|The ANGRIEST lawn dart|
|The fastest Large Base the Alliance has to offer!|
- 8 health
- Command 3 - plan your turns out, else you're gonna run into some troubles (I speak from experience!)
- Squadrons 2 - so you probably SHOULDN'T be using a dial to command squadrons with it (we'll get there with the titles!)
- Engineering 4 - Able to heal a fair amount, with the non-Interdictor standard strongest
- A very different navigational pattern than anything the Rebellion has seen before (we'll get here too)
- Crazy dice in the front! Not so much in the sides or rear!
- Crazy shields in the front (5!) Not so much in the sides or rear!
- 2 Brace tokens and a Redirect
Weapons Team slot(this is ONLY for Gunnery Team), a Support Team Slot, an Ion Cannons Slot, and 2 (TWO!) Turbolaser slots.
Before we begin breaking them down, let's discuss what the LMC80 exists to do. As a Battle Cruiser (and a Star Cruiser), it's there to smash little ships and run away from the larger ones. It has enough firepower to smash its way through smaller ships, and it has the speed to run away from VSDs and ISDs. If you try to go toe-to-toe with an ISD, you're gonna have a bad time. If you team up on it with some friends, you'll do great! Sort of!
The LMC80 also lacks a Defensive Retrofit, so there will be no Reinforced Blast Doors, ECM, or Advanced Projectors for you (really you mainly want the RBD, but you can't get it).
|I miss you. Why can't I get a Rebel Minister Tua? What do you mean, game balance?|
TRCs: No Evade, stop it
Slaved Turrets: You're putting Gunnery Team on here for a reason
Enhanced Armament: Go read the Turbolasers article for why
Heavy Turbolaser Turrets: For this to work, you're going to need to roll enough damage and no accuracies in order to make them WANT to use the Brace. You roll a bunch of Red and Blue, so you have a good chance of rolling them Accuracies. XI7s do a similar job better and hurt CR90s, MC30s, and Arquitens while HTT does nothing. It's your spaceship, and you can try to make anything you want work, but I wouldn't.
The main concern, no matter what you do with and how you build this ship, is Navigation. That profile is..... different, but it's workable. Much like a VSD, Navigation should be your default command most of the time. But you're going to NEED Engineering later in the game. To quote Eric from the VSD article:
Navigate constantly unless you have something better to do. Remember those speed chart problems I mentioned earlier? Maneuverability in particular is a huge problem for VSDs and by using Navigate commands to increase your yaw (and change speed when necessary) you are doubling your yaw. The significance of doubling your yaw cannot be overstated and it helps the VSD keep its front arc on targets and to some extent avoid trouble. I encourage you to think of it this way: if you use a Navigate command to keep a target in your front arc when you otherwise would not have been able to do so, you just used a better Concentrate Fire command - at full dice range, you get twice the dice from a front arc attack vs. a side arc attack and even at red dice range you get 1 more dice overall, the same as Concentrate Fire but much more likely to be in a situation where enemy attacks are directed at the front hull zone where you can redirect more effectively (to either of your 3 shield sides).You're in a similar spot with much worse sides. You're likely going to want to redirect FROM your sides to the front, because 5 shields versus 2.
|Remember kids: always remove your goggles when welding|
To help with the Navigation issues, Engine Techs does a LOT of work in keeping this thing turning right. With Engine Techs, not only can you turn slightly better if needed, but you can be almost anywhere you need to be. Going speed 2 and using a Navigate token (or command) can let you be speed 2, speed 1, effective speed 2 with an extra click (drop down to 1, use the Engine Techs move to turn a click again), speed 3/effective speed 3 (jump up or use the token to trigger Engine Techs), or speed 4 (jump up and then use Engine Techs). This puts you in a LOT of different spots that can threaten your opponent's ships. I'm not saying Engine Techs is mandatory, but I have a hard time building this ship without it. Combine that with the fact that it lets you ram smaller ships and put potentially 2 more damage into them (which can KILL a lot of things if you have 1 or 2 damage on them already!) and Engine Techs is an easy first step towards building these. A minor note about that (from the comments below): the only way to adjust the speed 1 maneuver (currently) is through Jerrjerrod, so you can't turn 2 clicks with the Engine Techs move; you'll need to do it before (in that first or third maneuver joint, if you want a second turn there!)
The basic strategy for using this ship is to put Gunnery Teams on the front of it and then keep applying damage from the front to whatever you need it to. Your front arc is SO HUGE and your potential damage from there is SO GREAT that you just badly want to fire out of it as many times as you can. It also forces your opponent to be aware of it and change how he deploys and attacks you. Your opponent's Raiders, CR90s, and flotillas do not want to lurk in its front arc for long. What if you don't want Gunnery Teams or think you want something else in there? Let me go back to quoting Eric in the ISD article (thanks Eric, for writing half my article for me!)
The ISD-II is a big chunk of points and you need optimize the quality of its attacks. It's got a big juicy front arc that can often get one target in medium and another at long range (or if you're lucky, two in medium or closer). Gunnery Teams are unrivaled in terms of competition for the ISD-II's weapon team slot for this reason. You won't always get them to "work" every turn but you're effectively investing 7 points to substantially improve the odds that your 120+ point investment gets two attacks every turn, which is crucial, and it makes it foolish to "hide" several targets (including squadrons) in the same arc, figuring the ISD can really only meaningfully attack one of them.So the best way to consider the Liberty is something halfway between an ISD and a VSD. Navigate like the VSD wants, with the firepower of an ISD. Given the points cost of everything, too, it should behave like something in the middle.
Some players leave off the Gunnery Teams in the hopes that their opponent will pick their Advanced Gunnery objective and allow the ISD the option of attacking twice from the front arc. This is not a good idea. Any plan that relies on you going second (perhaps your opponent would prefer to go second? You can't rely on being second all the time) and then picking the objective you really want them to pick as otherwise your ISD is worse than giving it a Gunnery Teams is a bad plan.
|Moe, Larry, and Curly|
There are 3, with various uses.
|Appearing in Solo Command, because I will never not reference X-wing|
|Should I kill my dad, Darth Vader's head? Uhh, do whatever you want, I'm SUPER DEAD!|
|DAT ART, THO|
|So many crazy plans and builds, so little time|
There's also my thought that if you really want to Raymus Antilles and use it all with him, do it once. Maybe turn 2, try to get the jump on something? Don't turn this ship into your new greatest carrier, treat it as something that can provide solid squadron support while still firing out the front at where it needs to go. If you REALLY want to have Raymus fire 4 B-wings on the way in to really smash a ship of some sort, you better have another ship that can fire them the rest of the game.
Battle Cruiser and Common Builds
|It's like an angry slice of pie...|
Gunnery Teams are standard. You're also throwing enough red dice that you're going to want Leading Shots as your Ion Cannon upgrade. By adding in Leading Shots, using Spinal Turbolasers as one of your two Turbolaser upgrades is a decent idea.
If you have Madine, your Support Team slot should be Engine Techs. If NOT him, I can see the wisdom of Nav Teams.
|Upgrades I swear exist, volume....4? I think 4. Maybe 5? A special No-Prize to whoever identifies it right!|
At this point, all you have left to fill (if you want to!) is Officer, 2nd Turbolaser, and Title. Because you're throwing Red Dice, and you have Leading Shots, I really like H9 Turbolasers on it. If you roll well enough with your 5 red dice at long range, you can lock down a Scatter on a flotilla, making it extra sad and forced to take the damage. You can then run into it for the last damage, and bam, dead flotilla. There's an argument you can make about combining the H9s with Quad Turbolaser Cannons, but I'll just say to go read my summary of it in the turbolasers article HERE now. For Officer, I've run Raymus with Madine, but that's a factor of trying to get as much Navigating as possible, haha. I can see the wisdom of Major Derlin or Intel Officer (if you're INTENT on picking on something bigger than you.... or a flotilla).
Star Cruiser and Common Builds
|It's like I can psychically sense what you're doing right now!|
One basic build that I've seen that I like with the Star Cruiser is:
Mon Karren, Gunnery Teams, SW7s. That's it. Cheap, easy, murderous. Use it as an anvil that the rest of your fleet is going to be the hammer to force your opponent to impact against.
With 3 red dice, they won't always roll perfectly, so using Dual Turbolaser Turrets isn't a bad choice here. XI7s can do well in the other slot, but you don't necessarily NEED anything in either. You can build the Star Cruiser cheap, and that's helpful, ESPECIALLY for a Large ship.
The basic starting point for building the ship: Star Cruisers want SW7s, Battle Cruisers want Leading Shots. Both want Gunnery Teams and a way to turn better/more. Build from there, really.
|Turn around, every now and then I need you turning two clicks now, turn around, BRIGHT EYES|
Garm bel Iblis: A Command 3 ship? That wants more tokens for the Liberty title to trigger? Yes please.
Madine: It comes with him, he can get it to turn on a dime, and it is CRAZY good with him.
Sato: In an earlier article, it was pointed out to me that Sato can take a Star Cruiser and turn 2 of those red dice to blue ones, guaranteeing 6 damage from the front each shot. That sounds super fun with the Mon Karren... how you build the rest of your list is up to you from there, of course.
Dodonna and Rieekan don't have special synergies, but don't have reasons NOT to take it. They both can build decent lists with it.
So who doesn't want it?
Cracken and Mothma: Not the right size, no Evades, respectively.
Leia Organa: It's the same Leia argument I often make. Yes, you can, but her ability helps the most from making little ships do their commands so much better. It's not that she doesn't want it, so much that the LMC80 becomes such a significant portion of your fleet that it's hard to justify using her when you can get her ability better with another commander and Raymus on JUST the LMC80.
Ackbar: I wouldn't. 4 red dice out the side is good, but you're then not firing out the front. And you can't do both.
|What do you mean, a fish ship I don't want? This is my disappointed face!|
The MC80 isn't commonly seen as it's often seen as a weird combination big ship that can move like a small one. But if your meta has an overabundance of Multiple Small Units showing up, trying to out activate you, in the words of Depeche Mode: Reach out and touch
|Pull off using the LMC80 like Johnny Depeche here is pulling off that hat!|