Anyone want to share some notable Arquitens builds/experiences of note lately? I used to play them, but want to pick them back up again. Share yo lists.
Arquitens Experiences
My best experience is a first last double arc activation with a trc light cruiser, killing a liberty. Lucky rolls ofc.
This is a list I have been refining recently and have had some success with. Lots of flak to help with squads...
Squad killers 3
Author:
Thrindal
Faction:
Galactic Empire
Points:
400/400
Commander: Moff Jerjerrod
Assault Objective:
Station Assault
Defense Objective:
Contested Outpost
Navigation Objective:
Dangerous Territory
Arquitens-class Command Cruiser
(59 points)
- Dual Turbolaser Turrets ( 5 points)
=
64
total ship cost
[ flagship ]
Victory II-Class Star Destroyer
(85 points)
- Moff Jerjerrod ( 23 points)
-
Warlord
( 8 points)
- Agent Kallus ( 3 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
=
141
total ship cost
Gozanti-class Cruisers
(23 points)
- Comms Net ( 2 points)
=
25
total ship cost
Gozanti-class Cruisers
(23 points)
-
Suppressor
( 4 points)
- Slicer Tools ( 7 points)
=
34
total ship cost
Arquitens-class Command Cruiser
(59 points)
- Hondo Ohnaka ( 2 points)
- Dual Turbolaser Turrets ( 5 points)
=
66
total ship cost
1
Zertik Strom
( 15 points)
1
Colonel Jendon
( 20 points)
1
Bossk
( 23 points)
1
TIE Advanced Squadron
( 12 points)
The intent is to fly in a relatively tight formation covering the flanks and rear with the Arquitens and keep the VSD pointed at ships.
It is still being refined, I will be playing it again tonight.
8 minutes ago, BrobaFett said:
"Relatively tight" he says hahaha.
Lol yeah, now I just have to learn to stop chasing the rabbit, I have done that twice now and it has cost me.
@Thrindal how are you finding the command cruiser over light cruisers?
13 minutes ago, Thrindal said:Lol yeah, now I just have to learn to stop chasing the rabbit, I have done that twice now and it has cost me.
You mean Demo? He's my white whale, rabbit, etc.
10 minutes ago, TallGiraffe said:@Thrindal how are you finding the command cruiser over light cruisers?
Good question, in this case it's the flak and that DTT works with Flak as well. This is a light Squad list so I went with as much flak as possible to compensate.
This is a virgin list that has not seen play. I do like the Arquitens. This may not be very competitive but should be very fun to fly.
The Manuverables
Author:
Thrindal
Faction:
Galactic Empire
Points:
397/400
Commander: Moff Jerjerrod
Assault Objective:
Most Wanted
Defense Objective:
Fire Lanes
Navigation Objective:
Sensor Net
Arquitens-class Command Cruiser
(59 points)
- Engine Techs ( 8 points)
- Redundant Shields ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
=
82
total ship cost
[ flagship ]
Arquitens-class Command Cruiser
(59 points)
- Moff Jerjerrod ( 23 points)
- Admiral Montferrat ( 5 points)
- Engine Techs ( 8 points)
- Redundant Shields ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
=
110
total ship cost
Arquitens-class Command Cruiser
(59 points)
-
Hand of Justice
( 4 points)
- Captain Needa ( 2 points)
- Engine Techs ( 8 points)
- Redundant Shields ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
=
88
total ship cost
Gozanti-class Cruisers
(23 points)
- Expanded Hangar Bay ( 5 points)
- Comms Net ( 2 points)
=
30
total ship cost
1
Valen Rudor
( 13 points)
1
Saber Squadron
( 12 points)
1
Ciena Ree
( 17 points)
3
Lambda-class Shuttles
( 45 points)
18 minutes ago, Viktor Tanek said:You mean Demo? He's my white whale, rabbit, etc.
It was Demo once yes.
In general I prefer Arquitens with Vader (who helps their damage output and reliability pretty dramatically) and Jerjerrod (who fixes their extremely predictable movement problem). The main question a list with Arqs needs to answer is "where is my burst damage coming from?" Arqs on their own can do damage that piles up over time but if you NEED SOMETHING DEAD RIGHT NOW, they're horrible at it.
I also find they're stronger in metas with less opposing corvettes. They really prefer to take shots at ships without evade tokens.
Yeah, here is a good anecdotal experience with Arquitens, from the point of view of someone playing against them.
This morning, I had Admonition dead to rights in the side arc of 3 Slaved Turret Arquitens commanded by Vader. Two of them were mid range, one was long. All 3 had Concentrate Fire dials locked in, meaning a total of 15 red dice over 3 attacks, with an excellent reroll source.
After all 3 had shot, Admonition had taken 1 hull damage, lost all of it's front and side shields, and had discarded all its defense suite but 1 redirect token. But it survived.
This is a testament to the Admonition as a tanky ship, to be sure, but also a testament to the relative struggles the Arquitens has with putting out damage. It maneuvers like a whale, has an upgrade suite that is wanting, and even in an optimal scenario vs an opponent they really really want to destroy will often come up short. Their max damage is alluring, as is their range, but I find that more often than not I would have spent the points to bring them better on another ship with more threat.
The Arquitens from a design standpoint is probably my favorite ship in Star Wars (or maybe a close second to the Acclimator), and I am not saying it can't be effective. Shortly after they released I added a Needa TRC Arquitens to a Demolisher fleet and felt like it was a worthy addition. But all in all - it has some real struggles attached to it too. It needs a lot of upgrades to be effective, and is already a bit expensive for a ship without a brace. I would say the closest comparison ship I could find is the Nebulon. Both have potential, but both also simultaneously suffer from some drawbacks that prevent them from becoming mainstays on Armada tables especially in the competitive environment.
25 minutes ago, BrobaFett said:Yeah, here is a good anecdotal experience with Arquitens, from the point of view of someone playing against them.
This morning, I had Admonition dead to rights in the side arc of 3 Slaved Turret Arquitens commanded by Vader. Two of them were mid range, one was long. All 3 had Concentrate Fire dials locked in, meaning a total of 15 red dice over 3 attacks, with an excellent reroll source.
After all 3 had shot, Admonition had taken 1 hull damage, lost all of it's front and side shields, and had discarded all its defense suite but 1 redirect token. But it survived.
This is a testament to the Admonition as a tanky ship, to be sure, but also a testament to the relative struggles the Arquitens has with putting out damage. It maneuvers like a whale, has an upgrade suite that is wanting, and even in an optimal scenario vs an opponent they really really want to destroy will often come up short. Their max damage is alluring, as is their range, but I find that more often than not I would have spent the points to bring them better on another ship with more threat.
The Arquitens from a design standpoint is probably my favorite ship in Star Wars (or maybe a close second to the Acclimator), and I am not saying it can't be effective. Shortly after they released I added a Needa TRC Arquitens to a Demolisher fleet and felt like it was a worthy addition. But all in all - it has some real struggles attached to it too. It needs a lot of upgrades to be effective, and is already a bit expensive for a ship without a brace. I would say the closest comparison ship I could find is the Nebulon. Both have potential, but both also simultaneously suffer from some drawbacks that prevent them from becoming mainstays on Armada tables especially in the competitive environment.
I think they're great support ships and terrible mainstays. 1 Arc is great, 2 is alright but anything after that means you've sacrificed your main means of doing damage. I also don't think they work well with squadrons/pushers. the squadrons either have to be rogues or just there to hold opponents up
I'm looking forward to using them in a Mostly Thematic list...
... I reserve the right to update it when more Wave 7 Info is out, but based on what has been discovered thusfar:
I love them with just a TRC, they fly really well with JJ so they make great support for ISDs and VSDs
29 minutes ago, dominosfleet said:I think they're great support ships and terrible mainstays. 1 Arc is great, 2 is alright but anything after that means you've sacrificed your main means of doing damage. I also don't think they work well with squadrons/pushers. the squadrons either have to be rogues or just there to hold opponents up
I was going to respond with effectively this to @BrobaFett and then you said it for me. They're good support but are bad as your mainstays and I wouldn't ever recommend more than 2. You can try it conga-line style with 3+, but it's going to very much come down to " can your opponent mess with your conga line? " If the answer is yes, bad times ahead for you. If the answer is no, then it can work.
I've been running a partial conga-line with a gunship Vic and some activation padding, looks like so:
Jerry Outer Rim Battle line
Faction
: Galactic Empire
Points: 397/400
Commander: Moff Jerjerrod
Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory
[ flagship ]
Victory I-Class Star Destroyer
(73 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- External Racks ( 3 points)
= 118 total ship cost
Arquitens-class Command Cruiser
(59 points)
-
Hand of Justice
( 4 points)
- Veteran Captain ( 3 points)
- Projection Experts ( 6 points)
- Dual Turbolaser Turrets ( 5 points)
= 77 total ship cost
Arquitens-class Light Cruiser
(54 points)
- Dual Turbolaser Turrets ( 5 points)
= 59 total ship cost
Raider-I Class Corvette
(44 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost
Gozanti-class Cruisers
(23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost
1 Captain Jonus ( 16 points)
1 Ciena Ree ( 17 points)
4 TIE Fighter Squadrons ( 32 points)
anyone else think they suffer from terrible titles as well? The squadron activation one in particular just seems god awful.
52 minutes ago, Snipafist said:I was going to respond with effectively this to @BrobaFett and then you said it for me. They're good support but are bad as your mainstays and I wouldn't ever recommend more than 2. You can try it conga-line style with 3+, but it's going to very much come down to " can your opponent mess with your conga line? " If the answer is yes, bad times ahead for you. If the answer is no, then it can work.
I that that is essentially what I was getting at, albeit anecdotally as stated. If you need a trailing ship to push 3 damage at red range over a large swath of board they answer that call. Otherwise, you are better getting damage elsewhere.
46 minutes ago, Snipafist said:I was going to respond with effectively this to @BrobaFett and then you said it for me. They're good support but are bad as your mainstays and I wouldn't ever recommend more than 2. You can try it conga-line style with 3+, but it's going to very much come down to " can your opponent mess with your conga line? " If the answer is yes, bad times ahead for you. If the answer is no, then it can work.
Yes and no. The native II click shouldn't be underestimated on this ship- especially if you set up some movement commands in the beginning of the game to help you get into position- especially at speed 2. The side arcs are also pretty generous- I'd be worried more about being chased than attacking something head on. That said, my favorite ARQ build also has a healthy complement of fighters and a couple of flotillas to cover where the ARQ needs it.
My strongest list runs three. I go all in with Slaved Turrets, Intel Officers, and Vader commanding them. Take about 2-3 turns to navigate and then concentrate fire when you're in position. This list is about going all in on the batteries at longest range with most efficient shots. Each ARQ can put out five dice with one shot and some measure of controlling it. I also have an intel officer to back up any lack of accuracy, and when ACC does come up each shot gives my opponent a hard time. If I do end up hitting with a miracle 10 damage, Intel Officer can still act on it.
The GZs and various aces mean I can tie up enemy fighters or run interference when something is trying to get too close to the ARQs. Otherwise it's line up where I want to and open fire. Second player is kind of certain at 389, so I can choose to play to my objectives or go first in the case of something like Demolisher.
35 minutes ago, BrobaFett said:I that that is essentially what I was getting at, albeit anecdotally as stated. If you need a trailing ship to push 3 damage at red range over a large swath of board they answer that call. Otherwise, you are better getting damage elsewhere.
I've seen them used very effectively as a singleton in the trailer role. They make a good admiral boat/trailer in a swarm now that flots can't carry the admiral.
And if you are willing to let it get pricy the ability to take engine techs + reinforced blast doors can make your trailer really guarantee it finishes the job. I haven't played it yet but it has been used against me with great success.
Edited by Mala1 hour ago, dominosfleet said:anyone else think they suffer from terrible titles as well? The squadron activation one in particular just seems god awful.
Hand of Justice
is really good when Vader commands your fleet, as it lets you get around some of his downside. You can try to be cute with it and Turbolaser Reroute Circuits on another Arquitens (activate non-HOJ Arq first, use TRCs and spend evade token, activate HOJ later, refresh spent evade token on buddy Arquitens) but it's very clunky and predictable and it's tough to get consistent returns from due to that.
Centicore
basically turns it into Relay 2. The main issue so far has been finding a build that can successfully leverage that, given Arquitens themselves don't jive well with a bomber-style fleet and the cost/setup required feels wasted on fighter-light builds. Maybe a moderate squadron build, but I've yet to see that done well with Arquitens.
1 hour ago, BrobaFett said:If you need a trailing ship to push 3 damage at red range over a large swath of board they answer that call. Otherwise, you are better getting damage elsewhere.
I like it as a trailing ship and on occasion I've run an Ozzel fleet with an Arquitens finisher as my flagship. Not quite sure how I feel about it in the Ozzel fleet specifically, but as a finisher it did fine.
I think they have utility beyond just being finishers, however. Even though their burst damage capability is poor, they're the only long-ranged Imperial ship that doesn't need to fly towards the enemy to get the job done, which can allow them to avoid being destroyed early on and maintain their activation and get in consistent moderate damage over time while the more conventional Imperial ships present a more immediate threat. This can allow Arquitens to largely get through the crucial turn 3-4 slugging match and escape out the other side effectively incapable of being destroyed before the game ends. It's just the more of them you have, the less capably they can do that (as there are fewer friendly non-Arq ships to support them).
1 hour ago, Norsehound said:Yes and no. The native II click shouldn't be underestimated on this ship- especially if you set up some movement commands in the beginning of the game to help you get into position- especially at speed 2. The side arcs are also pretty generous- I'd be worried more about being chased than attacking something head on. That said, my favorite ARQ build also has a healthy complement of fighters and a couple of flotillas to cover where the ARQ needs it.
I like the II-click for reorienting its flight path for future turns, but it's horrible for dodging ships trying to jam up a broadsides ship from the front because its movement trajectory without Jerry is very predictable (straight line + wobble at the end). Nav commands help, of course, but needing to nav when you'd really rather be concentrating fire makes the Arq's unimpressive damage output worse.
I agree that squadron support for Arquitens is essential. They're miserable at flakking and need the help or else they'll get torn apart by bombers in two turns or so.
I'd pretty much echo Snipafist here.
You're either taking Jerry with them, in which case Jerry greatly fixes their positioning, allowing you to CF or perhaps Eng in the right circumstance. They definitely like their CFs. I think DTT is the right turbolaser for them, because the red dice pool is large enough that you mostly want to fix the blanks, and Needa/TRC is a bit too pricey relative to a CR90 Corvette. Or you're taking Vader, and you'll probably mostly Nav while Vader becomes your damage modifier.
Here's a thought: I've played from the Rebel side, a Madine Liberty, where at least some of the time I've used TRCS, either on a CR90 or MC30 to support it against big ships. Isn't there an Imperial equivalent that basically runs Jerry, ISD-II, and an Arquittens, maybe 2, and otherwise accomplishes the same thing? The ISD-II then becomes the answer to the Arquittens' problems.
For me my default builds that I'm coming back to these days are an ISD with 2 Arquitens with remaining points season to taste, or demo with 2 Arquitens and quasar-II with a bomber screen.
Arquitens are one of my favorite ships in the game, I've been gathering data about Arquitens damage output in relation to the turbolaser upgrade they take, once I'm done I'll try to post it on the fourm.
Edited by xero9897 minutes ago, Vergilius said:I'd pretty much echo Snipafist here.
You're either taking Jerry with them, in which case Jerry greatly fixes their positioning, allowing you to CF or perhaps Eng in the right circumstance. They definitely like their CFs. I think DTT is the right turbolaser for them, because the red dice pool is large enough that you mostly want to fix the blanks, and Needa/TRC is a bit too pricey relative to a CR90 Corvette. Or you're taking Vader, and you'll probably mostly Nav while Vader becomes your damage modifier.
Here's a thought: I've played from the Rebel side, a Madine Liberty, where at least some of the time I've used TRCS, either on a CR90 or MC30 to support it against big ships. Isn't there an Imperial equivalent that basically runs Jerry, ISD-II, and an Arquittens, maybe 2, and otherwise accomplishes the same thing? The ISD-II then becomes the answer to the Arquittens' problems.
That’s basically what I was going for with my thematic fleet - A cymoon ISD, which is basically a Ii equivalence, with Entrapment to enhance speed control, and Thrawn for Confires or Navs as needed.
Aiming for the best of both worlds.
Edited by Drasnighta