Centicore: what's the point?

By ovinomanc3r, in Star Wars: Armada

I had been wondering about this title I am not seeing its use at all.

I tried relay and it is great.

I understand that this title work as relay with a little change about the range.

I tried arquitens (two times maybe) and I like them but I used them as a long range sniper with enough skill to avoid short range shots, even dangerous medium range shots. This could be the reason to don't understand the purpose of this title. I try to fly the arquitens as far as I could from the main battle so why I should want relay on an arquitens?

Are something I am missing?

How you would use this title?

Of course just per 3 pts I won't loose my head but I am trying to figure out why ffg put a title like that on a ship like the arquitens. I sometimes think that some stuff is useless but time usually gives the point to ffg finally. Could you help me?

Edited by ovinomanc3r

Because when you fly your Arquitens a long way from the fleet support, it becomes a prime target for Rogue Bombers. Being able to bring its own Fighter-Cover and still use its own command to Maneuver is what Centicore is all about.

Hmm interesting...

its also 3pts where relay is 15pts. so if you want a fighter screen for arqs. its a good way for a ISD to do carrier things halfway across the battlefield.

it is NOT as good as relay. it is 20% of the pt investment though.

And it is a Relay that can't be engaged and frozen in place by enemy squadrons.

Pretty much what's been said already, plus Centicore + Lambda = an ISD can channel its entire Squadrons 4 command through 2 completely different nodes without needing to care at all about its own position compared to those squadrons. For extra fun, one of those squadron command points can be channeled through the Centicore to activate the Lambda, which can then use its new position to channel 2 more points of squadron command to previously-inaccessible squadrons.

Another point- not only is it cheaper than a Lambda, its points not contributing to the squadron limit.

9 minutes ago, TheCallum said:

Another point- not only is it cheaper than a Lambda, its points not contributing to the squadron limit.

I know that but I don't like the idea of am architens going with my squads as a lambda would go. If it was a raider title of course I buy it.

Anyone you guys give some ideas. It could be a decent title for my flagship. Hand of justice reading vader defense tokens and a gozanti carrying his squadorn escort from wherever it was.

Thank you all.

Relay -2 centicore is the squadron value of the ship using the command IIRC so ISD gives 4 activations.

If you wanna run rhymer 3 firesprays with a arq down a flank to really harass then its well worth the upgrade. its enough firepower to be a threat and your opponent most likely over commits to deal with it. If you can leverage that and take advantage of it you are in a good spot. If they ignore it you are in a good spot. Armada is about forcing situations on to your opponent and making them pick the lesser of 2 evils and capitalizing on that. centicore helps a lot with this gameplay. Force enough situations and your opponent is bound to make a mistake, and thats when you need to strike. Generally Armada games and won and lost due to one decision i feel.

Do you know what also likes to Sniper from the flanks.

Rhymer.

3 hours ago, BergerFett said:

Relay -2 centicore is the squadron value of the ship using the command IIRC so ISD gives 4 activations.

If you wanna run rhymer 3 firesprays with a arq down a flank to really harass then its well worth the upgrade. its enough firepower to be a threat and your opponent most likely over commits to deal with it. If you can leverage that and take advantage of it you are in a good spot. If they ignore it you are in a good spot. Armada is about forcing situations on to your opponent and making them pick the lesser of 2 evils and capitalizing on that. centicore helps a lot with this gameplay. Force enough situations and your opponent is bound to make a mistake, and thats when you need to strike. Generally Armada games and won and lost due to one decision i feel.

While a cool idea, honestly I usually find that squadrons need to be all balled up to deal with each other effective and split forces rarely works well. (Though there is a case I use it for)

I thought on centicore with FCT with Whisper and Saber and rhymer with 3 bombers. 2 gozanti command the rhyme ball and if needed whisper and saber can shoot whatever that come close.

This let me shoot at long range with centicore. Shoot at medium range with the rhymer ball controlled through centicore. Whisper and saber could protect centicore or the rhymer ball and have range OR skills that let him go back under FCT and jump again where I need them. And I have room for a pair of decimators.

As I said it is just a though but I will work on a fleet playable with those ideas.

Thank you again.

Edited by ovinomanc3r
3 minutes ago, Blail Blerg said:

While a cool idea, honestly I usually find that squadrons need to be all balled up to deal with each other effective and split forces rarely works well. (Though there is a case I use it for)

centicore + rhymer 3 firesprays on one side, demo on the other. ISD in the middle with some support gozantis. if you pull to the left or the right the isd can close with the other flanker. if you go down the middle the flankers close on you. its classic pincer and plenty of ways to overload it but things like this start very basic and i find start to evolve in to advanced strategy and tactics.

Centicore Command Cruiser spamming squadron commands + 2 activations from a <whatever> in the backfield for the win. If you want extra cheese run a fighter/interceptor element through a lambda....or a second bomber group.

I don't like the idea of running half your ISD commands through the Centicore and half somewhere else, however, if you fly a lambda with the Centicore, you've now got all 4 ISD activations in one location in a separate part of the map plus other commands available to the Arq which no longer needs to be the expensive version to run a 4 bomber ball on one flank.

Edited by Sygnetix
1 minute ago, Sygnetix said:

Centicore Command Cruiser spamming squadron commands + 2 activations from a <whatever> in the backfield for the win. If you want extra cheese run a fighter/interceptor element through a lambda....or a second bomber group.

I don't like the idea of running half your ISD commands through the Centicore and half somewhere else, however, if you fly a lambda with the Centicore, you've now got all 4 ISD activations in one location in a separate part of the map plus other commands available to the Arq which no longer needs to be the expensive version to run a 4 bomber ball on one flank.

ISD is the wrong carrier here. The ISD needs to be using its Squadron commands to push its defensive fighters nearby, since you don't want to keep an ISD out of the fight. A VSD or a Gozanti makes a lot more sense.

True, I mentioned the ISD because it was mentioned prior. Was just using it to point out an alternative because, as I said, I hate the idea of splitting it's squadron activations across the map. Imho, it needs to be all in one location or not at all.

i missread centicore but i still think it has some uses. even if its just with 2 tie bombers out on the fringes. for 3pts its not bad. its playable. it may not be the most competitive option but it is certainly playable.

Well, I do like your point about the VSD. Toss in Corrupter and expanded and why not?

43 minutes ago, BergerFett said:

centicore + rhymer 3 firesprays on one side, demo on the other. ISD in the middle with some support gozantis. if you pull to the left or the right the isd can close with the other flanker. if you go down the middle the flankers close on you. its classic pincer and plenty of ways to overload it but things like this start very basic and i find start to evolve in to advanced strategy and tactics.

I tend to find one-two Awing ties up 1-2 firesprays, while 8 other squadrons unleash hell on the ISD and I lose the game haha.

But I understand what you mean.

So a Command Cruiser with a Gozanti support could push a 4 squadron bomber ball up a flank with a VSD running a small TIE screen and a Gladiator sweeping across. You start the game spread across your deployment zone but by turn 4 you should have a pretty heavy presence on the right side. I think I might actually try this out on Sunday. The anti-squadron is pretty weak but meh. The flotilla can feed comms net tokens while the Arq and bombers work as a screen VSD can redirect where needed and the Demolisher sweeps across and intercepts and/or screens. Loadouts are weird cause I like Screed. I can't help it.

Capture.png

Bad Choices Are Bad
Author: Sygnetix

Faction: Galactic Empire
Points: 387/400

Commander: Admiral Screed

Assault Objective: Custom Objective
Defense Objective: Custom Objective
Navigation Objective: Custom Objective

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Screed ( 26 points)
- Comms Net ( 2 points)
= 51 total ship cost

Arquitens-class Command Cruiser (59 points)
- Centicore ( 3 points)
- XX-9 Turbolasers ( 5 points)
= 67 total ship cost

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
= 99 total ship cost

1 Major Rhymer ( 16 points)
1 Tempest Squadron ( 13 points)
1 Valen Rudor ( 13 points)
2 TIE Fighter Squadrons ( 16 points)
1 Maarek Steele ( 21 points)
1 TIE Defender Squadron ( 16 points)

Card view link

Edited by Sygnetix

I've been running Centicore in my CC campaign, and it's been more useful than I expected. I decided to go stupid squadron heavy (ten TIEs and five TIE Bombers, plus now Rhymer and Howlrunner) pushed by an ISD and some EH Gozantis, plus Tarkin Bucks. I've mainly been using it as a sort of Boosted Comms. The ISD-I that actually has Boosted Comms has tended to be deployed on the opposite flank to Centicore, with my Gozantis in between the two. So between the BC ISD and the Arq on one flank, my squadrons are always in command range. It also allows me to run my Gozantis a smidge further back to keep them out of harm's way, but still be able to reach out to two more squadrons.

And, as mentioned above, it saves me from taking any Lambdas.

Centicore's relay flexibility I could see it as a effective deployment staller.

But/.... are Lambdas good?

1 hour ago, Blail Blerg said:

But/.... are Lambdas good?

Yes

I don't think it was mentioned but if you put Centicore on the the Light Cruiser you can Squadron Command 2 via the Title where the Squadron Command value for the Light Cruiser is Squadron 1. Centicore/Light Cruiser is cheaper than the Command Cruiser so Centicore on a Light C gives it a squadron command bump and lets it maximise its own dial.

Edited by Trizzo2

Why are you so focused on being able to activate all the squadrons at once? You do know that you can use the shuttle several times a round?

I dont like the Centicore Titel this much. Because the ship has to be with the squadrons. But this ship is really lost when flying alone. So he should be near the "big" ship. And than you dont need the titel anymore.
This is why i dont see so much use for the Centicore.

A few Gozanti and one shuttle is enough to command a whole squadron army. 3 Gozanti can command 6 squadons. 1 Shuttle, Rhymer, 4 Tie Defender. And all 6 can fly all alone on one side of the map without any problems (untill the shuttle dies).

Or a max 134 points squadron list: 2 Shuttles, Rhymer, 3 Tie Bomber, 3 Tie Defender, Tempest Squadron. That can fly everywhere on the map and with relay 4 it is even enough for an ISD to use his squadron command. Without any Centicore.

Edit: ok, you can remove the two shuttles and add the Centicore as an alternate relay, as long as you have enough ships that can activate the 2 squadrons. But i find this a bit fragile.

Edited by Tokra