MK2 Madness

By Stefan, in Star Wars: Armada Fleet Builds

Name: MK2 Madness
Faction: Rebel
Commander: Kyrsta Agate

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Solar Corona

Assault Frigate Mk2 A (81)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Local Fire Control (4)
• Disposable Capacitors (3)
• Reinforced Blast Doors (5)
• XI7 Turbolasers (6)
• Paragon (5)
= 129 Points

MC75 Armored Cruiser (104)
• Lando Calrissian (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 132 Points

Nebulon-B Support Refit (51)
• Intel Officer (7)
• Slaved Turrets (6)
• Salvation (7)
= 71 Points

Pelta Assault Ship (56)
• Hondo Ohnaka (2)
• Intensify Firepower! (6)
= 64 Points

Squadrons:
= 0 Points

Total Points: 396

AFII with double brace, Walex, nasty Salvo and pseudo ECM from Agate means it is a big investment to try and take it out so as an opponent I would just leave it alone.

Agate is good on an important target that has lots of firepower. AFII could be ignored while the enemy rack up points killing the other ships and the firepower of Paragon is not so bad that the enemy would suffer by letting it keep on shooting. I think Agate on the MC75 would be more of a threat as it can't really be ignored for long.

I would also suggest LTT on Salvation as it can be a good ship to make the objective ship in Advanced Gunnery as you don't give away too many extra points if the enemy kill it. LTTs are also great against Proximity Mines which in you Contested outpost scenario are an annoyance.

Thanks for the advice. So far, I've fared well with MKII and I can't fly the MC75 very well yet.

Regarding LTT, I see the logic, but my meta isn't so strong that mines are an issue, and the Advanced Gunnery is kind of alright with the MC75. If the opponent doesn't choose AG, my Nebulon is permantly missing a die, and since I have Intensify Firepower, I don't really need the reroll...

I have played the list like 10 times now, and this is my current iteration:

Name: MK2 Madness2
Faction: Rebel
Commander: Kyrsta Agate

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

Assault Frigate Mk2 A (81)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Local Fire Control (4)
• Reinforced Blast Doors (5)
• XI7 Turbolasers (6)
• Paragon (5)
= 126 Points

Nebulon-B Support Refit (51)
• Intel Officer (7)
• Slaved Turrets (6)
• Salvation (7)
= 71 Points

Pelta Assault Ship (56)
• Hondo Ohnaka (2)
• Intensify Firepower! (6)
= 64 Points

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

MC75 Ordnance Cruiser (100)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 119 Points

Squadrons:
= 0 Points

Total Points: 400

How well does the MK2 perform with these upgrades?

How would you fare against a squad-heavy group? I have been running Morna Kee, Bossk, Zertik and 3 x VT-49 (131pts). In my most recent game they were quite enough to take out a Starhawk and its escorting 4 X-Wings. The X-Wings died on turn 2 and the Starhawk on turn 5.

On 6/13/2020 at 8:33 AM, sasska said:

How well does the MK2 perform with these upgrades?

Incredibly well. It punches way above its weight class and is able to sustain much more punishment than it should.

23 hours ago, flatpackhamster said:

How would you fare against a squad-heavy group? I have been running Morna Kee, Bossk, Zertik and 3 x VT-49 (131pts). In my most recent game they were quite enough to take out a Starhawk and its escorting 4 X-Wings. The X-Wings died on turn 2 and the Starhawk on turn 5.

I've not yet faced one. I fear the day I shall. But the only chance then is to gear up speed and kill the Carriers, I presume. Luckily, aside from the Pelta, everything has speed 3.

1 hour ago, Stefan said:

Incredibly well. It punches way above its weight class and is able to sustain much more punishment than it should.

I've not yet faced one. I fear the day I shall. But the only chance then is to gear up speed and kill the Carriers, I presume. Luckily, aside from the Pelta, everything has speed 3.

You might get away with it. My squads were doing a typical 9 damage per turn and, being high-hull fighters they shrugged off the flak. By the end of the game I'd lost Zertik and one VT-49 to X-wing attacks. Assuming (not unreasonable) that they start hitting you on turn 2 that's 45 damage you'd need to be able to absorb during the battle. Your flak, apart from the AFMk2, is a bit sparse.

I brought a Quasar 2 and ISD2, so - I think you'd probably struggle to land a killing blow on the ISD2. 14 hull with Motti. The QF2 was an experiment to see how good it was running rogues against enemy squads. (The answer is VERY). Expensive, but very good.

Yeah, I'm living in fear of that.

I'm currently debating two variants to this list with myself.

One is to drop Salvation, kill the ECM on the MC75 and instead put in two Torpedo Frigates with External Racks. 400 points, two more activations.

Two is to drop ECM on the MC75, add the Strategic Advisor, either take a 3 point bid or take Profundity.

What you guys think?

go for the Frigates, IMHO. Yes, you'll lose one or both in most games, but it more adaptable and adds dice to lay hurt on ships

On 6/14/2020 at 6:27 AM, flatpackhamster said:

You might get away with it. My squads were doing a typical 9 damage per turn and, being high-hull fighters they shrugged off the flak. By the end of the game I'd lost Zertik and one VT-49 to X-wing attacks. Assuming (not unreasonable) that they start hitting you on turn 2 that's 45 damage you'd need to be able to absorb during the battle. Your flak, apart from the AFMk2, is a bit sparse.

I brought a Quasar 2 and ISD2, so - I think you'd probably struggle to land a killing blow on the ISD2. 14 hull with Motti. The QF2 was an experiment to see how good it was running rogues against enemy squads. (The answer is VERY). Expensive, but very good.

Wow that is brutal. Brilliant idea! I might have to try this sometime.

1 hour ago, Bertie Wooster said:

Wow that is brutal. Brilliant idea! I might have to try this sometime.

Bossk with 6 dice - 4 black, 2 blue, one automatically set to accuracy. A lucky role can have you one-shotting A Wing aces. Otherwise you can expect 3 or 4 damage per round against fighters.

4 hours ago, flatpackhamster said:

Bossk with 6 dice - 4 black, 2 blue, one automatically set to accuracy. A lucky role can have you one-shotting A Wing aces. Otherwise you can expect 3 or 4 damage per round against fighters.

And Zertik can reroll all his dice, including the blue...same with Morna if you include her. I love it.

On 6/15/2020 at 4:00 PM, Stefan said:

Yeah, I'm living in fear of that.

I'm currently debating two variants to this list with myself.

One is to drop Salvation, kill the ECM on the MC75 and instead put in two Torpedo Frigates with External Racks. 400 points, two more activations.

Two is to drop ECM on the MC75, add the Strategic Advisor, either take a 3 point bid or take Profundity.

What you guys think?

Black Dice Want First Player.

I think you will definitely have more success with the Torpedo Frigates if bake in about ten points of bid.

No way I'm going to squeeze ten points out this list.

21 hours ago, Stefan said:

No way I'm going to squeeze ten points out this list.

Cut mercilessly. Surprise yourself. :)

Alternatively, one MC30 with better upgrades, and one CR90 with Turbolaser Reroute Circuits. Two ships that will seldom disappoint. With the caveat that MC30’s become ten times as scary if you’re player one. Get a bid, or don’t bother with them.

Just my opinion.