|It was 1983! Everyone's hair looked like that!|
As always, throwing up the card as a start.
|Turn around, every now and then I get a little bit brighter.....|
|Yes, move closer....|
And that's JUST the part about adding two clicks! (Specifically, in the first joint AGAIN in the above example). If we go even further, adding it into the first joint, with an extra click in the second joint from a nav token, we can get THIS picture (2 clicks, 2 clicks, 2 clicks - Madine for 2, one on the card and one from a token, and two on the card, respectively).
|135 degree turn! Madness! Madine-ness!|
|Or like Goldeen! I'm going to run this "Een" joke into the ground here, so get used to it.|
|This is both physically possible and hitting that same ISD side arc both turns while never entering black dice range. This should TERRIFY you.|
Now, the original common "complaint" I saw from people is that Madine "isn't as good as Jerjerrod." You have to actually NAVIGATE instead of just taking it when needed to fix your turning issues. Madine has two things going for him, though, as compared to Jerry, which ALSO helps steer you towards HOW you want to build your Madine lists.
|Just use butter to turn faster, y'all!|
Second, Madine lets you add clicks in WHEREVER you want, and with both the navigate command and navigate tokens. Jerry gives you more speed for turning early, but he doesn't help further down the road. It's a subtle thing, but it's important. Jerjerrod lets you keep turning to be in a spot where you can keep your opponent in your sights, but Madine isn't about that. Madine lets you turn where you need WHEN you need, in order to both maximize where you end up and where you attack. You're trying to use Madine's ability to both stay out of trouble/bad arcs of your opponent's, and get into the best arcs to shoot (the undergunned ones). Exploit his navigating ability to have your good arcs attack their ships at their best ranges while preventing them from hitting you. Having a good head for distances/ranges and what needs to move when will help a LOT here.
Simply put, Madine lets you navigate until you don't need to navigate anymore. Stay out of the bad arcs, stay out of bad (black dice) ranges of your opponent's, but be where you can put the hurt in on them. Concentrate fire, then pull a runner and get either back into the fight where you weren't expected to be or get gone before you get shot and die, remaining either out of range or in a terrible arc for them to fire from; ISD sides, HMC80 fronts/backs, etc.
|Navigate until it's time to stop navigating - Dalton's original quote|
|Questions I have trouble answering|
Having discussed this issue with the few Madine-iacs (10,000 of them can't be wrong!) is that Madine should be used as both a way of ensuring repeated double arcs and with more ships. The more MSU ships, the better, is the advice I received. He helps you navigate better, which means you want to use him when you're good at navigating and want to be even more skilled with it, ending up in arcs and escapes your opponent didn't expect. He can also do very well getting ships at higher speeds in the right places. Most ships at higher speeds don't navigate as well as they do at slower speeds, but Madine helps make up some of that ground. Madine is NOT an easy Commander to grasp, as the ships he uses can often overextend themselves or end up NOT navigating at the right time or navigating when they should have concentrated fire or used engineering, resulting in a dead ship on your own end, or an alive ship on your opponent's end. However, if you CAN get him understood and used properly (I make no claims that I'm perfect with him), you can strike out of nowhere like a wraith in the night. Slide that vibroblade into their kidneys, and make your opponent pay for not taking your navigating abilities seriously.
Common Ships/Builds/Ways to Run Him
Madine works with all the Rebel ships, but you'll want ships that can go faster in order to more accurately react to your opponents and put YOURS in a great spot they can't hit you well from. He makes the LMC80 turn on a dime, but he's also great with CR90s and MC30s. I've had some success with Assault Frigates, but you're going to want some ways of impacting the dice they roll. The reason faster ships are more recommended is that if you use Madine's ability a la Jerjerrod, and put 2 clicks at the first joint, you can change your navigational path intensely. More than your opponent would usually think, more than they can usually react to. Use THAT to your benefit.
|He is the wiener of the two, really.|
Madine fleets generally tend towards fleets filled with the ships listed above. As Madine doesn't help squadrons out, the squads he tends to bring tend towards rogues if any (all those ships he loves, Assault Frigate/MC75 excepted, do not push squads well. Lean into flotillas to push squads for you if you bring them). You're going to need to justify in your list why you're not taking Raddus, and that may be your ability to strike from out of range with your ships where you need them to be. With the Raddus FAQ, it's a little easier to see where he's coming in from, so he's not as potentially nuts as he once was. Maybe it's Madine's time to shine!
Madine was a very fun commander that I definitely enjoyed playing, but Raddus came along and took away a LOT of Madine's usefulness. I don't want to declare him USELESS, because if you know what you're doing with him you can shut down your opponent's list by just not being where they expect you to be. But the question you'll need to ask yourself EVERY TIME when you play him is "What makes this list something that Raddus wouldn't be better used with instead?" (Probably MC30/CR90 spam lists or other such built around not HAVING a Large-based ship in your fleet!). His role hasn't been eliminated, it's just become a lot more niche. Practice with Madine, though, and I promise you'll be able to act like a SWAT team, taking out your opponent's ships before they can strike back.