Arquitens is great!

By TallGiraffe, in Star Wars: Armada

Its far better than a Neb. 2 redirects and a contain make this thing suprisingly tough and you can put blast doors on them also.

They definitely need some sort of damage booster. The other night I ran two of them and they did a great job getting amoungst the rebel flotillas. Unfortunately they then played out the battle of the barents sea and over the course of 4 turns failed to kill a single one! I think they need an intel officer ideally.

I'm just having trouble getting the feel for wave 5 at present. I want to run two of them supporting a big ship, but that leaves very little points for squadrons and flotilla support.

Nebs are easily my least favorite ship. I dunno why but i can never get them to do ANYTHING for me.

On Neb's: Yavaris is already great because of the title. Salvation is definitely a good and dangerous ship. When you're front arcing an ISD or VSD at slow speed, you're generally at its best for trading up. Redemption might work in some lists, but it really needs to be deployed as a finisher that arrives a turn after your main units, which are slightly ahead of it and which it can heal.

Arquitens somewhat has that Neb feel to it, but hopefully you can deploy and fly it where it isn't the main target of a very large ship. Damage Control Officer here might be beneficial against APT bearing units, which are some of the best hunters of small base units like the Arquitens. Again, there are just enough defenses that you ought to be able to keep the ship alive long enough to trigger Reinforced Blast Doors, which might very well keep it alive. In short, it should have just enough defense to tank one big arc shot, and it can be built well enough to hold up better than most small units against a double-arced MC30. I'll have to play it to see how these bear out, but it just seems to me like it should hold up slightly better than a Neb-B against similar situations.

I am kind of perplexed as to why this ship is even being compared to Nebs at all. To me the ship is best compared as a hybrid of an AFMKII and an MC30. Side shooters are completely different than front shooters in terms of reliably getting shots off over the course of a game. The CR90 has more in common with a Nebulon than this ship does.

Nebs are easily my least favorite ship. I dunno why but i can never get them to do ANYTHING for me.

riekan yavaris

Unless you **** up BAD, itll have at least a glorious turn of double tap :D

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)

Take the Command Cruiser with Engine techs. Add Jerry and you can pull some ridiculous turns.

I am kind of perplexed as to why this ship is even being compared to Nebs at all. To me the ship is best compared as a hybrid of an AFMKII and an MC30. Side shooters are completely different than front shooters in terms of reliably getting shots off over the course of a game. The CR90 has more in common with a Nebulon than this ship does.

That's a good point. Every time new ships have been introduced, they've netted some comparisons to older ships. And in most cases, those comparisons were probably best understood as a combination of a couple of ships. Comparisons always break down at some point, and I think the points of breakdown are the more important points to be raised.

I think a lot of the hype around it isn't so much that the Imperials have been missing a broadside ship, so much as they have been missing a small ship with useful red dice in general. Until this wave, VSDs weren't super useful, so most of your red dice options were coming from rather pricey (and sometimes vulnerabl) ISDs. Glads have a pair up front, but that's as much as it gets until you hit VSD/ISD territory. In general, this made Imperial combat doctrine very much a "dive into close range" scenario, which could be very difficult if you're trying to chase down a couple of TRC90s or if (as there usually is) a ball of bombers were present.

The Arq gives the Imperials what they needed for a long time; not a broadside, but a ranged harassing ship that can volley fire over the heads of it's buddies heading in to close range combat.

I already have one... I'll be getting two more next Wednesday. I can't wait to try them!

So... 1 2 or 3??

Also, is anyone crazy enough to try 5 Neb lists? Are they fun? I have some but idk if they're really worth it.

So... 1 2 or 3??

Also, is anyone crazy enough to try 5 Neb lists? Are they fun? I have some but idk if they're really worth it.

I messed with Lyr's Neb's Away list (3 Neb, 1MC30) and enjoyed it. But it was against myself so, YMMV. I'm thinking the Pelta may work in a slow crawler list like that honestly.

I can't wait to get the Arq on the table. I can see myself buying at least two, possibly 3 in the long run.

I have an order in for a pair of replacement Arqs, so I'll be waiting to get them into play before confirming, but I can see myself picking up another to field three. Can't quite see fielding more than that, but we'll see.

I messed about with 5 neb lists. Always lacked cover on one flank. Keyan and Yav could cover one side.

Tried the liberty, too expensive to use.

The pelta though....

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 have yet to put it on the table, but this is how I felt at first. There is a lot of hate for red dice, but people are excited for 3 reds on a 60 point ship... I'm very confused why there is a change of heart.

Yea I fielded 3 cruisers, a raider, and Gozanti with 80 points of fighters to good effect.

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 have yet to put it on the table, but this is how I felt at first. There is a lot of hate for red dice, but people are excited for 3 reds on a 60 point ship... I'm very confused why there is a change of heart.

Red dice themselves suck. Throwing shots at long range doesn't. As was said, Imperials didn't have a cheap long range ship prior to this. Best we could do was 2 red out the front of a 62 point Glad II. This enables psuedo-swarm tactics ala CR90 and gives us the ability to chase down a fleeing ship without having to task an expensive ISD II or valuable Demolisher to the job.

To be fair, a single salvo of red dice doesn't do a whole lot at long range. Multiple volleys of them, on the other hand, do start to push damage through and exhaust/discard defence tokens. TRC90s are proof-positive of that; one of them is a pest, two or three is a danger.

To be fair, a single salvo of red dice doesn't do a whole lot at long range. Multiple volleys of them, on the other hand, do start to push damage through and exhaust/discard defence tokens. TRC90s are proof-positive of that; one of them is a pest, two or three is a danger.

TRC90s are good because you can easily double arc and deal 4 damage a turn. And cost 51 points to do that. The Arq can't compete with damage output like that.

TRCArq and Vader are a good combo but very expensive to do so. I think the titles are what really make the ship.

I bought 3 Arq's they are really good. I will be getting a fourth soon. I may not buy all the fighter packs I intended too.

TRC90s are good because you can easily double arc and deal 4 damage a turn. And cost 51 points to do that. The Arq can't compete with damage output like that.

TRCArq and Vader are a good combo but very expensive to do so. I think the titles are what really make the ship.

TRC90s are super efficient, for sure. I'm not saying Arqs are better by any means, but that they're solid in what they're built for - a cheap(ish) red dice platform that will possibly do a bit of damage, but at least soften up the defence tokens for the big hitters to start swinging. I wonder would Spinals/Vader be worth looking at for them...

I just got finished with 2 games and I just love the new Cruiser we have. It is such a change of pace to enjoy along with Flechette torpedoes.

I love it too. Only have 2 at the moment but will get more eventually. It's cool having a bunch of small ships for Empire. Last night I ran 2 Arquitens, 2 Raiders, a Gozanti, and a Gladiator, with 2 Decimators. Decimators are BASICALLY small ships, so you've got like 5 different sizes of ship and still nothing larger than a small base! It's so bizarre but also cool looking.

Haven't used flechette's yet, but I think they have potential!

I'm using Tagge at the moment also, with the Arquitens. He works well with them having TRC - I'm able to double shoot turn 2, and get my evade back at the start of turn 3 - plus with the other small ships like the Glad and Raider, I don't mind if I have to use that single brace -

It's a great opportunity to really test out Tagge. He's not amazing, but he works.

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?

I ran 3 with an ISD to anchor and finish things off. Demo may be better but i give up a very survivable piece.

I love the Arqs and what they do for list building. may be the first wave of the game i dont go heavy squadron.

I have pushed 2 Arqs, a Raider I and 2 Gozantis around the last 2 games. Its a versatile ship, that I can take some damage and give it as well. Most happy with its very wide broadside arcs as well.

TRC90s are good because you can easily double arc and deal 4 damage a turn. And cost 51 points to do that. The Arq can't compete with damage output like that.

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