With the exception of the color of dice, these ships are identical. The Scout MC30 has long range red dice, and the Torpedo one wants to get near to you, unable to even start damaging you until Blue Range.
|This will not be the last fish joke.|
Both ships have:
- Command 2
- Engineering 3 (just enough to heal a damage/crit they don't want!)
- Squadrons 1 (so don't command them with the MC30, you have better things to do)
- 2 Black dice in the Front, 3 in the sides. If you can double arc someone, that's 5 black dice!
- 1 Blue AA dice
- A title slot, officer slot, Weapons Team, Defensive Retrofit, Ordnance Upgrade, and Turbolaser slot
- 3 Shields everywhere but the back, where it has only 2. The only Rebel ships with more shielding are the Assault Frigate and the H1MC80. We'll start to hit THOSE later today.
- Decently maneuverable 1 and 2 speed engagements, but using a Navigate at Speed 3 is where they both SHINE.
- Speed 4 takes them right back down to sadness town, with only 2 clicks, at speed 2 and 3 respectively. They like going fast, but probably preferably not THAT fast
Sadly no, it's not just like Demolisher. You're going to need to do a few things to both attack with it and keep it alive. You really do not want to be pushing squadrons with this guy, but all the other commands are viable. They really like Concentrating Fire and Navigating, in my opinion. Without a Brace Token, however, you're going to need to do a few things to survive. Namely, don't get hit 2-3 times from an ISD's front arc, expecting to live easily. Because they depend so much on their Redirects to stay alive and take the damage on the shields (and not the ship itself!), they are BADLY hurt by XI7s.
|Boo hiss booooooo, stop wrecking my ship!|
Minimal Primer on How to Black Dice (the Rebel way!)
11/3 edit! First, go read this article from Eric on the topic, then feel free to come back here and watch me muck it up and make more fish jokes. I'll hit some of the important notes from the Rebel perspective here though.
First, have a bid. It doesn't need to be a lot, you don't need to have one every time, but until you understand them better, start out with a bid. If you can go first with these ships, you have a much better chance of getting the best attacks in with them. Later on, you won't need as much of a bid (or a full one at all), but for your first few games, try a bid out. Black dice ships LOVE being able to go first and just wallop a ship with as many dice as you can. I'm not saying you always need a bid (I've run them like that before), but if you're new and you want to try running them easier on yourself, get a bid in there.
Second, if you're focusing on Black Dice and their damage, have both Ordnance Experts in your Weapons Team slot and an Ordnance Upgrade in your Ordnance slot. You can use Assault Proton Torpedoes, Assault Concussion Missiles, Expanded Launchers, or External Racks. Focusing on Black Dice means you want to be doing damage with them, and you're going to need to be in close with them. Try to find the points to fit in the upgrades; those Ordnance Upgrades make your crits do extra damage. When (most likely) your ships get their one or two turns of attacks on your opponent, you want to be doing as much damage as possible.
|In this example, the Teeth are the ordnance upgrades. Waiting hangrily (Hungrily AND Angrily!)|
Fourth, you're going to want to try double arcing with these. Getting one side arc is helpful, but getting a side arc and a front arc (or 2 side arcs!) is much more powerful. There's twice as many chances of black crits occurring, and twice as many attacks that the ship may want to mitigate the damage against. Creating a hard sell for them and making it difficult to choose WHEN they brace or redirect or what have you is the best way to get something out of your black dice ships.
|At the very least, try to get those side ARRRRRRRRCs at range.|
There are two, and they're both good first steps in How You Keep the MC30 Alive. First up, the lesser known title!
|You know those defense tokens that are like, double defense tokens?|
|The Admonition, let's begin! The Admonition, look out sin!|
Furthest fun! Because you (the defender) choose the order of how things go during the Spend Defense Tokens Step, you CAN spend the Evade like regular (reroll or cancel a dice) and THEN use the Admonition effect on that token to cancel a dice. So long range removing 2 dice is super fun! You're also out a defense token, the only way you actually HAVE of staying alive! Don't overdo this!
This title is frustrating to play against, so long as you keep having defense tokens. Walex Blissex isn't a bad inclusion for the title, if you can find the points. For that matter, so is Lando Calrissian.
Scout Frigate (the Red One) and Common Builds
|I sure am waiting peacefully here! I'm friendly and not a threat to anyone! Ignore Admiral Ackbar over there!|
|Fun option during games! Sing this repeatedly and watch your friends tremble in frustration! Or maybe they're trembling at my singing...|
Torpedo Frigate (the Blue One) and Common Builds
|He's firing out of both sides SOMEHOW. Do you know how hard that is to coordinate?|
Now with all those dice coming in, how do you kill flotillas? Blue dice only have 2 sides with accuracies, how do you ensure that you roll them?
|Wave 1's most dangerous in retrospect upgrade!|
As for the common builds, the basic build comes down to a few things:
MC30 (63 points)
- Title (usually Admonition, 8 points)
- Ordnance Experts (4 pts)
- Ordnance Upgrade (3-13 pts)
- H9 Turbolasers (8 pts)
If you're feeling fancy and have the 1 pt, Skilled First Officer is a great Officer. Lando for 4 points will keep you alive even longer. I've played the Expanded Launchers/External Racks-H9 Turbolasers combination, and it is EVIL. 4 black dice and an Accuracy out the front, 3 Black and 2 Blue with a GUARANTEED Accuracy there results in some intense damage to enemy Star Destroyers when you lock the Brace down on both attacks. Can't use Electronic Countermeasures against them both! I've dubbed that one the Scooty Puff, because Futurama jokes. Try it out, it's super fun, even if it IS 90 points or so...
|In a thousand years, we'll get right on it.|
Most of the Rebel Commanders like using the MC30 in some capacity. And it works well under them all.
Dodonna: Dodonna works well with either one. Using the Scout, he'll want TRCs on it to keep getting the Crit damage on things from long range, or he loves APTs on the Torpedo. He loves APTs on the Scout too, but you start getting points heavy FAST on them.
Cracken: He certainly can use them, and he can make use of both of those titles. I don't have MUCH experience with Cracken, but the MC30 is right in his wheelhouse of speed 3 and having attacks obstructed against them.
Mothma: LOVES them. Loves the Foresight. Loves the Admonition. Loves their defense tokens at short range, just wrecking attacks coming in at her. Loves Torpedoes, loves Scouts, loves using them.
Rieekan: He comes with the ship, he better love it! Rieekan lets them get one more attack against your opponent's ship before it explodes, and also get a free ram in there too! When you first start using them, I definitely suggest Rieekan be your starting Commander until you get a handle on them. Black dice ships are so different from the rest of the Rebellion's Red Dice shooters that they take a bit of time to get good with. Be careful when using them though, that you don't get the first player attack and then remain in range to get shot. If you're hoping to remain in close to get a good attack on your opponent twice, be careful he doesn't kill you when you could have gotten away instead. One shot and a living ship is usually better than one shot and 2 ram damage (one from you into him and one from him into you! That's half your MC30s health!)
Ackbar: Ackbar loves BOTH, weirdly enough. He can throw 4 red dice out the side of a Scout frigate, or he can throw 2 Blue and 2 Red out of a Torpedo. The OTHER upgrade plan you can do with the Torpedo is to put Enhanced Armaments on them in order to create a Red Dice range to add Ackbar's 2 Red dice for. Ackbar with an Enhanced Armaments Torpedo can roll 3 Red, 2 Blue, and 3 Black. THAT is the front arc of an ISD, and it is a heck of a monster to face.
|You're a give-em'-hell daredevil with a never-say-die attitude and a fourth-grade education! You could have made sergeant!|
Sato: Sato actually wants the Scout Frigate. Throw those red dice at long range and turn them into black dice, and then use the Black Crit upgrade you have equipped to trigger APTs or ACMs at long range. A little janky, but wiping shields or throwing free Long Range face up damage is just amazing fun times.
So who doesn't want it?
Garm Bel Iblis: He CAN do it, but as I said in THAT Garm article that he prefers other ships. The MC30 will take a Navigate and probably an Engineering, which, while OK, are definitely things you can more easily do by themselves on the first turn or two with the MC30.
Leia Organa: I like Leia, and I'm still trying to wrap my head around her, but MC30s get points heavy FAST, and I don't think Leia can "fix" the issues it runs into well enough to take off any of the defensive tech or the Ordnance Experts. I've seen people run them under her and do well, but I feel that's more a product of the fact that MC30s are good ships more than that Leia is a good commander for them. If you want to run them with her, I don't begrudge you that.
When I made mention of the MC30 a few weeks ago in the LFC article, I called them a sock full of quarters that you can use to beat your opponent with. I hope this article giving my two cents on them provides you with the change you need to help nickel and dime your opponent's ships to death.
|I had several more monetary based puns, all of them terrible! Penny for your thoughts on why you're pulling me?|