A Rebel lacking knowledge.

By DakkaDakka12, in Star Wars: Armada

A few ships seem awkward or difficult to use, and I would like some opinions on ideal uses of these ships, I have visited various sites that review these ships like http://cannotgetyourshipout.blogspot.com/

My first question involves the MC-75.

Outside of being dropped by Raddus for a point blank torpedo barrage, how else can you use this ship?


-It seems to have the worst durability of the Rebel large bases because it only has 1 token that reduces damage.

-It has poor side arc's when you compare it to the assault frigate or the Home One as an assault frigate has the same firepower in a cheaper package with similar durability if you stay at mid-long range, and the Home One straight up has more dice.

As far as I can tell the only advantage it has over other Rebel ships is the double ordinance slots.

Another ship that I question the usefulness of is the Hammerhead scout corvette, anytime I have tried to come up with a build for one, I have decided I would be better served using a torpedo Hammerhead, or a Cr-90, or a Nebulon support Refit(if i have the points)

-The only interesting thing is the potential of gunnery team, but the cost makes it seem risky.

How else have you used a MC-75 without using Raddus?

Is there a reason to use a scout Hammerhead?

I agree the Scout Hammerhead is pretty niche - its main strength over the Cr90 is its titles.

A group of scouts using:

Scout Hammerhea d [41]

- slaved turrets [6]

- Task Force Organa [1]

= 48 total ship cost

can equal or surpass a Cr90 in long range front-arc damage output. Ideally mix in some torpedo hammerheads as well.

The MC-75 has stronger close range firepower than the MC80's. MC-75 also has arc lines well set up for doubled arcing and you really need to be using 2 arcs as much as possible to get value from it.

For a different playstyle the MC-75 can equip gunnery teams to make a versatile Akbar cruiser that avoids the Home One MC80's weakness to frontal blockers. It's become my new favorite Akbar flagship.

Edited by Mala

Sato and Riekeen can also make the MC75 a force to be reckoned with.

A Sato MC75 mixed with a few Torp HH will throw black die and APTs or ACMs and chew through even the most defensive ships.

Add Zombie Admiral to an MC75 Ordnance Cruiser and it will put out a ton of damage, even if you lose it.

The MC75 also has a native D Retro fit, something that the MC80-Liberty lacks but desperately needs. It's native Speed 3 making it faster than the MC80, no need to spend 8 points on Engine Techs (not that you could anyway)

On its lonesome, the Scout HH is.... fine. But put it with a few other friends (Task Force Organa for rerolls or TFA for damage reduction) and it does good work before it dies. Point THEM at the large you want dead and use them as the anvil the rest of your list follows up with. The MC75 is either a larger MC30 (Ordnance) or larger Assault Frigate (Armored) basically. Treat it as such and you'll do fine.

MC75 are tough nuts to crack despite their defense token suite. Reason being how they are used, at least around here. If they get brought in via Raddus drop, you often don't have enough time or firepower to realistically finish the job. Other times their speed 3 and better maneuver than the Liberty can be used to limit their exposure. Lastly I find they are often paired with ships similarly dangerous but potentially easier to kill, so they are not too priority. Don't f orget the Aspiration title, which can further exacerbate the issue of having enough time to kill it.

You simply need to send it into the fray but have it be supported closely by other threats. I have definitely seen them melt under sustained firepower when they leapt ahead of the rest of the fleet. Basically they are not as outright dangerous as some other ships so if you use your whole fleet in one big aggressive attack the enemy often ends up ignoring the 75 and allowing it to get work done.

Hammerhead Scouts are good with Leia, Sato, and fleets that like to play defensive. As others have said, they are great anvils to catch an enemy fleet on. They also pair well with any front facing ship, like a Neb or Liberty.

As @Mala mentioned, double arcing is the key with both the MC75, and the HH. Play solitaire with your fleet, just to get a better feel for how they move. I promise you that it will help you set up double arcs, or get them out of bad situations!