double liberties

By Uncrustable, in Star Wars: Armada Fleet Builds

What do you guys think of running these with aux sheild teams instead of engine techs?

MC80 Battle Cruiser (103)
• General Madine (30)
• Intel Officer (7)
• Gunnery Team (7)
• Auxiliary Shields Team (3)
• Leading Shots (4)
• Spinal Armament (9)
• XI7 Turbolasers (6)
• Endeavor (4)
= 173 Points

MC80 Battle Cruiser (103)
• Intel Officer (7)
• Gunnery Team (7)
• Auxiliary Shields Team (3)
• Leading Shots (4)
• Spinal Armament (9)
• XI7 Turbolasers (6)
= 139 Points

GR-75 Medium Transports (18)
• Hondo Ohnaka (2)
• Comms Net (2)
• Bright Hope (2)
= 24 Points

GR-75 Medium Transports (18)
• Ezra Bridger (3)
• Comms Net (2)
• Quantum Storm (1)
= 24 Points

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

Total Points: 393

It's a bad idea, especially with Madine. I've tried it a few times, and they're just too brittle of a platform, especially against mass squads.

1 hour ago, Formynder4 said:

It's a bad idea, especially with Madine. I've tried it a few times, and they're just too brittle of a platform, especially against mass squads.

Your saying Liberties are bad?

5 sheilds up front and 3 on each side (with aux sheild teams) to go with 2x braces doesn't seem very brittle to me

Edited by Uncrustable

The LMC80 is vulnerable to accuracies due to the lack of a def retrofit. When that is coupled with only 1 Redirect token they have less survivability than the other Large ships in the game...in effect they can handle damage from one big attack each round, but cannot hold up under sustained attacks from squadrons or MSUs, or 2 large dice pool attacks in a round (aka from a double ISD or similar list).

I think of the Liberty-class as a battle-cruiser...it has big guns and high speed (with Engine Techs) but cannot go toe-to-toe with heavier combatants or sustain attacks from multiple bombers....

Would this be a better way to run them:? Or is double Liberty just a bad list?

MC80 Battle Cruiser (103)
• Kyrsta Agate (20)
• Major Derlin (7)
• Gunnery Team (7)
• Auxiliary Shields Team (3)
• Leading Shots (4)
• Spinal Armament (9)
• XI7 Turbolasers (6)
• Endeavor (4)
= 163 Points

MC80 Battle Cruiser (103)
• Strategic Adviser (4)
• Gunnery Team (7)
• Auxiliary Shields Team (3)
• Leading Shots (4)
• Spinal Armament (9)
• XI7 Turbolasers (6)
= 136 Points

GR-75 Medium Transports (18)
• Hondo Ohnaka (2)
• Comms Net (2)
= 22 Points

Squadrons:
• Tycho Celchu (16)
• Shara Bey (17)
• Corran Horn (22)
• Dash Rendar (24)
= 79 Points

Total Points: 400

2 hours ago, Uncrustable said:

Your saying Liberties are bad?

5 sheilds up front and 3 on each side (with aux sheild teams) to go with 2x braces doesn't seem very brittle to me

No, I'm saying they're brittle. It's my favorite ship in the game, but it remains extremely weak to squads as you get little use out of the braces and shields up front. Doubling up on Libs just doubles up on that weakness, especially so when you're not taking ET to bum rush the opponents.

I like double Libs in theory, but they're just too fragile to run in most cases.

It seems that LMCs beg to be loaded up, but then the point cost balloons faster than their effectiveness.

For instance, the LMC can probably engage a whole round earlier than the MC75, but if the 75 pulls a close range double-arc...it's real bad for the targeted opposing ship.

MC80 Battle Cruiser (103)
• Gunnery Team (7)
• Auxiliary Shields Team (3)
• Leading Shots (4)
• Spinal Armament (9)
• XI7 Turbolasers (6)
= 132 Points

MC75 Armored Cruiser (104)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 127 Points

I’m not really a fan of double liberties as your only combat ships. Especially fully loaded double liberties. This is coming from a guy who regularly runs three liberties.

I agree with Formynder. They are more fragile than they look. Liberties are happiest when you opponent has good reason to shoot at something else. They are bullies, excelling at wiping out smalls, but not great at fighting other larges.


If you’re set on double liberty, my instinct is to run them lean and add another threat.

Something more like:

MC80 Star Cruiser (96)
• Gunnery Team (7)
• Leading Shots (4)
= 107 Points

MC80 Star Cruiser (96)
• Strategic Adviser (4)
• Gunnery Team (7)
• Leading Shots (4)
= 111 Points

MC30c Torpedo Frigate (63)
• Lando Calrissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 84 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Tantive IV (3)
= 54 Points

Squadrons:
= 0 Points

Total Points: 356

Add commander and other stuff to taste. It’s already 5 activations. Dumb alternative idea is put liberator and TEA! on the CR90 so you can nav on turn 2 with the liberties and make them maneuver like CR90s for one turn when you need it.

Alternate dumb idea: put liaisons in both liberties and run Garm for effectively command 1 liberties. Not really a tournament winner, but fun.

Edited by Church14

I can't add much advice that hasn't already been said. I can however say that one of the most fun fleets I've run was 1 MC80 Battle Cruiser sandwiched between 2 MC80 Assault Cruisers. Keep them in a tight formation, spam nav commands with Engine Techs on the MC80-ACs and head on into the fray. It's far from the most effective fleet, but it's fun to hammer dice out the front with the MC80w, then slow it down and have the ACs continue up the pound on everything else. Add ECMs, Home One and a cheap commander (I like Garm here), you're all set.

I ran Liberty-Liberty-Home One during an era when high activation fleets were really popular. Giving liberties an auto accuracy and engine techs was super effective. It struggled against lists with good bombing wings though

Any Liberty list needs a secondary (tertiary) threat to draw fire from the Liberty in order to help it survive. As it was stated above, an MC30 or H1MC80 is perfect for the job, but you just have to have one in your list.