The Arq is in stock!

By Xindell, in Star Wars: Armada

Just so everyone knows, the Imperial Light Cruiser is in stock (20+) at Miniature Market. I know some of you have been having a hard time finding it, so there you go. I just ordered my last 2. Get it while the getting is good.

But I already have 5 of them. :(

As of this order, I will as well. But I know some others have had a hard time finding even 1 or 2.

2 minutes ago, TallGiraffe said:

But I already have 5 of them. :(

^^^^ this guy is why they were unavailable for the rest of us. ;) :D

17 minutes ago, SirDave said:

^^^^ this guy is why they were unavailable for the rest of us. ;) :D

I bought all of mine locally.

I'm shocked it came back in stock.

That's awesome.

Definitely got mine. I actually play alot of small games (200 pts) and I really needed an alternative to a Glad in that points range, just to spice things up.

Edited by AegisGrimm

they want $28 to $40 for them on Amazon. and mostly more they MSRP for the rest. Amazon is very broken. everywhere else is around 25% off.

I got one locally last week. I was surprised to see it.

57 minutes ago, ouzel said:

they want $28 to $40 for them on Amazon. and mostly more they MSRP for the rest. Amazon is very broken. everywhere else is around 25% off.

Couple of days ago they were At MSRP. They go quick.

Thewarstore.com had them at a good price.

Edited by mcworrell

Well I could get a 4th one...

Ok: I'm putting out a requests for lists:

A list with 2 Arquitens. High competitive.

A list with 2+ Arquitens. For funzies.

A 200 point list for 1 or 2 Arquitens. (Admiral required).

--

As you can all tell, I have 2 arquitens, and 0 ideas of making them competitive. (vs 134 mass squadrons. trololol)

Edited by Blail Blerg

I don't think I can help you with 'High Competitive" lists, as I am a purely casual player. Here's a simple 200 pointer though.

Arquitens-class Light Cruiser, Moff Jerjerrod, Dual Turbolaster Turrets

Arquitens-class Light Cruiser, Dual Turbolaster Turrets

Gozanti-class Cruisers

"Mauler" Mithel

Valen Rudor

Tie Fighter

Most Wanted

Capture the VIP

Navigational Hazards

Three activations in a 200 pointer seems good. Arqs blast away at range with DTT for consistency. Set speed three and just go. Double clicks on first and last maneuvers help them stay at range (also make them hard to force into hitting obstacles with Navigational Hazards). Alternate Concentrate Fire for extra dice and Engineering to rebuild shields lost to Jerry and enemy fire. Gozanti pushes fighters and acts as great VIP grabber and Most Wanted target. Fighters are there purely to keep other fighters off your back while you red dice their ships to dust. No idea how well it will work, but it seems fun. :D

Edited by Xindell
5 hours ago, Blail Blerg said:

Ok: I'm putting out a requests for lists:

A list with 2 Arquitens. High competitive.

394/400 Most Wanted, Contested Outpost, Solar Corona

ISD-II, ECM, Gunnery Team, XI7, Leading shots, Motti 168

Arquitens CL, Needa, TRCs 63

Arquitens CL, DTTs, Hand of Justice 63

Gozanti, Comms Net 25

4 Tie-Int, Zertek Storm, Howlrunner 75

5 hours ago, Xindell said:

I don't think I can help you with 'High Competitive" lists, as I am a purely casual player. Here's a simple 200 pointer though.

Arquitens-class Light Cruiser, Moff Jerjerrod, Dual Turbolaster Turrets

Arquitens-class Light Cruiser, Dual Turbolaster Turrets

Gozanti-class Cruisers

"Mauler" Mithel

Valen Rudor

Tie Fighter

Most Wanted

Capture the VIP

Navigational Hazards

Three activations in a 200 pointer seems good. Arqs blast away at range with DTT for consistency. Set speed three and just go. Double clicks on first and last maneuvers help them stay at range (also make them hard to force into hitting obstacles with Navigational Hazards). Alternate Concentrate Fire for extra dice and Engineering to rebuild shields lost to Jerry and enemy fire. Gozanti pushes fighters and acts as great VIP grabber and Most Wanted target. Fighters are there purely to keep other fighters off your back while you red dice their ships to dust. No idea how well it will work, but it seems fun. :D

Much as I like Mauler, I think having 4 squadrons would give you deployment options....

And do Arkittens really need Jerbear? I've not played them before. Maybe Motti... Its always motto or Jerbear.

I like the 3 ships. Wish I had comms net to pass repair tokens.

Looks fun!

4 hours ago, Mad Cat said:

394/400 Most Wanted, Contested Outpost, Solar Corona

ISD-II, ECM, Gunnery Team, XI7, Leading shots, Motti 168

Arquitens CL, Needa, TRCs 63

Arquitens CL, DTTs, Hand of Justice 63

Gozanti, Comms Net 25

4 Tie-Int, Zertek Storm, Howlrunner 75

I do hear ISD + 2 Arkitten is a viable archetype. How do you play this vs 6-7 MSU and do the Tie Ints really survive long enough to stop 134 mixed squadrons?

I think your objectives vs MSU are pretty good.

And vs 134 squadrons you're probably out bidding them to go first, but there's a chance they out bid you.

There's a few on ebay for the low low price of $99 +...your soul.

Thanks for this! I'll grab more of them tonight!

3 hours ago, Blail Blerg said:

Much as I like Mauler, I think having 4 squadrons would give you deployment options....

And do Arkittens really need Jerbear? I've not played them before. Maybe Motti... Its always motto or Jerbear.

I like the 3 ships. Wish I had comms net to pass repair tokens.

Looks fun!

I was thinking Jerry for two reasons. One, in a small game his low cost is a real benefit. My preference with ARQs is Vader, but 18% of your fleet going to just your Admiral is tough. The other reason is the odd maneuvering of the ARQ. By only getting double clicks on the last notch, it can be difficult to stay at long range for as long as possible. Getting a double on 1 then again on 3 helps with that a lot. As for Motti, he's great but in this list he is only handing out a total of 3 hull points to the entire fleet. I find that a bit meh.

For squadrons, you may be right. A 4th squadron would help with deployment, but having 3 ships is already likely a plus in many 200 point matchups. I just love the idea of flinging a generic TIE, then Valen Rudor, then Mauler into the enemy fighter group with the Gozanti (make sure you get a token round 1 so this is doable). I think that will really force the opponent to keep their fighters separated (and unable to support each other), or risk watching them melt to the TIE Team. Plus, with 2 Scatters and 2 Braces, it'll be a pretty resilient little group.

Edited by Xindell
5 hours ago, Blail Blerg said:

I do hear ISD + 2 Arkitten is a viable archetype. How do you play this vs 6-7 MSU and do the Tie Ints really survive long enough to stop 134 mixed squadrons?

I think your objectives vs MSU are pretty good.

And vs 134 squadrons you're probably out bidding them to go first, but there's a chance they out bid you.

Against MSU try to get an early kill to even the numbers. Be aggressive with all three comat ships to threaten whichever ship he does not save. The gunnery teams on the ISD can be useful if you can threaten a group of ships by moving it last and using a nav token and dial together to jump to speed 3. The flagship can take a lot of punishment for 2 turns so be aggressive and fly through formations getting kills on the way. Repair commands turn 4+ will help and hand of justice can get you braces against 2 big volleys.

Against massed squadrons protect your Ties within the protective zone of your own ships. Keep your speed reasonable and don't be afraid to let the flagship take a bombing run and then squadron command in the interceptors to get a double tap over the turn break. Gunnery teams lets you shoot both flak and a ship from the same arc and leading shots works against fighters if you double miss.

If you want a better bid then ISD1 with Tua will save you 8 but I like the mid range clout of the ISD2. These 8 could also add a tie fighter or upgrade an interceptor to a character and another to Rudor. Either way you won't be able to win v 134 squadrons unless they are purely bombers. To do this you need another load of points such as dropping the flotilla for say 8 Tie int and 1 escort but that means a 3 ship build and you are in serious activation trouble if your side looses a ship first.

On 2/3/2017 at 2:07 PM, Blail Blerg said:

Much as I like Mauler, I think having 4 squadrons would give you deployment options....

And do Arkittens really need Jerbear? I've not played them before. Maybe Motti... Its always motto or Jerbear.

I like the 3 ships. Wish I had comms net to pass repair tokens.

Looks fun!

Getting out of a bad situation >1 hull point every time. Jerjerrod let's you do just that, without requiring a nav command even. Jerjerrod is by and large a much better command than Motti. The only time it becomes even close is 3 hull/large base, and I'd still rather maneuver, as chances are I'm in a better place to deal the damage as well.

Edited by Darthain
On 2/3/2017 at 1:39 AM, Blail Blerg said:

Ok: I'm putting out a requests for lists:

A list with 2 Arquitens. High competitive.

A list with 2+ Arquitens. For funzies.

A 200 point list for 1 or 2 Arquitens. (Admiral required).

--

As you can all tell, I have 2 arquitens, and 0 ideas of making them competitive. (vs 134 mass squadrons. trololol)

Dark Lord of the Sith
Author: Onidsen

Faction: Galactic Empire
Points: 400/400

Commander: Darth Vader

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
- Minister Tua ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Spinal Armament ( 9 points)
= 136 total ship cost

Arquitens-class Light Cruiser (54 points)
- Skilled First Officer ( 1 points)
- Slaved Turrets ( 6 points)
= 61 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Darth Vader ( 36 points)
- Hand of Justice ( 4 points)
- Slaved Turrets ( 6 points)
= 100 total ship cost

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

1 Soontir Fel ( 18 points)
1 TIE Fighter Squadron ( 8 points)
1 Saber Squadron ( 12 points)
1 "Howlrunner" ( 16 points)
1 Black Squadron ( 9 points)
1 "Mauler" Mithel ( 15 points)

Here's a quick list I just put together. No idea how competitive it is - I haven't tried it out. But it's a 2-Arq variant of a list I'm running in my CC campaign, and that one's been doing alright so far.

Against heavy squadron lists, you have a powerful AS component. It will certainly struggle against an MSU squadronless or squadron-lite build, but that's the price you pay for insurance against bombers.

Now, against a 134 point Rebel Bomber swarm, you can throw 5 Aces/uniques in there Turn 2. 3 Scatters/Braces, plus Howlrunner's damage boost and Mauler's area effect is potent. Black Squadron plus Fel is also nasty for return fire. Mauler plus Saber Squadron won't kill Jan Ors in a single strike, but it will bring her down to 1 health left consistently, while the rest of the alpha strike does quite a bit of damage to the escorts. Between that and Fel/Black Squadron, you might be able to stop the escorts from Yavaris double-tapping back, or at least make them dead if they do.

If you're really concerned, you can drop Spinal Armaments and Hand of Justice, and use those 13 points to replace the generic TIE with IG-88. That's a guaranteed kill on Jan Ors in one Activation. Suddenly those bombers can't get to your ships. If it's a double Intel build, Saber plus Mauler will close to guarantee kill one, and IG-88 will ensure that the second goes down the following turn.

4 activations, and 3 of them are nasty anti-ship builds. The Arquitens are firing 5-dice rerolled side arcs with a CF command. And Devastator with RBD means that you can burn your tokens with abandon, aiming for a big kill turn 3 and bugging out turn 4. Devastator just needs to get out on 1 hull left, so it might be worth thinking of it more in terms of the MC-80 Liberty instead of an ISD. (Also, the ISD-1 was just built for Vader. Just sayin'...) Go in, smash something big and scary, and run away burning but not dead.