Is it just me, or does Tarkin seem to be over priced at 6 points

By KILODEN, in X-Wing

The ability to take away or give a focus token doesn't seem like that tremendous of an ability.

am I mistaken?

Range 4, no prerequisites, no cost, usable either for allies or enemies in range.

You are not paying for the ability to transfer a token, you are paying for its lack of drawbacks and versatility.

Maybe, I was thinking about that also. It does really kill some cheese that people do and it can give some cheese. It will have to been seen if people use it or not.

Strip a focus from a ship that NEEDS to die now? Make sure Brath gets to use his superbly awesome in epic ability? Give an interceptor fel like durability?

I would say no...

Range 1-3, 4 points, all games

would be ace

Range 4, no prerequisites, no cost, usable either for allies or enemies in range.

You are not paying for the ability to transfer a token, you are paying for its lack of drawbacks and versatility.

That is an outstanding thought that its for both sides. The ships that life or die off of focus tokens would really be in a world of hurt. (the PTL Tie Inter, A-wings, falcon, etc)

Can be used up to range 4.

Can affect both friendly AND enemy ships

Will be found on probably the most survivable platform in the Imperial faction.

Nah, seems appropriately costed to me.

It, as has been said before in other topics, will work wonders with some lists and not with others.

On lists that have or are facing ships with 4 or more dice rolled at a time it's a godsend. On lists that run upgrades that need focuses or want focuses denied it's phenomenal. The enormous range means you'll almost always be able to pick whichever ship you want/the right ship.

It's expensive. But it's also really really good.

Agreed. The fact that it's not an action makes it superb.

Doing the equivalent with current cards would need something like Experimental Interface (3) plus Squad Leader (2) and that's still much more limited in range and leaves you with stress.

and the versatillity is superb. Taking focus away from another ship can be devastating. Yes, stripping a focus token off an interceptor is nice, but taking a focus token away from a ship with a Blaster Turret can stop it firing at all. Ditto Deadeye Nera Dantels. Ditto Proton Rockets (or at least forcing them to use a less effective primary attack).

He's not an auto-include that's for sure, but he's ability is fairly powerful. I'd pair him up with a Fleet Officer for 9 points. That's 3 extra focus tokens to yourself. You could make a Whisper or Soontir silly hard to kill.

Major Rhymer with APTs loves Tarkin.

Edited by Jo Jo

Tarkin and rexler just became BFF's.

Being able to add or remove a focus selectively to any ship up to range 4 of the Raider is pretty amazing. I really think it's costed appropriately, but time will tell.

Think about vs Blaster Turrets, or Proton Rockets, or any other ability that activates off a Focus token.

Opportunist loves this too

I think it's an amazing ability, to be honest, especially paired with a fleet that can make use of his shenanigans. Throw in Rexlar, Rhymer with APTs, ships with Opportunist, heck even Lorrir willing being able to do his roll and still get a focus to play with.

But a Fettigator with Opportunist and a HLC, with Tarkin working in conjunction to pick and choose who eats those five die...

It's epic only, you can spare the points.

He's not an auto-include that's for sure, but he's ability is fairly powerful. I'd pair him up with a Fleet Officer for 9 points. That's 3 extra focus tokens to yourself. You could make a Whisper or Soontir silly hard to kill.

Major Rhymer with APTs loves Tarkin.

It needs its other actions too much. Without Dice Modification and reinforce it cannot make itself worth the cost. And Imperials do not have any really good ways to pass target locks. You might be abke to make a build that it works for.

Beyond that coordinate is probably a better option because it's free. 3 points for the extra focus is pretty meh. Comms Booster is better.

Beyond that coordinate is probably a better option because it's free. 3 points for the extra focus is pretty meh.

Assuming you mean better than Fleet Officer rather than better than Tarkin?

Beyond that coordinate is probably a better option because it's free. 3 points for the extra focus is pretty meh.

Assuming you mean better than Fleet Officer rather than better than Tarkin?

130 odd points to pass a few focuses and make some largely innefective long range attacks isn't worth it. The Raider isn't a support ship. It needs to be using its guns. A lot. And it needs to modifying its attacks.

It'll have a tough time doing that. Although Jonus and a Weapons Engineer might pair well. I'm curious to see what it's going to have on that front.

He's not an auto-include that's for sure, but he's ability is fairly powerful. I'd pair him up with a Fleet Officer for 9 points. That's 3 extra focus tokens to yourself. You could make a Whisper or Soontir silly hard to kill.

Major Rhymer with APTs loves Tarkin.

Fleet Officer won't be worth it on the raider.

It needs its other actions too much. Without Dice Modification and reinforce it cannot make itself worth the cost. And Imperials do not have any really good ways to pass target locks. You might be abke to make a build that it works for.

Beyond that coordinate is probably a better option because it's free. 3 points for the extra focus is pretty meh. Comms Booster is better.

Col Jendon in the ST-321 says high.

He's not an auto-include that's for sure, but he's ability is fairly powerful. I'd pair him up with a Fleet Officer for 9 points. That's 3 extra focus tokens to yourself. You could make a Whisper or Soontir silly hard to kill.

Major Rhymer with APTs loves Tarkin.

Fleet Officer won't be worth it on the raider.

It needs its other actions too much. Without Dice Modification and reinforce it cannot make itself worth the cost. And Imperials do not have any really good ways to pass target locks. You might be abke to make a build that it works for.

Beyond that coordinate is probably a better option because it's free. 3 points for the extra focus is pretty meh. Comms Booster is better.

Col Jendon in the ST-321 says high.

But you put a Lambda at range 1 of the Raider if you want. I'm not doing it.

Didn't think of teaming Jendon with the Raider, but as long as Jendon's pulling his weight beyond lock passing it actually sounds like a good idea, much like the Roark/CR90 pair. That, and the shuttle can take something the Raider can't: a Fire Control System. The Lambda can hang back near the rear of the Raider and protect its rear. It's also worth remembering that Jendon's assistance in locking not only frees up your Target Lock action for Coordination with the rest of the fleet, it also improves your range: ST-321 has unlimited locking range and the Raider has R1-3 unless you give it a Sensor Team.

It had also never occured to me to team the CR90 with Dutch, although as Dutch'll be in the thick of the fight it may not be as useful.

Didn't think of teaming Jendon with the Raider, but as long as Jendon's pulling his weight beyond lock passing it actually sounds like a good idea, much like the Roark/CR90 pair. That, and the shuttle can take something the Raider can't: a Fire Control System. The Lambda can hang back near the rear of the Raider and protect its rear. It's also worth remembering that Jendon's assistance in locking not only frees up your Target Lock action for Coordination with the rest of the fleet, it also improves your range: ST-321 has unlimited locking range and the Raider has R1-3 unless you give it a Sensor Team.

It had also never occured to me to team the CR90 with Dutch, although as Dutch'll be in the thick of the fight it may not be as useful.

I'm purely talking passing to the big ships. They struggle to mod their dice and they pretty much always will. I'm hoping there's an upgrade that lets you spend an energy as a focus or the like. Something that alleviates the dice mod issue for them.

The Raider won't have access to Han Solo either.

I think that's the point: their weapons are less accurate but they throw a lot of dice a round. Yes, they're less likely to hit than an X-wing, but they'll just shoot you again. And again. And again. Plus they, with the new rules, have a collosal range advantage which isn't countered by insanely high defence dice.

CR90 primary weapon: Can fire five dice at Range 5 with only a single bonus defence die. That main gun is terrifying now.
Raider Primary Weapon: Range 2-4, can shoot twice.
Single Turbolaser: Built in focus, although it's crazy inaccurate against Agility 2 and up. Not something to stack your ship with.
Quad Laser: Built in Gunner.
Ion Cannon Battery: Only has to hit for the full effect, although you'll want to deshield the enemy ship first. Plus being ionised means optimising your next shot or ramming.

You want something to take 2 hits a turn? Remove it's Focus token and then fire main weapon twice at it. Interceptors with 3 Agility aren't that good without a Focus, especially twice!