Arquittens - EXACTLY what the empire needs

By Crabbok, in Star Wars: Armada

The fact that you'll always have a "Wide Arc" somewhere on a Ship, and that you can attack every squadron in Arc at Die Range, means that you won't ever see a baseline Red Anti-Squadron Die, without some other heavily limiting factor...

Yes, I am aware of the Station Having it. The Station has no Arcs that we can see, so ergo, some other limiting factor must be involved....

The fact that you'll always have a "Wide Arc" somewhere on a Ship, and that you can attack every squadron in Arc at Die Range, means that you won't ever see a baseline Red Anti-Squadron Die, without some other heavily limiting factor...

Yes, I am aware of the Station Having it. The Station has no Arcs that we can see, so ergo, some other limiting factor must be involved....

I disagree, especially now with the 'Rapid Launch' card potentially allowing you to keep fighters in reserve until later in the game. I would not be surprised to see it as an Imperial-only thing, though - a red anti-squadron is a lot less threatening to a five-hull average fighter swarm than to three-hull TIE-fighters

Edit: I could see it as a title upgrade. "You may replace your AS die with a red one and make attacks out to long range, but you may only attack squadrons with heavy."

Edited by What

So what you're saying is, you disagree with my assertion, and then put an additional restriction on it, which then agrees with my assertion? :D

So what you're saying is, you disagree with my assertion, and then put an additional restriction on it, which then agrees with my assertion? :D

I disagree with your assertion, but do not find it unreasonable!

I am liking the Arquitens arcs. it is interesting. I expect a - at speed 2 for their yaw

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

Edited by Snipafist

I am liking the Arquitens arcs. it is interesting. I expect a - at speed 2 for their yaw

Can it drive backwards?

https://m.youtube.com/watch?v=BZ4hjjUnX4o

TRCs.

My God, it's full of lasers!

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

It could be the new default for the nebulon frigates. Cheaper than slaved turrets and just as effective unless you got really lucky with the first 3 red dice. There is also no penalty like limited to only one volley or spend an evade.

Can you do this with a Neb's front attack.... Throw 3 red getting 3 single hits then add a red from dual turbos. If that die is a crit or double hit then discard one of the initial dice. If instead the extra die rolls a blank then discard that die so loosing nothing?

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

It could be the new default for the nebulon frigates. Cheaper than slaved turrets and just as effective unless you got really lucky with the first 3 red dice. There is also no penalty like limited to only one volley or spend an evade.

Can you do this with a Neb's front attack.... Throw 3 red getting 3 single hits then add a red from dual turbos. If that die is a crit or double hit then discard one of the initial dice. If instead the extra die rolls a blank then discard that die so loosing nothing?

I believe you would have to replace before rolling.

I hope this doesn't cost more than a Glad...Imps are expensive so I wouldnt be suprised if it costs less than expected or cheaper than people are suggesting.

It has two command (which is limiting for a small), weak front arc, 3 side which is fair, narrow side arc though, only 1 evade (TRC not ideal), 1 squadron (so it's clearly locked into a role), good shields, 5 hull is high side...I might be bold and put it at 52-55 cost. I'm thinking it has to be low cost because if it is not less than Demo why not just run Demo?

What's everyone else thinking?

Edited by Trizzo2

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

It could be the new default for the nebulon frigates. Cheaper than slaved turrets and just as effective unless you got really lucky with the first 3 red dice. There is also no penalty like limited to only one volley or spend an evade.

Can you do this with a Neb's front attack.... Throw 3 red getting 3 single hits then add a red from dual turbos. If that die is a crit or double hit then discard one of the initial dice. If instead the extra die rolls a blank then discard that die so loosing nothing?

I believe you would have to replace before rolling.

It is an "Add" ability so it happens in the Modify phase after the initial attack roll.

I hope this doesn't cost more than a Glad...Imps are expensive so I wouldnt be suprised if it costs less than expected or cheaper than people are suggesting.

It has two command (which is limiting for a small), weak front arc, 3 side which is fair, narrow side arc though, only 1 evade (TRC not ideal), 1 squadron (so it's clearly locked into a role), good shields, 5 hull is high side...I might be bold and put it at 52-55 cost. I'm thinking it has to be low cost because if it is not less than Demo why not just run Demo?

What's everyone else thinking?

Captain Needa and a TRC.

Depending on the cost you could then add advanced projectors to take one big volley but with the red dice it probably isn't necessary as you should keep it at range.

I hope this doesn't cost more than a Glad...Imps are expensive so I wouldnt be suprised if it costs less than expected or cheaper than people are suggesting.

It has two command (which is limiting for a small), weak front arc, 3 side which is fair, narrow side arc though, only 1 evade (TRC not ideal), 1 squadron (so it's clearly locked into a role), good shields, 5 hull is high side...I might be bold and put it at 52-55 cost. I'm thinking it has to be low cost because if it is not less than Demo why not just run Demo?

What's everyone else thinking?

Captain Needa and a TRC.

Depending on the cost you could then add advanced projectors to take one big volley but with the red dice it probably isn't necessary as you should keep it at range.

I am going to go for 60 points.

3 red side arc dice is EXPENSIVE! It is only speed 3 so that is good but it is 5 hull and it has 4 tokens supposedly which as we know with the MC30 is another expense. The saving grace is that it does not look to have 2 weapon upgrade slots. It is supposed to be quicker than an ISD but I think that will be reflected in the chart not the speed. . .

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

It could be the new default for the nebulon frigates. Cheaper than slaved turrets and just as effective unless you got really lucky with the first 3 red dice. There is also no penalty like limited to only one volley or spend an evade.

Can you do this with a Neb's front attack.... Throw 3 red getting 3 single hits then add a red from dual turbos. If that die is a crit or double hit then discard one of the initial dice. If instead the extra die rolls a blank then discard that die so loosing nothing?

I believe you would have to replace before rolling.

It is an "Add" ability so it happens in the Modify phase after the initial attack roll.

Yeah but I think hes asking if you can discard the die that you are adding. I think the discard has to come before you roll.

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

It could be the new default for the nebulon frigates. Cheaper than slaved turrets and just as effective unless you got really lucky with the first 3 red dice. There is also no penalty like limited to only one volley or spend an evade.

Can you do this with a Neb's front attack.... Throw 3 red getting 3 single hits then add a red from dual turbos. If that die is a crit or double hit then discard one of the initial dice. If instead the extra die rolls a blank then discard that die so loosing nothing?

I believe you would have to replace before rolling.

It is an "Add" ability so it happens in the Modify phase after the initial attack roll.

Yeah but I think hes asking if you can discard the die that you are adding. I think the discard has to come before you roll.

The Dual Turbolaser Turrets seem to help even out the fickleness of red dice. Add a red die and then remove a blank result or superfluous accuracy. Would definitely be worth considering for turbolaser slot ships that don't want to use TRCs (due to one Evade and they're jealously guarding it for survival purposes), can't use TRCs (no Evades), and don't have a big enough dice pool to make XI7s/HTTs worth it.

It could be the new default for the nebulon frigates. Cheaper than slaved turrets and just as effective unless you got really lucky with the first 3 red dice. There is also no penalty like limited to only one volley or spend an evade.

Can you do this with a Neb's front attack.... Throw 3 red getting 3 single hits then add a red from dual turbos. If that die is a crit or double hit then discard one of the initial dice. If instead the extra die rolls a blank then discard that die so loosing nothing?

I believe you would have to replace before rolling.

It is an "Add" ability so it happens in the Modify phase after the initial attack roll.

Yeah but I think hes asking if you can discard the die that you are adding. I think the discard has to come before you roll.

You add the die to the attack pool then discard a die. To add a die you have to roll it so yes you can discard the die you added.

Oh I see what you mean. Yes that makes sense.

I believe you would have to replace before rolling.

Take an hour to give my Kiddo a Bath and I'm being Ninja'd all over the place :D

Edited by Drasnighta

I believe you would have to replace before rolling.

Take an hour to give my Kiddo a Bath and I'm being Ninja'd all over the place :D

You have taught capable replacements ^_^

Im curious about the shields set to three on the base but with it being 2 on the cardboard.... hmmm new upgrade to boost shields maybe?

Im curious about the shields set to three on the base but with it being 2 on the cardboard.... hmmm new upgrade to boost shields maybe?

It certainly has the funkiest arcs to date! 58 and 63 points is my guess.

It has a wiiiiiiide rear, but the side and fore arcs look well laid out to allow you to get broadsides on a target, even if you are facing vaguely in their direction.

About the only thing that seems odd to me is the single black AA die, but I rather suspect that, just like the Neb B, the main change the second ship card will feature is more firepower in that regard. Arquitens Blockade Cruiser, perhaps?

From what I have seen of this ship so far, I am down for 3 packs. It's a real beaut.

I will take 5. Thank you.