Arquitens is great!

By TallGiraffe, in Star Wars: Armada

Had 2 light cruisers in a broadside fight tonight, they really did hammer each other. Great little ship

DTT Cr90's?

I find DTTs compliment ships with a sizable amount of red dice like the Arquitens and Assault Frigate better than they would with 1/2 reds.

Arq is the best ship in the game.

These things kinda make me really wanna play imps. Problem is everyone in my area plays imps :P

These things kinda make me really wanna play imps. Problem is everyone in my area plays imps :P

I guess the rebel "counterpoint" this wave is speed 4 Ys and H-6s :P

These things kinda make me really wanna play imps. Problem is everyone in my area plays imps :P

I guess the rebel "counterpoint" this wave is speed 4 Ys and H-6s :P

Well, squadrons as a whole is why i primarily went rebels. Imps had 1 trick up their sleeve and that was about it while Rebels just felt like they had a ton more squad options and shenanigans.

Almost the entire box for the new squads is awesome for rebels. Loving my Ewings and Hera is nuts. Imps got decimators now but i kinda feel like the rest is just meh. Not bad but not awesome either. I tend to max my fighters every list.

i need to get better at using the small ships because i almost exclusively use the two rebel Large ships and thats probably not a good idea.

nothing wrong with two large ships now that floatillas give you a bigger body count and some great support

Once again ffg has done a great job at offering both sides a ship that fulfill the same role without being merely the same ship re skinned as either rebel or imperial... There are important differences between the trc90 and the Arquitens, enough to provide both interest and flavor to the game!! Bravo FFG /slowclap

These things kinda make me really wanna play imps. Problem is everyone in my area plays imps :P

I guess the rebel "counterpoint" this wave is speed 4 Ys and H-6s :P

Well, squadrons as a whole is why i primarily went rebels. Imps had 1 trick up their sleeve and that was about it while Rebels just felt like they had a ton more squad options and shenanigans.

Almost the entire box for the new squads is awesome for rebels. Loving my Ewings and Hera is nuts. Imps got decimators now but i kinda feel like the rest is just meh. Not bad but not awesome either. I tend to max my fighters every list.

i need to get better at using the small ships because i almost exclusively use the two rebel Large ships and thats probably not a good idea.

I like the new rebel squadron toolkit also but the Imps got a ton of wonderful new toys in the squadron game as well. Access to relay 2 through the base lambda or the very fine Colonel Jendon, Marek Steele, Zetrik Storm, Jonus, Cienna Ree, Saber Squadron and Valen Rudor all look/have been confirmed to be excellent to me. The base decimator seems too expensive for what it brings, but I want to give Morna some play. Added to the existing synergies in the imperial fighter game and I feel like the Imp squad game is a real tough nut to crack.

I am not sure how well the command Cruiser will be used considering the regular light Cruiser with DTTs is the same price as a command.

I am not sure how well the command Cruiser will be used considering the regular light Cruiser with DTTs is the same price as a command.

You get a lot for those 5 points upgrading to a Command Cruiser:

  • +1 Squadrons (to 2)
  • Access to a support crew slot
  • Upgrade red/black in front to red/blue
  • Upgrade black flak to blue flak

Which is not to say "always Command Cruiser," just moreso "I think FFG is figuring out how to price chassis upgrades better nowadays, because it's actually rather tempting."

As someone who uses very few (usually zero, really) squadrons in any list, I'd be Light Cruiser all day long. I'm fully aware I'm the exception in that list building style... however; these aren't ships you're going to want to have drifting into close range. Medium range is even a bit rough if they get focused on (and the should be). That upgrade in flak might be decent, and a support crew can be nice if you have the points to spare, but the red/blue front attack isn't much of a bump for a ship of this fighting style, and the squadron activations probably shouldn't be something you should rely on a long range ship for (unless you're stocking up on a bunch of Lambda relays, but that's even further points chunked into the idea).

I can certainly see the argument for a Command Cruiser choice in a list, but I'll be espousing our cheaper buddy for a while.

If you haven't tried it, TRCittens are bananas with Vader...

CF, Spend the contain, reroll and hunt for whatever you need, spend an evade and add two hits. This finally gives the Imps a fast long ranged gunboat to take out support and carriers without bum rushing them with Demolisher. Also, CF TRCittens with Vader makes H9s a little more unnecessary for flotillas hunting. 4 dice with a re-roll is almost at least one guaranteed accuracy.

i am hopefully getting my Arqlights tonight. I am excited to play them. they seem very very good.

I wasn't too impressed at first with the Imp CL (or the Imp CC). I liked the option of Needa and TRCs but want too happy with the yaw points all being positioned at the end of the manoeuvre. It does make the ship predictable a bit like a faster VSD. You know that without a Nav command or Moff JerJerrod the CL will be positioned at some point on a direct line in front of it. This makes it easy to arrange ambushes with ships or fighters. Nav commands are needed to avoid this or the admiral JJ who helpfully comes in the pack. TRCs, Vader or DTTs can make up for the navigation commands I suppose.

So one in a list with Needa and TRCs was all I was planning but then I saw the ship titles.

Hand of Justice looks great in a Motti fleet with 2 ISDs with ECM. It can allow demolisher to use and keep its brace twice a turn or even to get TRCs to work on a second Imperial CL (without Needa) by reactivating the red evade to enable it to be used offensively or defensively.

Centicore is similar to the Relay rule from Lamda shuttles and can give Vector more reach or encourage Chiraneau to make a come back (especially since sniping E-Wings can now kill Dengar from out range of Tie-A escorts)

Not that the world needed another reason to like it but yes, the arqs seem to be a natural pair with demo. Or maybe just demo pairs with everything. Have I mentioned yet the arq is my fav?

Anyone for just running a ton of them without upgrades and just slapping vader on one?

Imagine you could get a few with a pair of assault carriers for squadron support

Also jonus

you can get five of them (one needa TLRC) and Vector with Mauler, Dengar and two Tie Fighters for some anti-squadron

or four of them (one needa TLRC), two Gonzati, Jonus + mauler + Dengar and 4 Tie Fighters

Edited by ficklegreendice

That's certainly my style of play, so it may happen. When mine eventually arrive (my FLGS sold my preorder on release day to a walk in, so I get to wait until February), I'm probably going to be trying a pair with 4x ordnance laden Raiders first, then decide whether I want a third to flesh out other MSU and Escort ideas. Minimal upgrades.

Are they great? Or are imps so starved of broadsides? Cant help but wonder given the relative similarity between arquitens and nebs, just without the yavaris title.

They want to somehow Ackbar slice through the middle of an enemy fleet which is spread right across the table.

relative similarity to nebs is pretty bunk considering nebs' widest hull zones are also, by far, their weakest

having the 3 red die battery on a wide side arc, not to mention evenly shielded sides, makes the Arty far easier to bring its decent compliment to bear

Edited by ficklegreendice

relative similarity to nebs is pretty bunk considering nebs' widest hull zones are also, by far, their weakest

having the 3 red die battery on a wide side arc, not to mention evenly shielded sides, makes the Arty far easier to bring its decent compliment to bear

Woohooo, three red dice to bear.

Great

Three red dice

One evaded, one blank.

Woohoo one red dice to bear.

That was always the issue with the neb, 3 red dice is kind of meh.

Six red dice and we would be talking, but its not, because that situation doesnt make any sense. How does an Arq double broadside?

I thought the issue with the neb was the 1 shield side with no re-direct

:blink:

I thought the issue with the neb was the 1 shield side with no re-direct

:blink:

The Arquitten has no brace, so somewhat *** for tat. Keeps its shields longer, loses hull faster.

I like the titles, I just cant help feel it has similar issues to the neb.

You cant say t i t on a forum Gink, its one of the seven words.

I thought the issue with the neb was the 1 shield side with no re-direct

:blink:

The Arquitten has no brace, so somewhat *** for tat. Keeps its shields longer, loses hull faster.

I like the titles, I just cant help feel it has similar issues to the neb.

Edited by Madaghmire