When do you reach for an Arkittens?

By Blail Blerg, in Star Wars: Armada

I hear they go well with milk.

Anyway, when do you pick this? What role is it? Small ship damage and activation?

Less than Gladiator? More far range than Gladiator?

How much damage does it really put out? Esp at far range.

What upgrades?

Other specialized roles?

I'm personally excited to try the Tua Raider 1: Instigator, Blast Doors or ECM, Ord Ex. Optional Expanded Launchers.

A serious squadron killer or small ship with a bite. More survivable to moderate damage with these Defensive upgrades.

Before that, without extra screening squadrons, you could easily lose the whole Raider to squadron commands before it could ever fire. (Now that sucks.)

You don't choose the arkitten, it chooses you. If you try to pick it up, it will come back to haunt you. You must let it tell you that it desires to be picked up.

It pairs well with any ship. Just give it some space between the enemy and run navs with dual Turbolaser turrets. It doesn't need much to work well.

I use them as Imperial CR90s, flitting around the edge of the fight doing consistent chunks at long range. I've just been using DTTs or Captain Needa and TRCs

Arquittens are a light flanking gunship. Put them in when you need some extra red-dice in your list. I found it to be a great addition in a low points game, and I'm building an interdiction list with one to give me some extra teeth. At red range it shoots nearly as hard as a Vic.

DTTs or other dice manipulation upgrades seem absolutely necessary with this ship. In my game vs Reach I was consistently doing only 1-2 damage per round

I have three. I want to run a firing line of them under Vader with Slaved Turrets and Intel Officer for Maximum Firepower. In proxy tests though, I can't yet figure out which objectives are best and how to deploy them ideally against practice lists. I have considered taking a Demolisher as well, but the issue of Fighter Cover is still there.

I have three. I want to run a firing line of them under Vader with Slaved Turrets and Intel Officer for Maximum Firepower. In proxy tests though, I can't yet figure out which objectives are best and how to deploy them ideally against practice lists. I have considered taking a Demolisher as well, but the issue of Fighter Cover is still there.

Opening Salvo is good. Same with Solar Corona.

I have three. I want to run a firing line of them under Vader with Slaved Turrets and Intel Officer for Maximum Firepower. In proxy tests though, I can't yet figure out which objectives are best and how to deploy them ideally against practice lists. I have considered taking a Demolisher as well, but the issue of Fighter Cover is still there.

I've been doing two with Demo, 2 Gozantis and ~80 points of squadron support with Vader as commander. I'm pretty happy with it. Squeezing 3 would be hard though, you'd have to give up the Demo or squadrons.

Do they do more dmg or less than Raiders?

When do you go for an Rkitty over a Raider?

3 dice is kinda meh. 5 red dice with rerolls, now that's a maybe.

Do they need defensive help? (especially at long range?)

I have three. I want to run a firing line of them under Vader with Slaved Turrets and Intel Officer for Maximum Firepower. In proxy tests though, I can't yet figure out which objectives are best and how to deploy them ideally against practice lists. I have considered taking a Demolisher as well, but the issue of Fighter Cover is still there.

I've been doing two with Demo, 2 Gozantis and ~80 points of squadron support with Vader as commander. I'm pretty happy with it. Squeezing 3 would be hard though, you'd have to give up the Demo or squadrons.

List?

Is your fighter cover all AA? or Rhymer strike?

Do they do more dmg or less than Raiders?

When do you go for an Rkitty over a Raider?

3 dice is kinda meh. 5 red dice with rerolls, now that's a maybe.

Do they need defensive help? (especially at long range?)

My last few games I've been running 2-3 with DTT's on them. I do my best to keep them at long range as much as possible and double arc where I can. The front arc isn't much to speak of at long range but it's usually a good way to open up and dare my opponent to spend a token to mitigate 1-2 damage before I open up with a side arc. I tend to start my fleet off at speed 1 and let my opponent come to me. In the first two turns I bank a nav and CF token, nav for my third turn and then CF the rest of the time. It's also the first time Vader has ever been worth the points to me. Between Vader and DTT's I've been averaging 2-3 damage on the side arc. Once the ALC's have gone I've hopefully softened up my opponent enough for the GSD or ISD to finish them off.

As far as Raider vs ALC, the fill completely different rolls and it entirely depends on how you want to run your fleet. If you intend to try to get that small ship up close then go with Raider, otherwise go with ALC. On a side note I've started to experiment with scalling back on the number of squadrons I take and then supplement them with a raider equipped with Flachettes.

Defensively I've found that they do just fine if you keep them at long range. Between the evade, contain, and redirects you'll be fine if you're careful about how you engage with them.

Edited by Grinoch

Agree with DTT+ Vader, that gets frighteningly consistent 5 dice, reroll, keep 4...

Do they do more dmg or less than Raiders?

When do you go for an Rkitty over a Raider?

3 dice is kinda meh. 5 red dice with rerolls, now that's a maybe.

Do they need defensive help? (especially at long range?)

A Raider-I with Ordnance Experts and APTs can deliver a nasty kick at close range. Screed or Vader can help ensure your crits and if you double arc a target you can get 2 face up cards and around 4 normal damage. At medium range you get around 2 damage. This close in the Raider can be vulnerable to large volleys that can accuracy the brace and with no redirects on board 6 hits (or 5 and a ram) will kill you.

My favourite Arquitens with Needa and TRCs can double arc a target at long range and get a guaranteed double hit with each volley. Then throw in 1-2 extra damage with the side shot, possibly increased further by lucky naturally rolled double hits or Concentrate Fire commands. Again Vader (and to a lesser extent Screed) can help. At long range the Arquitens is safer for a while with its double redirects and potentially 6 shields to chew on. It has evades but these can be used for TRCs and you may not wish to discard them unless the enemy also starts rolling double hit red dice. A cheaper Arquitens with just DTTs and no other upgrades is less effective but better able to use the evade but I would always take Needa/TRC as my first Kitten hull in a list.

TRCs are great against larger ships (that don't have evades) and here the Needa KiTRC (sorry) is excellent with good damage and reasonable defence. Once you start shooting targets that have evades at long or even medium range the double hits loose their potency so you have to consider getting close in to neutralise the evade effects which does the same to you of course.

An Arquittens is now the CORE ship of any Empire build. If I had 6 of them, with 6 TRC respectively, I would fly nothing but that. However, I only have 2, as they are sold out everywhere around me, so I am forced to bring other ships into my games.

So the real question is - What ELSE is worth taking if you have less than 6 Imperial Light Cruiser expansions? And for that I simply don't know. Maybe a hope and a prayer.

Do they do more dmg or less than Raiders?

They do less burst damage but they get to attack more consistently due to longer range and side arcs being more user-friendly. They're also more expensive, which is very important to note.

When do you go for an Rkitty over a Raider?

When I want more long-ranged firepower in a fleet and my support for other ships is sufficient already (as Raiders are good support ships, Arquittens do their thing more on the periphery and won't be great direct support).

3 dice is kinda meh. 5 red dice with rerolls, now that's a maybe.

They absolutely need some kind of turbolaser upgrade to help with the fickleness of red dice. Most of the time that means Dual Turbolaser Turrets, but you can run them with Turbolaser Reroute Circuits if you use Needa as an officer and/or Tagge as a commander (as he brings them right back on turns 3 and 5 if they get double-spent). I'd also recommend Enhanced Armament with Vader, as he just wants more dice as he provides the rerolls you want.

I also strongly encourage the use of Intel Officers. You'll usually only reliably get the one broadside attack per turn, you want it to stick.

Do they need defensive help? (especially at long range?)

Jury's still out on this one. They do fine with the Reinforced Blast Doors but they've been of questionable use for me so far so I'm not sure. If you're running them with Tagge, ECMs are worth considering so you can make sure to double-use something prior to Tagge's shtick kicking in.

An Arquittens is now the CORE ship of any Empire build. If I had 6 of them, with 6 TRC respectively, I would fly nothing but that. However, I only have 2, as they are sold out everywhere around me, so I am forced to bring other ships into my games.

So the real question is - What ELSE is worth taking if you have less than 6 Imperial Light Cruiser expansions? And for that I simply don't know. Maybe a hope and a prayer.

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I have three. I want to run a firing line of them under Vader with Slaved Turrets and Intel Officer for Maximum Firepower. In proxy tests though, I can't yet figure out which objectives are best and how to deploy them ideally against practice lists. I have considered taking a Demolisher as well, but the issue of Fighter Cover is still there.

I've been doing two with Demo, 2 Gozantis and ~80 points of squadron support with Vader as commander. I'm pretty happy with it. Squeezing 3 would be hard though, you'd have to give up the Demo or squadrons.

List?

Is your fighter cover all AA? or Rhymer strike?

Still a work in progress but here you go

Points: 399/400

Commander: Darth Vader

Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Solar Corona

Arquitens-class Light Cruiser (54 points)

- Captain Needa ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

= 63 total ship cost

Gozanti-class Cruisers (23 points)

- Expanded Hangar Bay ( 5 points)

= 28 total ship cost

Gozanti-class Cruisers (23 points)

- Expanded Hangar Bay ( 5 points)

- Comms Net ( 2 points)

= 30 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)

- Darth Vader ( 36 points)

- Dual Turbolaser Turrets ( 5 points)

= 95 total ship cost

Gladiator II-Class Star Destroyer (62 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 89 total ship cost

1 Captain Jonus ( 16 points)

1 TIE Advanced Squadron ( 12 points)

1 Ciena Ree ( 17 points)

1 Dengar ( 20 points)

1 TIE Defender Squadron ( 16 points)

1 Valen Rudor ( 13 points)

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Darth Vader ( 36 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 176 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 71 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 71 total ship cost

1 VT-49 Decimator ( 22 points)
1 TIE Defender Squadron ( 16 points)
1 IG-88 ( 21 points)
2 TIE Fighter Squadrons ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 TIE Bomber Squadron ( 9 points)
1 Black Squadron ( 9 points)

Here is my fleet after round 1 of the CC campaign. These ArqKittens are looking to do work. I would have liked another IO on the ISD but only have 2 :(

When do you go for an Rkitty over a Raider?

When I want more long-ranged firepower in a fleet and my support for other ships is sufficient already (as Raiders are good support ships, Arquittens do their thing more on the periphery and won't be great direct support).

Can you define the role and usage of a support ship?

Looks good, Gmeista!

What objectives have you found work well with this list?

I have Most Wanted, Planetary Ion Cannons, and Minefields. I wish I had switched minefields to Solar Corona. but, we started before I realised how strong that is. It works even better if one of the Arq's is a TRC Needa as you can double ark and be more confident that there wont be an accuracy for the one Redirect.

An Arquittens is now the CORE ship of any Empire build. If I had 6 of them, with 6 TRC respectively, I would fly nothing but that. However, I only have 2, as they are sold out everywhere around me, so I am forced to bring other ships into my games.

So the real question is - What ELSE is worth taking if you have less than 6 Imperial Light Cruiser expansions? And for that I simply don't know. Maybe a hope and a prayer.

Imperial Class Star Destroyer Mark II, Crabbok

When do you go for an Rkitty over a Raider?

When I want more long-ranged firepower in a fleet and my support for other ships is sufficient already (as Raiders are good support ships, Arquittens do their thing more on the periphery and won't be great direct support).

Can you define the role and usage of a support ship?

Support ships live in the shadow of other ships. It doesn't mean they can't do a fine job on their own (and Raiders can punch quite hard for their cost, believe me), it's that they offer additional cheap activations, flank guards, movement "deniers" (by threatening ships that land too close), flak, etc. Raiders when used well would like to be near other ships (even other Raiders) to offer and receive support. Arquittens do just fine acting a bit more independently and they themselves do not guard flanks well or offer good flak or present a cheap activation (as bare minimum you'll want a turbolaser upgrade, bringing them up to 60+ points).

Now THIS is a good discussion. This is what I wished we saw more of, strategy wise on this forum. This let's people learn, its not clique-y.

Nice lists by the way. Interesting fighter complement.

Also, I know its an added step, but objectives and also what the bid/total points of a list are very relevant information, especially any sorts of lists who want 1st or 2nd, so if you post lists, please try and remember to have a total point value and objectives. This will help people trying to read your list and what it does.

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Also, does anyone have a good primer or visual on how to consistently double arc at long range with small ships? I tend to fail getting these.

cr90s, Arquitens, mc30 scouts.

Edited by Blail Blerg