Can you make 3 Arquitens work?

By Norsehound, in Star Wars: Armada

9 hours ago, xanderf said:

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.

Guess Im a better flyer then, because Im using them all the time. Those side arcs are huge, and nicely pointed both forward tight and wide behind, makes double arcing with a double click a breeze.

10 hours ago, IronCondor said:

I'm seeing multiple lists with RBD Arquitens.

  1. Any reason this is better than Redundant shields or ECM?
  2. When do you trigger RBD on these ships? When there are three damage cards to recover from or earlier? Going down to 2 hull points feels a bit risky to me, so I want to understand your strategic mindset around the RBD use.

For me personally, ive found in a number of matches if I had not taken the RBD I would have lost and lost badly, getting a Kitten from almost dead to back up and full running again is a massive thing, especially if you get caught by one of the enemies big hitters.

With lucky rolls, a big ship can knock you down to 1/2 hull - my reasoning is, if your Kitten is in that situation without RBD, it would either have to disengage if possible - maybe even for the rest of the game - to preserve points, with RBD it can return for that small points outlay and do what its built to do, hit hard for its size.

Its also a good psychological hit, your opponent has done all that damage to you and it looking at killing you next turn and you go from almost dead to healthy and they have to start again, possibly in a worse position if you have gone past

Getting 3HP back is quick, easy, and generally gives them 7-8 HP, which is nothing to sneeze at.

Redundant shields is something I experimented with but its a modification, and bringing Enhanced Armament really makes these kittens sing, and even if you prefer DTTs.... they are also a modification.

ECM is just really expensive for a ship this size, especially as a long range skirmisher where it should be.

I have run 4 Arquitens multiple times and never been defeated while using them. Either with TRC or Enhanced Armament. Superb ship.

19 hours ago, Blail Blerg said:

Ooooh. can you pair that with a generic lambda for strategic?? Wait. You an't move rocks with strategic. lmao.

How do you feel about the 3 kittens for damage? What happens if you go up against a very powerful list? Either mass squadrons or like MC80 bruiser lists.

The nice thing about ARQs is that they are ranged fighters that can try to keep their distance. This is contrary to everything else in the Empire, where eventually you must close (ISDs-VSDs are forward facing, GSD/RDR only attack at closer ranges). But, they can still take advantage of all the Imperial toys and joys (like Vader) to do their jobs better.

It's amazing what you can do getting a battery of ARQs to circle around a big ship and just fire away at long range. Unlike Ackbar vomiting red dice at range though, here you can start stacking re-rolls on your 4-5 dice shots when you concentrat fire with Vader. When striking ships with exhausted defense tokens, or with no way to brace, the result can be unpretty.

The only problem is like a few other ships, they have no means to outright cancel damage beyond their single Evade token. So if there's an intel officer firing at your evade, you'd better save it for something bad like a double hit before using it. Unlike the MC-30 (which has similar problems) there is no equivalent Admonition title to bail them out of bad situations.

12 hours ago, Grey Mage said:

Guess Im a better flyer then, because Im using them all the time. Those side arcs are huge, and nicely pointed both forward tight and wide behind, makes double arcing with a double click a breeze.

But you end up giving up an entire ship in using EA vs ST. With Vader as your copilot, and ST, you can run 6x ARRRGHkittens.

I dunno - that seems like a legit list. That's a LOT of hull and shields to chew through, and a LOOOOOT of red dice.

With EA, you've got 5 of them, tops. And, sure, enough points to throw some upgrades around - maybe RBD on all of them, and still have some to play with. Still...an entire ship down. I dunno...that feels like losing a lot...

Whats ST? Sensor Teams?? not this again. It only has 3 dice anyways, cancelling 1 and changing one to an evade gives you at best a double hit and an accuracy!!!

5 minutes ago, Blail Blerg said:

Whats ST? Sensor Teams?? not this again. It only has 3 dice anyways, cancelling 1 and changing one to an evade gives you at best a double hit and an accuracy!!!

Slaved Turrets

Avoiding acronyms really does help - especially for newer players reading the forums. :)

2 hours ago, xanderf said:

But you end up giving up an entire ship in using EA vs ST. With Vader as your copilot, and ST, you can run 6x ARRRGHkittens.

I dunno - that seems like a legit list. That's a LOT of hull and shields to chew through, and a LOOOOOT of red dice.

With EA, you've got 5 of them, tops. And, sure, enough points to throw some upgrades around - maybe RBD on all of them, and still have some to play with. Still...an entire ship down. I dunno...that feels like losing a lot...

I've had some good success with Vader and Slaved Turrets on the Arq. It's one of the very few place that I actually like Slaved Turrets.

I've counted the dice as I've played and STs rarely cost me any dice. Well worth the points savings over EA.

So do you spam Maneuver commands when flying Vader/Slaved Turrets?

How are you avoiding being predictable with ships that only travel in a straight line? I'm struggling any time I use Arquitens without Jerjerrod. :)

I have found Ozzle ok with navs every other command

34 minutes ago, Democratus said:

Avoiding acronyms really does help - especially for newer players reading the forums. :)

And I'm not even new. Just rage-y.

Didn't even realize it can't take Sensor Teams anyway.

Edited by Blail Blerg
cannot remember slots. Hey gimme a break I play Xwing too. too many slots to remember

@Blail Blerg its important to keep track of all the slots. You never wanna be sticking things in the wrong slot, because it can lead to some really uncomfortable situations.

14 minutes ago, Madaghmire said:

@Blail Blerg its important to keep track of all the slots. You never wanna be sticking things in the wrong slot, because it can lead to some really uncomfortable situations.

Those things you stick in might never be the same again.

5 hours ago, xanderf said:

But you end up giving up an entire ship in using EA vs ST. With Vader as your copilot, and ST, you can run 6x ARRRGHkittens.

I dunno - that seems like a legit list. That's a LOT of hull and shields to chew through, and a LOOOOOT of red dice.

With EA, you've got 5 of them, tops. And, sure, enough points to throw some upgrades around - maybe RBD on all of them, and still have some to play with. Still...an entire ship down. I dunno...that feels like losing a lot...

Honestly running four of them is more the plan. Vader is a hefty price, and you need room for some actual anti-squadron work. So Im not down a cruiser, Im up the firepower of a little more than a base cruiser. While I frequently find that the fourth ship should be either an ISD or Demolisher for the up close and personal work, this is a variant Im working on for all skirmishers all the time.

[ EMPIRE FLEET (395 points)
1 • Arquitens-class Light Cruiser - Reinforced Blast Doors - Enhanced Armament (69)
2 • Arquitens-class Light Cruiser - Reinforced Blast Doors - Enhanced Armament (69)
3 • Arquitens-class Light Cruiser - Reinforced Blast Doors - Enhanced Armament (69)
4 • Arquitens-class Light Cruiser - Darth Vader - Reinforced Blast Doors - Enhanced Armament (105)
5 • Raider I-class corvette - Agent Kallus - Ordnance Experts - Flechette Torpedoes - Instigator (58)
6 • Valen Rudor TIE Fighter Squadron (13)
7 • TIE Advanced Squadron (12)

I've fallen in love with a triple arq list :

Tagge on an ISD-ii, with avenger, sw-7, gunnery team

3x Arq light cruisers, with turbolaser reroute circuits.

4x Tie interceptor squadrons.

It's scored a 10 point victory in the first round of every tournament I play with it.

I have never won in subsequent rounds, however so.....

Unless you count the CC, where a similar list has yet to be defeated and tabled two rebel scum admirals.