Can you make 3 Arquitens work?

By Norsehound, in Star Wars: Armada

Recently I've been using a pair of them in many of my lists, usually backed with Intel Officers and switching commanders between Vader and Jerjerrod. Two have felt great so far, but I wonder, has anyone tried using three of them to great effect?

I also have difficulty trying to fill the rest of my list with something good. My last try was an Interdictor and Demolisher and it had a rocky performance in the tournament. My CC list has an ISD-I and a Gozanti with a ton of aces, but building for a cc league is different than a competitive tournament.

So guys, anyone run 3x ARQ? In what lists? What are you usually flying with your ARQs? I'd like to hear ideas.

Edited by Norsehound
2 minutes ago, Norsehound said:

Recently I've been using a pair of them in many of my lists, usually backed with Intel Officers and switching commanders between Vader and Jerjerrod. Two have felt great so far, but I wonder, has anyone tried using three of them to great effect?

I also have difficulty trying to fill the rest of my list with something good. My last try was an Interdictor and Demolisher and it had a rocky performance in the tournament. My CC list has an ISD-I and a Gozanti with a ton of aces, but building for a cc league is different than a competitive tournament. If Quasars were out I'd consider using that as my carrier as they'd be better at it than the VSD, and hopefully fewer points, but it's not here yet.

So guys, anyone run 3x ARQ? In what lists? What are you usually flying with your ARQs? I'd like to hear ideas.

Yes!

I've run this a few times, lots of fun.


kittens with spikes
Author: Darth Sanguis

Faction: Galactic Empire
Points: 394/400

Commander: Darth Vader

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Darth Vader ( 36 points)
- Enhanced Armament ( 10 points)
= 100 total ship cost

Arquitens-class Light Cruiser (54 points)
- Enhanced Armament ( 10 points)
= 64 total ship cost

Arquitens-class Light Cruiser (54 points)
- Enhanced Armament ( 10 points)
= 64 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost

1 Colonel Jendon ( 20 points)
1 Maarek Steele ( 21 points)
1 Major Rhymer ( 16 points)
3 TIE Interceptor Squadrons ( 33 points)
1 Dengar ( 20 points)

I took 3rd place in my only tournament with this list:

Trip Cruisers
Author: Democratus

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Navigational Hazards

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)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
= 28 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
= 55 total ship cost

1 Colonel Jendon ( 20 points)
1 Lamda-class Shuttle ( 15 points)
1 Zertik Strom ( 15 points)
1 Maarek Steele ( 21 points)
1 Bossk ( 23 points)
1 Valen Rudor ( 13 points)

8 minutes ago, Darth Sanguis said:

Yes!

I've run this a few times, lots of fun.


kittens with spikes
Author: Darth Sanguis

Faction: Galactic Empire
Points: 394/400

Commander: Darth Vader

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Darth Vader ( 36 points)
- Enhanced Armament ( 10 points)
= 100 total ship cost

Arquitens-class Light Cruiser (54 points)
- Enhanced Armament ( 10 points)
= 64 total ship cost

Arquitens-class Light Cruiser (54 points)
- Enhanced Armament ( 10 points)
= 64 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost

1 Colonel Jendon ( 20 points)
1 Maarek Steele ( 21 points)
1 Major Rhymer ( 16 points)
3 TIE Interceptor Squadrons ( 33 points)
1 Dengar ( 20 points)

What's BCC doing in there? EHB or Hand of Justice would be better. You don't get much value from BCC when Maarek can autocrit, so you're spending 8 points to buff Rhymer.

Also, does EA work better than DTT?

My goal, when I get the other 2, is to run 4 with TRCs, Engine Techs & Tagg. I think I can make it work, but it will be a feast or famine list to be sure.

3 may work great with the Quasar carrier, but only time will tell.

Just now, Undeadguy said:

Also, does EA work better than DTT?

Only with Vader.

If you are using any other commander DTT will give you roughly the same damage output (on one attack cause of exhaust) as EA for half the price. If you aren't double arc-ing 100% of the time or running Vader DTT is the way to go.

Or Needa TRC.

I just rolled 4+1 dice right now and it came out to 7 damage. It's something I want to try on multiple ARQs with Intel Officers.
I agree though, run that with Vader. It means you'll need to navigate into position and then when you're satisfied, open fire with CF.

When I run fighters I usually try to go for alpha strikes. Some of my opponents made few fighter activations work, though they only had to face 3 YVs. Maybe I'll try GZs and some fighters next time.

2 minutes ago, Undeadguy said:

What's BCC doing in there? EHB or Hand of Justice would be better. You don't get much value from BCC when Maarek can autocrit, so you're spending 8 points to buff Rhymer.

Also, does EA work better than DTT?

BCC is leftover from the original version which had 3 defenders instead of the interceptors and dengar, could probably switch it, EHB wouldn't do much good with relay two, hand of justice can't hurt...


I've had great results with EA, especially since vader lets you reroll it.

I have wanted to try this list out:

Ozzel loves kittens
Author: itzSteve

Faction: Galactic Empire
Points: 393/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Ozzel ( 20 points)
- Comms Net ( 2 points)
= 45 total ship cost

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

3 Firespray-31s ( 54 points)
1 Major Rhymer ( 16 points)
1 Lamda-class Shuttle ( 15 points)
1 Tempest Squadron ( 13 points)
1 JumpMaster 5000 ( 12 points)

Or a Tarkin ET list. Demo, 3 Arqs with SFO, ET, RBD and DTT and Valen + Cienna is about 390 depending on Demo loadout. Spam nav tokens and CF dials

5 minutes ago, Darth Sanguis said:

BCC is leftover from the original version which had 3 defenders instead of the interceptors and dengar, could probably switch it, EHB wouldn't do much good with relay two, hand of justice can't hurt...


I've had great results with EA, especially since vader lets you reroll it.

Put EHB on the Jamming Field one so you can move the 3 Tie/I out of JF, attack, and then cover them again when you move.

Comms Net wouldn't hurt if you switch BCC. Pass CF tokens or Squad tokens to the Arqs so they can relay through Jendon.

This is the result of an attempt to make the Command Cruiser work, but it's pretty entertaining.

2 minutes ago, Undeadguy said:

Put EHB on the Jamming Field one so you can move the 3 Tie/I out of JF, attack, and then cover them again when you move.

Comms Net wouldn't hurt if you switch BCC. Pass CF tokens or Squad tokens to the Arqs so they can relay through Jendon.

I was thinking that myself.

I wasn't too impressed with the kittens when they announced, by they've proven to be quite fun

18 minutes ago, Darth Sanguis said:

I was thinking that myself.

I wasn't too impressed with the kittens when they announced, by they've proven to be quite fun

Oh yea, I was a big hater of the Arq, but it's quite useful. I don't see myself buying another one except for the cards. Depending on how cheap the Quasar is, I might make a list with 2. But I prefer to have them run as support and containment in my fleets. Works well with MW and FL too since they can reach so far.

1 minute ago, Undeadguy said:

Oh yea, I was a big hater of the Arq, but it's quite useful. I don't see myself buying another one except for the cards. Depending on how cheap the Quasar is, I might make a list with 2. But I prefer to have them run as support and containment in my fleets. Works well with MW and FL too since they can reach so far.

I've got two, my local store just won't stock the 3rd I want lol I've had to borrow from friends.

Here is a list I made that had enough success to take down a MC80 Liberty and only lose because of the Intel Sweep Objective. I have since modified the navigation objective for this list. I have only played this fleet once, but it was pretty fun. It is refreshing to employ a gun-line strategy/tactic in a Imperial fleet since most of their ships are all about that forward firepower.

Death Squadron Escort Flotilla
Author: AgentoftheEmpire

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Ozzel

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Admiral Ozzel ( 20 points)
- Hand of Justice ( 4 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 92 total ship cost

Arquitens-class Light Cruiser (54 points)
- Enhanced Armament ( 10 points)
= 64 total ship cost

Arquitens-class Light Cruiser (54 points)
- Enhanced Armament ( 10 points)
= 64 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

2 TIE Advanced Squadrons ( 24 points)
1 Captain Jonus ( 16 points)
3 TIE Interceptor Squadrons ( 33 points)
1 TIE Defender Squadron ( 16 points)

Edited by AgentoftheEmpire
Clarification, misspell
5 hours ago, Darth Sanguis said:

Arquitens-class Light Cruiser (54 points)

- Enhanced Armament ( 10 points)
= 64 total ship cost

All this love for EA...do you guys really get double-arcs on the ARRRGHkittens very often? Their side arcs are just SOOOO wide, and you certainly aren't (well, almost never) going to get someone in both side arcs. Especially when running around the map edge, forcing the enemy to chase you...

For the shots I find you actually get from them, 'slaved turrets' has the same effect and is a LOT cheaper.

Vader + 6 ships so equipped and spamming CF dials = throwing 30 red dice a turn off their side with selective rerolls...

6 hours ago, rahxephon said:

Or a Tarkin ET list. Demo, 3 Arqs with SFO, ET, RBD and DTT and Valen + Cienna is about 390 depending on Demo loadout. Spam nav tokens and CF dials

Yerp, Tarkin with Engine Tech-ing Arqs absolutely wrecked me at my local club a few times, inc two Motti ISDs. The synergy between Tarkin and the engine techs is great. List was:

Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Arquiten command cruiser with turbo-laser reroute circuits and engine techs.
Gozanti class cruiser with suppressor title, admiral Monferrat and repair crews
Gozanti class cruiser with repair crews, admiral Titus and Grand Moff Tarkin.

1 hour ago, xanderf said:

All this love for EA...do you guys really get double-arcs on the ARRRGHkittens very often? Their side arcs are just SOOOO wide, and you certainly aren't (well, almost never) going to get someone in both side arcs. Especially when running around the map edge, forcing the enemy to chase you...

For the shots I find you actually get from them, 'slaved turrets' has the same effect and is a LOT cheaper.

Vader + 6 ships so equipped and spamming CF dials = throwing 30 red dice a turn off their side with selective rerolls...

Merde. Well there goes my paycheck.

3 hours ago, xanderf said:

All this love for EA...do you guys really get double-arcs on the ARRRGHkittens very often? Their side arcs are just SOOOO wide, and you certainly aren't (well, almost never) going to get someone in both side arcs. Especially when running around the map edge, forcing the enemy to chase you...

For the shots I find you actually get from them, 'slaved turrets' has the same effect and is a LOT cheaper.

Vader + 6 ships so equipped and spamming CF dials = throwing 30 red dice a turn off their side with selective rerolls...

If I have multiple targets to shoot at with a concentrate fire command, maybe I want to try ellimating the scatter on the commander flotilla by using two red dice against it and intel-officer designating the scatter token. Then I'll use my main battery against something like Devestator. Sure slaved turrets is cheap, but I don't want to give up that second attack in the un-ideal situations where my ARQs might find myself.

And EA is good over DTTs because I want to make 4+1 dice stick, especially if Vader can help give me results on all dice facings.

That's why I'd take it. For a discount I'd still go DTTs. I'm not confident enough going to slaved.

Slaved turrets are for Nebulon-Bs, which if they have a target in their L/R arc to shoot at, it usually means they won't be around to do it next turn, so they literally are only firing out of their front arc.

6 hours ago, xanderf said:

All this love for EA...do you guys really get double-arcs on the ARRRGHkittens very often? Their side arcs are just SOOOO wide, and you certainly aren't (well, almost never) going to get someone in both side arcs. Especially when running around the map edge, forcing the enemy to chase you...

For the shots I find you actually get from them, 'slaved turrets' has the same effect and is a LOT cheaper.

Vader + 6 ships so equipped and spamming CF dials = throwing 30 red dice a turn off their side with selective rerolls...

But Slaved Turrets removes what little flak you have and the forward or rear shot. It eats *alot* of dice over the 4 combat turns. I hate slaved turrets with a passion.

14 hours ago, xanderf said:

All this love for EA...do you guys really get double-arcs on the ARRRGHkittens very often? Their side arcs are just SOOOO wide, and you certainly aren't (well, almost never) going to get someone in both side arcs. Especially when running around the map edge, forcing the enemy to chase you...

For the shots I find you actually get from them, 'slaved turrets' has the same effect and is a LOT cheaper.

Vader + 6 ships so equipped and spamming CF dials = throwing 30 red dice a turn off their side with selective rerolls...

I gotta agree with the consensus, slaved turrets is a gambit for points that, in my own opinion, is unnecessary. It's only 4 points less, so 12 points between 3 ships. There's nothing I can really think to add worth 12 points in this fleet that could be more effective than having a second shot, whether it be for double arcing or maybe even anti squadron, the lil' buggers do get around after all.

Hi all

Have a breake caused by accident from armada

last tournament I run such list

Tagg
Author: NairoD

Faction: Galactic Empire
Points: 395/400

Commander: General Tagge

Assault Objective: Close-Range Intel Scan
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- General Tagge ( 25 points)
- Comms Net ( 2 points)
= 50 total ship cost

1 Major Rhymer ( 16 points)
1 Captain Jonus ( 16 points)
1 Gamma Squadron ( 10 points)
3 TIE Bomber Squadrons ( 27 points)
2 TIE Defender Squadrons ( 32 points)
2 Lamda-class Shuttles ( 30 points)

Card view link

Fleet created with Armada Warlords

I take 3rd place with this. Lost only to rebel bomber heavy list 4:7

Another challenge? Let's see:

1. Win without flotillas.

2. Win without squadrons.

3. Win without flotillas and squadrons (?)

4. Win with two activations.

5. Win with 3 Arquitens

...who cares? challenge acepted.

12 hours ago, Grey Mage said:

But Slaved Turrets removes what little flak you have and the forward or rear shot. It eats *alot* of dice over the 4 combat turns. I hate slaved turrets with a passion.

Unless you have gunnery teams, you have the same (0 flak) out of the main arcs, either way. It does eliminate your forward and rear arcs, sure, but...I mean, I just never see those hit. A single red dice (after obstruction - given obstacles, other ships blocking the shot you want, Cracken, etc...red-dice shots just always seem to be obstructed ) simply doesn't seem to matter much.

4 hours ago, Darth Sanguis said:

I gotta agree with the consensus, slaved turrets is a gambit for points that, in my own opinion, is unnecessary. It's only 4 points less, so 12 points between 3 ships. There's nothing I can really think to add worth 12 points in this fleet that could be more effective than having a second shot, whether it be for double arcing or maybe even anti squadron, the lil' buggers do get around after all.

Maybe for 3 ships, but 6? Now we're talking 24 pts - not to mention the difference between 'possible to do' and 'goes over 400 pts'.

(Second person to mention anti-squadron, though! Man, I'd really love to play your opponents, who obligingly move their squadrons out of your MASSIVE side arcs so that you can still shoot at them after taking shots at ships...)

It think you guys are being overly hard on the slaved turrets. While not a great choice for a ship heading into a melee, if you are looking at running a conga line of ARRRRGHKITTENS around the map edge...