Tarkin's Dual Threat - Thoughts PLEASE

By Milienius, in Star Wars: Armada Fleet Builds

So no one wanted to talk about this list in the thread I posted it in. I should start by saying I could also swap Tarkin out for Screed, or JJ, or what have you and be able to make adjustments to the fleet based off of that. I really want to play test this a few times.

Off the cuff

Faction: Galactic Empire
Points: 397/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 95 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Arquitens-class Light Cruiser (54 points)
- Dual Turbolaser Turrets ( 5 points)
= 59 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Grand Moff Tarkin ( 38 points)
= 61 total ship cost

1 Lamda-class Shuttle ( 15 points)
1 JumpMaster 5000 ( 12 points)
1 Tempest Squadron ( 13 points)
1 Zertik Strom ( 15 points)
3 TIE Defender Squadrons ( 48 points)
1 Captain Jonus ( 16 points)

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Who is activating all the fighters? You are right to use Defenders rather than pairs of Tie-Fs to keep the numbers down but even with Tarkin handing out squadron tokens you get to 6 with the Gozanti for 8 Squadrons.

You could upgrade an Arquitens for the version with blue dice and a better squadron command. Centigore too? Maybe take Ex Hangar on the flotilla. Alternatively substitute a few squadrons for Rogues like Bossk and IG88.

I don't think you need Gunnery teams on the GSD. At such short range you should be aiming for double arcs and as you tend to fire at 2 points in your turn rather than both at the beginning so GTs aren't as useful as OE.

Well I disagree on the fighter front. the Lamda and Jumpmaster aren't exactly combat craft but support craft. They can move up after everything else to be in position for their movements the next turn. That would be ideal anyway.

If I dropped Tarkin I think that would be a sensible upgrade and I agree with you on the Gunnery Team which means I could also do the upgrade for one of them to a Arq Command at 399. Lots of playtesting here I think.