Editing
Armada/Tactics/Rebel Alliance
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Large Ships== Unfortunately, Fantasy Flight had the great wisdom to release two different ships named "MC80 ___ Cruiser". Colloquially, the wingless version tends to be referred to by the name of its box - the [https://www.fantasyflightgames.com/en/products/star-wars-armada/products/home-one-expansion-pack/ Home One Expansion Pack] - and is often abbreviated as the "HMC80". The winged version, correspondingly, takes its nickname from the [https://www.fantasyflightgames.com/en/products/star-wars-armada/products/liberty-expansion-pack/ Liberty Expansion Pack], or the "LMC80". Conveniently, "Home One" and "Liberty" are ''also'' titles for their respective ships, because FFG doesn't like you. {| class="wikitable" |- ! Class !! Variant !! Fore !! Sides !! Aft !! AA !! Hull !! Defenses !! C/S/E |- | MC75 | Armored Cruiser | <span style="color:green">❹</span> <span style="color:blue">⬤⬤⬤</span>⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❸</span> <span style="color:blue">⬤</span>⬤ | <span style="color:blue">⬤</span>⬤ | 9 | Brace, Contain x2, Redirect | 3/3/4 |- | MC75 | Ordnance Cruiser | <span style="color:green">❹</span> <span style="color:blue">⬤⬤</span>⬤⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span>⬤⬤ | <span style="color:green">❸</span> ⬤⬤ | ⬤ | 9 | Brace, Contain x2, Redirect | 3/2/4 |- | MC80 (HMC) | Assault Cruiser | <span style="color:green">❹</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❹</span> <span style="color:red">⬤⬤⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:blue">⬤⬤</span> | 8 | Brace, Contain, Redirect x2 | 3/3/4 |- | MC80 (LMC) | Battle Cruiser | <span style="color:green">❺</span> <span style="color:red">⬤⬤⬤⬤</span><span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | ⬤⬤ | 8 | Brace x2, Redirect | 3/2/4 |- | MC80 (HMC) | Command Cruiser | <span style="color:green">❹</span> <span style="color:red">⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❹</span> <span style="color:red">⬤⬤⬤</span><span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❸</span> <span style="color:red">⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:blue">⬤</span>⬤ | 8 | Brace, Contain, Redirect x2 | 3/4/4 |- | MC80 (LMC) | Star Cruiser | <span style="color:green">❺</span> <span style="color:red">⬤⬤⬤</span><span style="color:blue">⬤⬤⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:blue">⬤⬤</span> | ⬤ | 8 | Brace x2, Redirect | 3/2/4 |- | Starhawk | Mark I | <span style="color:green">❻</span> <span style="color:red">⬤⬤⬤⬤</span><span style="color:blue">⬤⬤</span>⬤⬤ | <span style="color:green">❹</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span>⬤ | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span>⬤ | <span style="color:blue">⬤</span>⬤ | 14 | Brace, Contain, Redirect, Salvo | 4/3/4 |- | Starhawk | Mark II | <span style="color:green">❻</span> <span style="color:red">⬤⬤⬤⬤</span><span style="color:blue">⬤⬤⬤</span>⬤ | <span style="color:green">❹</span> <span style="color:red">⬤⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:red">⬤</span><span style="color:blue">⬤</span> | 14 | Brace, Contain, Redirect, Salvo | 4/3/4 |- | Providence | Carrier | <span style="color:green">❺</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span>⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span>⬤⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span>⬤ | ⬤⬤ | 9 | Brace, Redirect, Salvo, Evade | 3/2/4 |- |} ====MC80 Home One==== [[File:HMC80.png|thumb|300x300px|right|Home One Expansion Pack]] The beefier of the two MC80s, with 15 total shields around its 8 hull; standard large ship Engineering of 4; and 2 Redirects, a Brace, and a Contain; this ship does at least one of two jobs - throwing dice out its sides, and pushing squadrons. An MC80 double arc is a painful thing to to experience, but its max speed two means it's reliant on Engine Techs and/or nav commands to avoid being flanked. As a broadside ship with long ranged dice, much like the Assault Frigate it's happiest orbiting the battlefield (or the objective) while throwing dice at long range. Its most common upgrades are Electronic Countermeasures to keep its Brace online, Leading Shots to reroll its red dice, and the aforementioned Engine Techs; and because of its low speed but powerful offense and defense, it is well suited to taking a high bid for second alongside some VCXs to ensure you get to play your own objectives and force the enemy to come to you. But the ship is strong enough that many different loadouts are viable, so don't be afraid to experiment. *'''MC80 Command Cruiser''' - The Rebel's highest natural Squadron value of 4, and an Offensive Retrofit, makes this variant well suited to pushing squadrons. That said, it sports the same number of dice (although slightly less long range) as the pricier alternative, so its offense isn't to be underestimated even unupgraded. *'''MC80 Assault Cruiser''' - Changes one blue per arc to red, swaps the blue/black AA for blue/blue, and replaces the Offensive Retrofit with second Defensive Retrofit. If you're going this route, it would be prudent to bring some way to reroll the inevitable blanks on your red dice shots, but too many upgrades and you'll quickly run out of points for the rest of your list, so pick your cards with care. Common uses for the double Defensive slots are (the aforementioned) ECMs, with Reinforced Blast Doors, Advanced Projectors, or Early Warning Systems. *'''Titles:''' **'''''Home One''''' - Ackbar's flagship gives ''other'' ships within range the ability to change 1 die to an Accuracy. Situationally useful, but the fact that it doesn't work on the ship it's equipped to, combined with the high price of the MC80 frame, make this a niche pick. **'''''Defiance''''' - Allows you to add an additional attack die of any color when attacking a ship that has already activated this turn. Combine with some flotillas for activation padding, and this can enable you to add a blue die for Leading Shots at long range. **'''''Independence''''' - Squadrons you activate can move at Speed 4, if they forgo attacking that turn. Your B-Wings can race into the action, but the cost of the title's frame, and loss of a turn's shots make other squadron-speed-increasing options competitive. **'''''Mon Calamari Exodus Fleet''''' - A generic title for all MC pattern ships. Spend a Repair dial or token and exhaust another Mon Calamari Exodus Fleet-equipped ship's card within distance 4 to gain 2 engineering points. Very situational, and you give up arguably more useful titles on ships like the MC30 and Liberty to equip it. But it lets your engineering token remove a damage card, or can boost a dial+token command on Home One (with help from a ''Redemption'' Nebulon-B or Engineering Teams) enough to recover 2 damage and a shield. ====MC80 Liberty==== [[File:LMC80.png|thumb|300x300px|right|Liberty Expansion Pack]] An entirely different ship to its cousin, the Liberty has more in common with a stripped-down Imperial Star Destroyer. Its very wide front arc sports a full 7 blue/red dice and five shields, but its side arcs have just 3 dice and 2 shields, and its Brace/Brace/Redirect token suite makes it hard to absorb hits coming at those side hull zones. If that's started to sound familiar, it's because this ship is in many ways a large base Nebulon B. It's not only faster than the ''Home One'' but it too can equip Engine Techs, allowing it to outrun every other Medium or Large base ship in the game - which it often needs to, because while it has the front-arc offensive of an ISD at a lower cost, it comes at the cost of being much more fragile. You don't want to brawl with ships the same size as you, you want to bully ships smaller than you; and flank, run from, or combine fire with your fleet against ships the same size as you. With a Weapons Team slot (this is usually for Gunnery Team), and the unique combination of one Ion and ''two'' Turbolaser upgrade slots, the Liberty can double down on offense and turn its front arc into something to be feared - but its low Squadron value means it usually can't do much else. The Liberty's fragile side arcs makes it a difficult ship to use well - the lack of a Defensive Retrofit means there's nothing you can to stop an Accuracy from shutting down your lone Redirect as an enemy pours damage into you, and if enemy bombers get close enough they're gonna immediately jump your tough front arc and commence killing you. You take crits relatively quickly, and an early Projector Misaligned draining all 5 of your front arc's shields makes your heart drop into your stomach. Its bundled commander, Madine, does wonders for keeping the ship out of trouble; but beware playing too cautiously and causing all of your games to end with low scores and little dead on both sides. *'''MC80 Star Cruiser''' - More blue dice heavy, with this variant you either build it around an Ion upgrade - such as SW-7s in order to maximize ''guaranteed'' damage or Heavy Ions to make shields melt - or you build it like its pricier sibling but save a few points. *'''MC80 Battle Cruiser:''' - Changing one blue die in the front and rear to red and adding a second flak die, this variant is best able to utilize the ship's double Turbolaser upgrades. Obvious combinations like the "super-drill" XI7s and XX-9s under General Dodonna, or Spinals and H-9s for raw damage increase, come to mind - but your imagination is the limit. *'''Titles:''' **'''''Mon Karren''''' - Limiting the opponent to just one defense token - combined with the Liberty's large dice pool's propensity to roll an Accuracy or two, this allows you to boost your damage output pretty significantly. But costing 6 points and at least a Concentrate Fire token, consider whether XI7s wouldn't do as good (or better) in your particular list instead. **'''''Endeavor''''' - Grants a Contain token. Very useful, as it's relatively cheap, and the Liberty's weak sides mean it tends to take crits fairly easily. If non-default critical effects (eg APTs) are a major problem in your meta, consider pairing with a Damage Control Officer - but most of the time, that's an extra expense that's only occasionally useful. **'''''Liberty''''' - Despite lending the ship its name, this is the most niche of its titles. Your Squadron tokens activate two squadrons instead of one; which would be more useful if you had a source of Squadron tokens that wasn't better off just resolving the dials (like a Comms Net GR-75, which already has Squadron 2 itself). Can be paired with Raymus Antilles or Commander Leia to command 4 Squadrons a turn (most importantly without any outside assistance), and you could even double down and take Flight Controllers - but at that point you're turning a front arc dice platform into a more expensive Assault Frigate. As a ship that wants to be using Navigate, Engineering, and Concentrate Fire commands at the right times, you need a very good reason to justify this title. **'''''Mon Calamari Exodus Fleet''''' - A generic title for all MC pattern ships. Spend a Repair dial or token and exhaust another Mon Calamari Exodus Fleet-equipped ship's card within distance 4 to gain 2 engineering points. Very situational, and you give up arguably more useful titles on ships like the MC30 and Liberty to equip it. But it lets your engineering token remove a damage card, or can boost a dial+token command on Home One (with help from a ''Redemption'' Nebulon-B or Engineering Teams) enough to recover 2 damage and a shield. ====MC75 Profundity==== [[File:MC75.png|thumb|300x300px|right|Profundity Expansion Pack]] Armed with a short-range front arc but longer-ranged broadsides, this somewhat odd weapon loadout makes the MC75 feel a bit schizophrenic at first. It serves as a sort of amalgamation of the other MC frames. The ordnance possibilities of the MC30, a lot of the fleet support ability and broadsides of the HMC80, with the speed and similar movement chart of the LMC80. Having two of it's defense token slots taken up by Contains is a liability, but the upgrade potential of either frame (especially with the Salvo granting Local Fire Teams) more than makes up for that shortcoming. The MC75 has a ton of potential for almost any Rebel playstyle, especially since it debuted the hyperspace-warping Admiral Raddus. *'''MC75 Ordnance Cruiser''' - The brawler version of the MC75. Throwing out 2 blue and 3 black on the front arc, 2 black and three red on the sides. Comes with 3 command, and 2 squadron with 4 engineering. Two ordnance upgrade slots are handy to make use of all those black dice, but remember that it's a waste to bring two black crit upgrades without Fire Control Teams. For a ship of this size and strength, the flak is pretty pathetic at just a single black die. It makes sense that the MC75 debuted with the Large ship flak boosting Ordnance Pods. Roll in with Ordnance Experts to make those black dice crits hurt more, or Local Fire Teams to give your opponent pause before trying to engage. *'''MC75 Armored Cruiser''' -Changes the side arc black dice to blue, one black on the front to blue, adds a squadron value and an additional blue flak die. Swaps out one of the Ordnance Cruiser's Ordnance slots for both a Turbolaser and an Ion Cannon upgrade. Almost any build is viable with the Armored Cruiser's upgrade slots. Bring on Leading Shots to make up for an Ordnance Team botched reroll, SW-7s and XI7s to drill through redirects for max damage potential, or put Flight Controllers and a squad-boosting officer aboard a sturdier frame than the Assault Frigate. *'''Titles:''' **'''''Profundity''''' - Do you ever suffer from "if only I could get my small ship up the field without being shot" problem? Well this may be the ship for you! Rush an MC75 up the field and drop out a small ship mid-game next to it, say, a Hammerhead torpedo corvette to unload a buttload of black dice. Pairs nicely with Admiral Raddus on another ship so you can warp, I mean hyperspace, the ''Profundity'' into the enemy flanks, AND deliver a little red (or black dice) corvette. **'''''Mon Calamari Exodus Fleet''''' - A generic title for all MC pattern ships. Spend a Repair dial or token and exhaust another Mon Calamari Exodus Fleet-equipped ship's card within distance 4 to gain 2 engineering points. Very situational, and you give up arguably more useful titles on ships like the MC30 and Liberty to equip it. But it lets your engineering token remove a damage card, or can boost a dial+token command on Home One (with help from a ''Redemption'' Nebulon-B or Engineering Teams) enough to recover 2 damage and a shield. **'''''Aspiration''''' - If you ever thought it would be a good idea to just load all of your shields on one side and charge headlong at the enemy, this is the best title for you. ''Aspiration'' lets you move your shields around before the combat starts, to a maximum of ''6'' shield points on two of your hull zones. Great for spearheading your fleet's attack, even better if you combine with Raddus. ====Nadiri Starhawk==== {{topquote|Just remember, the [[Armada/Tactics/Rebel_Alliance#Nebulon-B_Frigate|scooty puff junior]] sucks!!!!|Fry, Futurama}} The Rebellion's/New Republic's answer to Super Star Destroyers, the Starhawk-class Battleship resembles a Nebulon-B frigate on enough steroids to turn a [[Space Marines|space marine]] into a [[Warlord_Battle_Titan|warlord]]. A huge ship in all but cardboard size: crazy amounts of dice from all angles, two dedicated officer slots, one of every non-evade token (including the new and fancy Salvo token). The Starhawk is the strongest ship the Rebellion can bring to the fight, and WILL be the centerpiece of any fleet you make with it by point cost and upgrade potential alone. It isn't perfect, by any means. Both versions have no Defensive Retrofits or Support Team slots, two of the titles are exclusive to the cheaper Mk 1 variant, fully upgraded will likely put you just north of 200 points of your fleet total. However, the firepower and survivability of the Starhawk more than make up for those shortcomings. *'''Starhawk-class Battleship Mark 1:''' - Well-rounded in it's dice pools and combat effectiveness. The Mk 1 should be considered the "default" Starhawk, for reasons not the least of which include 2 of the 3 titles being Mk 1 exclusive. It's attack profile somewhat resembles a beefed up ISD-1, appropriate considering Starhawks were made from cannibalized and salvaged ISD parts. Playstyles can vary with this version, as is the norm with the other "classic" Rebel all-rounder, the Assault Frigate. *'''Starhawk-class Battleship Mark 2:''' - A straight 10 point upgrade to the Starhawk's medium range capabilities. Dropping one black die from all sides (and 2 potential titles), and gaining one blue die to all sides (and swapping black flak for red). The Mk 2 Starhawk ''slightly'' more of a general purpose ship than a close range brawler. "Slightly" is relative, since the Starhawk is still a beast to be reckoned with. *'''Titles:''' **'''''Amity (Mark 1 only):''''' - Beefing up the close-range potential and long range survivability in one card. Gain an evade token, and deal 1 extra damage card to both ships when enemy collides with your Starhawk. The second effect only triggers when an enemy rams you and not the other way around. As tempting as throwing on Hardened Bulkheads and charging into a mess of Raiders and Arquitens sounds, please keep that in mind. **'''''Concord (Mark 1 only):''''' - Grants a second Salvo token which can be DEVASTATING making 3 attacks per turn, even if you need to take fire to do one. The second effect is situational, but nice. You should never need to go speed 0 in most encounters, but using bringing an MC80 or ISD down to 0 with you with your Magnite tractor beams and having that extra bit of insurance of at least a Brace token can be a difference maker in the ensuing slugfest. **'''''Unity''''' - The only title a Mk 2 can take, but it's a good one. ''Unity'' provides a second Redirect token (eat your heart out, Home One) and lets you re-roll a flak die when attacking an engaged enemy squadron. The latter seems tailor made for Mk 2 Starhawks with that super finicky red die. Still, extra defense tokens of any kind help turn the Starhawk into a real damage tank. ====Providence Carrier==== With the release of ''Rapid Reinforcements I'', the Rebellion has inherited the Providence from the CIS. Uniquely, it comes with no weapons upgrade choices to speak of, but 2x each of offensive, officer, weapons and support slots, making it a potential combo-monster at the cost of being less effective as a standalone large base than the existing MC choices.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information