Tarkin Wave 2

By Ophion, in Star Wars: Armada

With the Grand Moff still weighing in as the most expensive Imperial Commander (the game has gone from 180 to 300 to 400 and he has always been the most expensive in the game!).

Logic would say with the expanded points value of Wave 2, if ever Tarkin was coming into his own, it would be now.

But what sort of fleet would he be best suited to as opposed to cheaper and potentially more impacting options (Ozzell, Screed, Motti) or more straight damage (Vader)?

I'm not sure... Mass VSDs?

Mass VSD will want motti more for the points reduction and enhanced survivability.

Tarkin I think will actually work best in a 3-4 raider + ISD list, using tarkin as a super raymus for imperials. The issue so far has been tokens arnt as important to the game since you get 1-2 turns to stack the important ones (nav/engineering, squadron if its a carrier) which kinda reduces his impact, especially compared to screed or veteran captain which lets you get that key token like tarkin, but you get to choose it for that ships situation

I agree with Truegreek, Tarkin wants lots of ships I think. A Raider "swarm" is a good place for him with him on maybe a Gladiator or a VSD.

ISD flagship of a Raider swarm.

I think you guys are right.

Whenever I play him by turn 3 or 4 I find him frustrating because there is no single token that I would best give to all my ships. Generally one ship is in combat and needs Eng, another is a bit further out and could use a concentrate fire, and another has already burnt his Nav but needs to speed up again!

But a bunch of raiders, all burning their tokens as they go could be very effective.

I agree with Truegreek, Tarkin wants lots of ships I think. A Raider "swarm" is a good place for him with him on maybe a Gladiator or a VSD.

Yeah, the only issue I have with raider swarms is there's no downside to taking screed there either. Your probably already taking APT or ACM which screed can gaurentee to trigger. Tarkin can help with navigate and squadron control I guess but if your taking a VSD or ISD flagship it can be the carrier.

I don't really think he's going to be a good commander unless the points go up again, even if you go true raider swarm you just made a 80 pt flagship pre upgrades, without enhancing the survivability like mothma does.

ISD flagship of a Raider swarm.

I like the idea of that and the visuals. Will be interesting to see if it can work. Screw fighters, just have a swarm of Raiders to escort your ISD and then pounce.

I do like Tarkin and would like to find a spot for him. Sadly Screed always seems better and now Motti if you were take a couple of VSD and a ISD.

I hope a Piett or Thrawn card comes out next.

I hope a Piett or Thrawn card comes out next.

Absolutely! In fact, the lack of Piett thus far makes me hope they're saving him for the Executor (wishful thinking, I know, but I'll take what I can get).

Meanwhile...

Tarkin gives a token to every ship and that token is chosen at the start of every turn. This means each of the following conditions can be an incentive for him to be chosen:

1) Lots of ships.

More ships more tokens.

2) Need for flexibility.

Particular lists have a need to change speed, repair, or send a squadron at a very particular time. While first turn a token is usually banked, Tarkin provides more tokens and can replenish tokens.

3) Need for constant repair

Tarkin can be used to give unending engineering tokens for your ships to always repair with.

4) Need for tokens.

Certain upgrades need tokens to function. Tarkin helps ensure those tokens are available.

Upgrades which need a command or token:

Admiral Chirpy

Wulff Yularin (sort of)

Weapon Liaison

Defense Liaison

Flight Controllers

Enemy Use of Tractor Beams

Dominator (sort of. Eng Token can help repair used shields)

Engine Techs

Engineering Team

Nav Team

He's particularly useful for a Imperial Aces list which doesn't necessarily need to move around large groups of squadrons, but just a few at a time. Oddly enough, the new rogue squadrons for the imps could really use squadron tokens. These squadrons don't NEED massive support due to their rogue ability, but there will be times during the battle where they will be much better if activated earlier than the squadron phase. Hence, a squadron token can bonus them greatly.

I'd most likely play Tarkin with VSDs equipped with Defense Liaisons (they benefit more from a well timed navigate DIAL vs token) and the Dominator title. I'd play at least one GSD with Demolisher and probably engine tech. Early I'd give everyone a squadron command and run a few select squadrons that pack a lot of punch. (Vader, Fett, etc...)

Tarkin works best on VSD's actually. Sure Mottie gets them all +2 hull, but tarkin can get them all engineering tokens each turn.

BUT: that doesn't comapair to the power of the dark side er defense liaison. Not all ships need the tokens tarkin dowels out, and buring some unused ones for a well timed manuvier or engineering command could save a victory more than a mottie ever could. Dial+token is 3 shields, in a turn that could provide more staying power than mottie provides for the game.

But not all ships should have the Defense Liasion. Just the ones you run as "generic", the 2-3 that don't really have any upgrades on them. Makes everything overall more forgiving to play. Also starting off with a squadron command token means that one tie tighter per ship, or tie bomber, could be towed along with out the need of worrying about devoting commands to squadons.