Arquittens - EXACTLY what the empire needs

By Crabbok, in Star Wars: Armada

This is a Carrack Cruiser:

https://imgur.com/a/oK2ZN

It is canon as it has been mentioned in at least 2 new EU novels.

My problem is that it is bigger than a Neb-B (350 meters) and yet has that big window on the front that makes it look far smaller like a 30m troop transport.

The 'Reinforced' card looks like you discard it to get rid of 3 damage cards?

If that is true, that is bad ass....

if that is true, that would go nice on a Devastator ISD...

This is a Carrack Cruiser:

https://imgur.com/a/oK2ZN

It is canon as it has been mentioned in at least 2 new EU novels.

My problem is that it is bigger than a Neb-B (350 meters) and yet has that big window on the front that makes it look far smaller like a 30m troop transport.

The name is canon. There's a certain amount of room for varying the appearance though.

Compare the Legends Quasar Fire to the Newcanon Quasar Fire:

http://starwars.wikia.com/wiki/Quasar_Fire-class_bulk_cruiser

http://starwars.wikia.com/wiki/Quasar_Fire-class_cruiser-carrier

This is a Carrack Cruiser:https://imgur.com/a/oK2ZN

It is canon as it has been mentioned in at least 2 new EU novels.

My problem is that it is bigger than a Neb-B (350 meters) and yet has that big window on the front that makes it look far smaller like a 30m troop transport.

The name is canon. There's a certain amount of room for varying the appearance though.

Compare the Legends Quasar Fire to the Newcanon Quasar Fire:

http://starwars.wikia.com/wiki/Quasar_Fire-class_bulk_cruiser

http://starwars.wikia.com/wiki/Quasar_Fire-class_cruiser-carrier

That is true, and I certainly hope the Carrack gets a redesign befitting an imperial vessel.

That is true, and I certainly hope the Carrack gets a redesign befitting an imperial vessel.

In the Legendsverse it entered service before ROTS - makes sense to me that this would carry over to the newcanon - and thus, that it would be more "Republic" than "Imperial".

I think WEG used the CR90 as a starting point when designing its ships that were holdovers from the Republic era - Dreadnoughts, Carracks, Bulk Cruisers.

There is a lot about this ship we don't know. It could be wildly off on the cost. Its hard to say it is or isn't what the Empire could use. I do like the idea of the ship, its been well known the Raider isn't a easy ship to use. Perhaps this ship will be easier.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Moff J let's you plan concentrate fire commands without losing maneuverability which means he is going to become a favorite of mine.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Vader TRC's fleet. . . Scary. . .

Moff J let's you plan concentrate fire commands without losing maneuverability which means he is going to become a favorite of mine.

I haven't been as excited for anything as I am for Jerjerrod hitting the table. I may break my no proxy house rule for him.

(I get to have a no proxy rule because I pay for all the stuff used in my house)

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Vader TRC's fleet. . . Scary. . .

Moff J let's you plan concentrate fire commands without losing maneuverability which means he is going to become a favorite of mine.

I haven't been as excited for anything as I am for Jerjerrod hitting the table. I may break my no proxy house rule for him.

(I get to have a no proxy rule because I pay for all the stuff used in my house)

Anyone else notice the similarity between Jerjerrod and Jar Jar? I think I'm going to call him Jer Jer from now on.

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. . .

I would bet that the version we are seeing is less than 60 points. 3 Red side arc dice IS nice, but it's a smaller side arc than we usually see on ships, say, 70-80% of a Gladiator's side arc. That should impact the cost. It also DOES have 4 defense tokens, but so does the MC30s, and their cost isn't too high, though they ARE above 60.

But I could also draw comparison to a CR-90A. They likely have the same upgrades available. Similar shielding (CR-90A has only 1 in back opposed to 2 in back for Arquitens), and both have no brace.

Pros for CR-90A

  • Stronger front arc, +1 Red die, +1 Blue die, -1 Black die. (total of 1 extra die, better overall range from front)
  • Speed - speed 4 capable, incredibly maneuverable at all speeds (we don't yet know the yaw for Arquitens).
  • Blue Antisquadron die, (Better range vs Arquitens Black die)
  • Command value of 1, generally better than command value of 2.

Pros for Arquitens class light cruiser

  • Stronger Side Arc +2 Red Dice, -1 Blue die (Total of 2 extra dice, - 1 per side)
  • 1 extra hull point
  • 1 extra shield in back
  • Contain defense token

Maybe they aren't that similar, but I guess it depends on where you start from. By far the biggest advantage the Arquitens has right now is it's 3 red dice, but I'm just not sure how significant that will be for a faction that doesn't have Ackbar.

Maybe a Nebulon B support is a closer match? Has only 1 less die, but better range on both regular attacks and anti squadrons, same hull, 1 less shield?

But Glads, which have a TON more dice, wider side arcs, , better stats, and significantly better anti squadron dice, are only 56 and 62 points.

I dunno I was gonna try and approach this mathematically but I am at a loss now. I'm thinking 55-58 points. Maybe if the one we are seeing is the weaker of the two, then maybe we'll go over 60 points on the other one.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Maybe I am missing something, but I've never understood how "red dice are fickle". Red dice have the same expected value as blue dice. Black dice have the highest expected value of the 3, but red are no worse than blue.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Maybe I am missing something, but I've never understood how "red dice are fickle". Red dice have the same expected value as blue dice. Black dice have the highest expected value of the 3, but red are no worse than blue.

Even if the average damage amount is the same (0.75 per die), the 2 blank red sides cause big problems. When you're at long range and thus rolling red dice only, you're often not dealing enough damage to make Accuracy results very worthwhile either (at least unless you're rolling gobs of red dice like an Enhanced Armament Ackbar Assault MC80 or some such, or unless you've got TRCs and also rolled a double-hit naturally). That's why the results can sometimes be impressive but at others times fall absolutely flat. That's why they're referred to as fickle. Any kind of dice manipulation that works on red dice is thus quite welcome to keep them more consistent.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Maybe I am missing something, but I've never understood how "red dice are fickle". Red dice have the same expected value as blue dice. Black dice have the highest expected value of the 3, but red are no worse than blue.

*flashesback to last weeks game with a buddy when I rolled 3 red blanks then stared in disbelief*

Edited by 54NCH32

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Maybe I am missing something, but I've never understood how "red dice are fickle". Red dice have the same expected value as blue dice. Black dice have the highest expected value of the 3, but red are no worse than blue.

Even if the average damage amount is the same (0.75 per die), the 2 blank red sides cause big problems. When you're at long range and thus rolling red dice only, you're often not dealing enough damage to make Accuracy results very worthwhile either (at least unless you're rolling gobs of red dice like an Enhanced Armament Ackbar Assault MC80 or some such, or unless you've got TRCs and also rolled a double-hit naturally). That's why the results can sometimes be impressive but at others times fall absolutely flat. That's why they're referred to as fickle. Any kind of dice manipulation that works on red dice is thus quite welcome to keep them more consistent.

Black dice also have two blanks, but have a higher expected value than red. Red dice are going to give you the same damage as blue dice (blue just gives you accuracy you may or may not want.)

Now for ships that shoot both red and blue at medium range will of course have better luck, but 3 red dice aren't any better or worse than the 3 blue dice only on a CR90-B.

What we do know it that's its made for Vader.

Lots of tokens, fickle red dice.

Maybe I am missing something, but I've never understood how "red dice are fickle". Red dice have the same expected value as blue dice. Black dice have the highest expected value of the 3, but red are no worse than blue.

Even if the average damage amount is the same (0.75 per die), the 2 blank red sides cause big problems. When you're at long range and thus rolling red dice only, you're often not dealing enough damage to make Accuracy results very worthwhile either (at least unless you're rolling gobs of red dice like an Enhanced Armament Ackbar Assault MC80 or some such, or unless you've got TRCs and also rolled a double-hit naturally). That's why the results can sometimes be impressive but at others times fall absolutely flat. That's why they're referred to as fickle. Any kind of dice manipulation that works on red dice is thus quite welcome to keep them more consistent.

Black dice also have two blanks, but have a higher expected value than red. Red dice are going to give you the same damage as blue dice (blue just gives you accuracy you may or may not want.)

Now for ships that shoot both red and blue at medium range will of course have better luck, but 3 red dice aren't any better or worse than the 3 blue dice only on a CR90-B.

Black dice do have two blank sides but there is easy dice manipulation to help with that (Ordnance Experts) whereas with red dice it's often trickier, requiring Vader (oof, my defense tokens) or Turbolaser Reroutes (oof, my Evade tokens) or Concentrate Fire tokens (not great unless you get them easily from an external source).

I'll also note that both CR90As and CR90Bs were not popular choices until wave 2 came along to give them upgrades that allow for evening out the red dice (TRCs) or making blue dice a guarantee in terms of damage (SW7s). Neither of them really wants accuracy results and the CR90A is particularly prone to fluff rolls without the TRCs.

At least the Rebels don't have this... yet :P

Why has nobody talked about that new officer "damage c" that looks like it lets you use your contain on non-standard crits?

WHY???

Why has nobody talked about that new officer "damage c" that looks like it lets you use your contain on non-standard crits?

WHY???

Only because we can't see enough of that card to be sure that's what it does. Although that was what I had speculated as well. If so it could be a very interesting add.

Damage Control Officer?

Why has nobody talked about that new officer "damage c" that looks like it lets you use your contain on non-standard crits?

WHY???

I dont see it being that useful. Non standard crit effects have a disproportionate effect on small ships, which dont normally have a contain token. The Arquitens is the exception here.

Why has nobody talked about that new officer "damage c" that looks like it lets you use your contain on non-standard crits?

WHY???

Stop those horrible ACM's and the like?

Why has nobody talked about that new officer "damage c" that looks like it lets you use your contain on non-standard crits?

WHY???

Stop those horrible ACM's and the like?

Specifically, keep those APTs from just slamming a crit through the healthy shields on your big guys.

Several observations:

- Speed 3 ship with the possibility of ET.

- One of the upgrade slots is added by unique officer. (And it may end up being turbolaser slot to keep TRCs away from imperial hands. I hope to be wrong)

- Inclusion of Jerjerrod means that the first yaw is lacking at most speeds.

- $20 price point, no brace, low shields tells me that this is a Raider/Corvette-class ship, so it'll likely to be priced in high 40's-low 50's.

- Reinforced (something) is likely to be one time us to discard damage cards, good on this ship, CR90 and Assault MC80. Maybe MC30, Everyone else would still prefer to use ECM, I think

- Damage Control (something) is likely to allow to contain non-standard crits and is likely to end up on a lot of ISD's and Interdictors.

- Dual Turbolaser turret is better than a reroll, as it allows to add a red die, see if it ends up as a double (or an accuracy) and then remove either that die or some other die from the pool. So no reason not to use it during attack as it can benefit any roll and can't make a roll being worse.

- With Spinal Armament this may end up being a very interesting beast in a Vader fleet.

Overall, an exciting expansion that adds a lot of possibilities to Imperial fleets.