Tarkin's Gambit

By Englishpete, in Star Wars: Armada Fleet Builds

The following list is all about mobile, long range Imperial firepower, using the ISD as the head of the buffalo and the Arq's as the horns. The horns sweep out and the head advances toward the enemy. The idea being to either have an opponent comit to tackling the ISD and taking serious flanking fire, or turning to engage the Arq's and getting an ISD in the flank.

I chose Tarkin over Vader for a steady set of mobility options as well as freeing commands for much needed CF's.

Tarkin's Gambit
Author: Englishpete

Faction: Galactic Empire
Points: 390/400

Commander: Grand Moff Tarkin

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Grand Moff Tarkin ( 38 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 175 total ship cost

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Slaved Turrets ( 6 points)
= 73 total ship cost

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Slaved Turrets ( 6 points)
= 73 total ship cost

Gozanti-class Assault Carriers (28 points)
= 28 total ship cost

1 Valen Rudor ( 13 points)
2 TIE Fighter Squadrons ( 16 points)
1 Saber Squadron ( 12 points)

It is a good concept. I tried something similar with VSD + Raider + more upgrades on Arq instead of ISD and they deliver. I would highly recommend adding RBDs to both cruisers (so they can be used as rammers as well) and doing Needa/TRC combo on one of them.

I ran a similar list for regionals.

Id suggest dropping from Command Cruisers to Light Cruisers, and switching over to reinforced blast doors and enhanced armament. That actually saves you 4pts a ship, lets you keep both attacks, makes you more durable, and do you really need speed 4 on a long range gunboat?

Use 7 of those 8pts to get ECM on your ISD. Its a lifesaver.

If you drop the Assault Carriers to Cruisers your Gozantis can take either Repair crews to really keep that ISD in the fight or Jamming Field to keep your fighters alive longer. 23pts for a naked red die isnt great under the grand moff, and coms net is alot less useful with him, *spreads hands* Its great with Vader though.

Speaking of which, with all those red dice if you dont want to be spamming CF tokens to help with rerolls then pt106 is right, you should probably consider making one of them a TRC boat. I think thats inferior to just running them with vader, but some people prefer the guarantee.

1 hour ago, Grey Mage said:

do you really need speed 4 on a long range gunboat?

Yes, you do. Arq with ET is a totally different ship. Very maneuverable and pretty dangerous (esp to flotillas)

EDIT: Essentially there is no reason to run Tarkin otherwise as the main benefit of Tarkin in this list is to guarantee ET on every ship any turn.

Edited by pt106
1 hour ago, Grey Mage said:

I ran a similar list for regionals.

Id suggest dropping from Command Cruisers to Light Cruisers, and switching over to reinforced blast doors and enhanced armament. That actually saves you 4pts a ship, lets you keep both attacks, makes you more durable, and do you really need speed 4 on a long range gunboat?

It's not really just about the speed 4, though. The Arquitens' biggest weakness is its painfully predictable maneuver chart. ET mitigates that significantly.

Though, now that I think about it... This might actually be an ideal application for Nav Teams, to get that extra tick further up the template to help more with the unpredictability. Depends what kind of issues you're running into with it I guess.

24 minutes ago, Ardaedhel said:

It's not really just about the speed 4, though. The Arquitens' biggest weakness is its painfully predictable maneuver chart. ET mitigates that significantly.

Though, now that I think about it... This might actually be an ideal application for Nav Teams, to get that extra tick further up the template to help more with the unpredictability. Depends what kind of issues you're running into with it I guess.

I thought about Nav Teams however I feel that ET provides a better benefit there (as the ship can almost always lower speed and ET to get those extra clicks) and speed 4 is a good benefit for a flanker.

what pt106 is saying is exactly my thinking.

Some minor tweaks...

Tarkin's Gambit
Author: Englishpete

Faction: Galactic Empire
Points: 392/400

Commander: Grand Moff Tarkin

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Grand Moff Tarkin ( 38 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 182 total ship cost

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Slaved Turrets ( 6 points)
= 73 total ship cost

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Slaved Turrets ( 6 points)
= 73 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Valen Rudor ( 13 points)
1 Saber Squadron ( 12 points)
2 TIE Fighter Squadrons ( 16 points)

1 hour ago, Ardaedhel said:

It's not really just about the speed 4, though. The Arquitens' biggest weakness is its painfully predictable maneuver chart. ET mitigates that significantly.

Though, now that I think about it... This might actually be an ideal application for Nav Teams, to get that extra tick further up the template to help more with the unpredictability. Depends what kind of issues you're running into with it I guess.

You are however paying 13pts for that ability.

2 minutes ago, Grey Mage said:

You are however paying 13pts for that ability.

It's true. Worth it? Up to you! :)

I further tweaked your list because I like the idea of it so much. I think this boosts the maneuverability of the fleet and boosts the capability of most aspects. Also leaves room for you to toy with fighters or to drop the RBDs for something elsewhere.


Revised

Faction: Galactic Empire
Points: 392/400

Commander: Moff Jerjerrod

Assault Objective:

Defense Objective:
Navigation Objective:

Imperial II-Class Star Destroyer (120 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 151 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)
= 68 total ship cost

Arquitens-class Light Cruiser (54 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 64 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

3 TIE Interceptor Squadrons ( 33 points)
1 Valen Rudor ( 13 points)
1 Zertik Strom ( 15 points)

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Edited by Milienius

That is an interesting take.

Two things though, your version loses the speed I was looking for to flank and can no longer use CF every turn.

Still a nice variant though.

Another variation to consider ;)

Tarkittens
Author: PT106

Faction: Galactic Empire
Points: 395/400

Commander: Grand Moff Tarkin

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Grand Moff Tarkin ( 38 points)
- Defense Liaison ( 3 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 118 total ship cost

Victory I-Class Star Destroyer (73 points)
- Warlord ( 8 points)
- Defense Liaison ( 3 points)
- Gunnery Team ( 7 points)
- H9 Turbolasers ( 8 points)
= 99 total ship cost

Raider-I Class Corvette (44 points)
= 44 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Arquitens-class Command Cruiser (59 points)
- Captain Needa ( 2 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)
= 81 total ship cost

1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)

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INTEL OFFICERS

2 hours ago, pt106 said:

Victory I-Class Star Destroyer

- Warlord
- Defense Liaison

98b39b21ff008afaa5cba1e79fc611b2ddb64b3f

8 hours ago, Englishpete said:

That is an interesting take.

Two things though, your version loses the speed I was looking for to flank and can no longer use CF every turn.

Still a nice variant though.

Appreciate you.

I think the only thing you are overlooking is that speed 3 is basically gonna get them anywhere they wanna go. I would love to playtest both versions to see how it turns out though

What about dropping Tarkin and the engine techs, and whacking in good ol' Moff JJ? Increased flexibility in terms of movement for all ships, and a tonne of spare points.