an obvious target to get rid of the commanders benefits. Intensify firepower isn't that needed either. Blue dice always have something useful and your black dice can reroll with OE.

Dodonna's Pride and HIE on the same (cheap) ship is also an extravagance.

You could go for a CR90A with TRCs (move Jiana's Light here) as a good harassing ship for Mon Mothma to ride in. Saves you 21 points to get 2 A-wings or a Coms net flotilla. You could free up more points by dropping an Intel officer to a SFO; The ETs on the CR90s are useful but also expensive and could get you Tycho for example. I think a moderate fighter force is still needed as even a small enemy fighter contingent will be throwing say 2 TIE-B & 3 TIE-F at a CR90 once it has been shot at by enemy ships. This kind of attention will turn a wounded CR90 into a dead one every turn. If you want more then take 2 MC30, CR90B-HIE, CR90A-TRC, 1-2 GR75 and some A-Wings/A-Wing characters or rogues.

I ran this with moderate success (3rd out of 10) at a Store Champ not too long ago:

MC30c Torpedo Frigate (63)
• Mon Mothma (30)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Admonition (8)
= 112 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Foresight (8)
= 82 Points

MC30c Torpedo Frigate (63)
• Intel Officer (7)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
= 81 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Boosted Comms (4)
• Bright Hope (2)
= 31 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points

Total Points: 387

Deploy them more or less in a pack, use the other 2 to make attacking Mothma an unappealing proposition. There is some room for adjustment if you'd prefer to have IO on everything or Advanced Projectors on Mothma. Foresight is very difficult to kill at long/medium range. Against some lists it's downright impervious.

It's very fun and straightforward to fly. The only ships I lost the whole afternoon were the title-less MC30 in the last game due to a bad deployment and Slicer Tools during the first game due to a stupid usage of Quantum Storm (there would also have been an amazing play to slicer tool a speed 0 ISD the next turn). Unfortunately, the MC30 is the only thing that died, on both sides, during game 3.

As for your fleet, I agree the Pelta is unnecessary and counter-intuitive, especially the Command variant. You don't have squadrons, you should be using the Assault variant instead and save the points. Though, to be honest, I'd take Shara, Tycho and 2 A-Wings over the Pelta. As it is, I feel you hardly have an answer against squadrons. Shara & Friends is often more than enough to neutralize your opponent's (costlier) squadron game, for just 55 points.

I'm also on the fence about double HIE CR90. For one, as the poster above said, they're pretty expensive. Their effectiveness might be meta-dependant. If you meet a lot of large bases, they're a good weapon, but against small bases, I'd prefer ACM. I am, however, apparently unable to fly non-black dice ships, so that might be me being biased

Thank you for the feedback.

I added the A-Wing Death Twins to protect against fighters, commanded by a naked GR-75.

Also dropped the Pelta and moved Mon Mothma to Jaina’s Light, I dropped IO and Engine Trechs to make room for a second TRC-90.

The list is running with just a 3 point bid and minimal dice management with just Ordnance Experts on the MC30c.

6 activations and 7 deployments, strategy is to use the 2 TRC-90 to kite the big ships at high speed, have CR90HIE drain the shields, then have the MC30 make attack runs.

Name: Mon Mothma MSU
Faction: Rebel
Commander: Mon Mothma

Assault: Targeting Beacons
Defense: Fleet Ambush
Navigation: Dangerous Territory

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Admonition (8)
= 82 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Foresight (8)
= 82 Points

CR90 Corvette A (44)
• Mon Mothma (30)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 83 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
= 48 Points

GR-75 Medium Transports (18)
= 18 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 397

On 10/22/2018 at 8:33 AM, RunJerZeeNets said:

Thank you for the feedback.

I added the A-Wing Death Twins to protect against fighters, commanded by a naked GR-75.

Also dropped the Pelta and moved Mon Mothma to Jaina’s Light, I dropped IO and Engine Trechs to make room for a second TRC-90.

The list is running with just a 3 point bid and minimal dice management with just Ordnance Experts on the MC30c.

6 activations and 7 deployments, strategy is to use the 2 TRC-90 to kite the big ships at high speed, have CR90HIE drain the shields, then have the MC30 make attack runs.

Name: Mon Mothma MSU
Faction: Rebel
Commander: Mon Mothma

Assault: Targeting Beacons
Defense: Fleet Ambush
Navigation: Dangerous Territory

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Admonition (8)
= 82 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Foresight (8)
= 82 Points

CR90 Corvette A (44)
• Mon Mothma (30)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 83 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
= 48 Points

GR-75 Medium Transports (18)
= 18 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 397

tried a similar list with a Hammerhead with GH instead of another CR90 for a better bid.

Did OK, I'm not super used to fleets with more than 5 activations, so I rammed myself a couple of times. The CR90 with HIE didn't do crap because it never had the opportunity to (**** you Demo), but overall I liked how the fleet performed. It's surprisingly survivable and being able to reroll black dice at close range is extremely frustrating for your opponent.

Might play this at a tourney, who knows! Sloane and bomber fleets are still very scary...

It's probably not the most competitive list in the current meta, but it's sure fun to play.

Edited by Sybreed

I will run this with some success casually.

PCCCHHT IF! STScouts (386/400)
=============================
CR90 Corvette A (44 + 32)
+ Mon Mothma (30)
+ Jaina's Light (2)
Modified Pelta-class Assault Ship (56 + 9)
+ Intensify Firepower! (6)
+ External Racks (3)
Hammerhead Scout Corvette (41 + 10)
+ Disposable Capacitors (3)
+ Slaved Turrets (6)
+ Task Force Organa (1)
Hammerhead Scout Corvette (41 + 10)
+ Disposable Capacitors (3)
+ Slaved Turrets (6)
+ Task Force Organa (1)
CR90 Corvette A (44)
CR90 Corvette A (44)
GR-75 Medium Transports (18 + 4)
+ Comms Net (2)
+ Bright Hope (2)
Shara Bey (17)
Tycho Celchu (16)
Opening Salvo
Solar Corona
Capture the VIP

I really like the pelta in this fleet. Just keep it away from trouble so your opponent has to chase it if they want it. In which case they're not chasing your damage dealers. It's got ExRacks to go e something a bloody nose if it does get chased.

The two Slaved Turret Scout HHs are there to provide an anchor, something for your opponent either to aim at, whilst your other CR90s flank, or to ignore and get 10 red dice a turn in their flanks.

The bare CR90s are not as reliable damage dealers as ones with TRCs but I've found them to be good enough with IF, and they're cheap to lose too.

Shara and Tycho worked well enough in the games I played but I didn't face a squadron heavy opponent.

Food for thought, if you want it.

Edited by ManInTheBox

Some minor input:

From everything I've read, Targeting Beacons isn't all that helpful given the first player gets to place two tokens and they can hide them off in corners where they will never help you.

A small ship fleet can benefit a lot from Most Wanted. You can stick it on your transport and not worry and meanwhile get a nice 1 die advantage against a target of your choosing. A 2 die bump when you concentrate fire can be powerful with this list when you have black dice in play.

Also, Fleet ambush can be rough depending on your local meta. If it's two ship, then you may have an advantage as you can tear down one of their ships fast with multiple focused fire shots they can't withstand. But if they can stick two big ships up close, it's going to partially negate the power of your evades, which nerfs your selection of commander.

Edited by Dakshdar