Sovereign & Tarkin - what else do I take?

By grandmoffjoe, in Star Wars: Armada

So sovereign naturally is going to play well with Tarkin. I think it'd be especially nice on a cymoon 1 with whatever fleet command one likes the most.

What would you fine folks escort such a thing with?

My first thought is some light cruisers and... gozanti assault carriers? To spam the firepower command?

Arquitens?

if you are doing IF with cymoon assault gozantis are great, as are arqitens for the price

quasar able to spam squad dials while tarkin/sov give them any other tokens needed could do well also

I’m not sold on Sovereign. It feels like a 4pt fix for an already overpriced 38pt Admiral.

Thrawn for 10pts less and they are dials, not tokens!

33 minutes ago, Mundo said:

I’m not sold on Sovereign. It feels like a 4pt fix for an already overpriced 38pt Admiral.

Thrawn for 10pts less and they are dials, not tokens!

But only for half the game, chosen for effect in advance, rather than every turn of it, deciding what tokens each time.

Its small hits of raw power vs a constant flow of flexibility...

and yes, I am aware that Sovereign is 3 targets whereas Theawn is every ship in the fleet... but you’ve already dropped points on Tarkin and an ISD - you’re probably not using that many ships. ?

34 minutes ago, Mundo said:

I’m not sold on Sovereign. It feels like a 4pt fix for an already overpriced 38pt Admiral.

Thrawn for 10pts less and they are dials, not tokens!

This is a good point. I guess the advantage is that the tokens are given every round, so 6 vs 3. Also Sovereign is limited to 3 ships and distance 5. I understand why the card needs a point cost (let's not even get into negative costs in Armada yet) but I feel as if the card should have read "Cost -4 if on same ship as Tarkin". Sort of like the "Card Deploys for free at same site as ________" in the old Decipher CC game.

The wording on 'Sovereign' is notable in that it doesn't say OTHER ships...so it works on itself.

Ergo, the "best" use of it is, well, with Tarkin....in a four-ship fleet, where each ship is designed to do very different things, and notably one running independent of the rest of the fleet. So, as Tarkin, select the command that the only out-of-range ship NEEDS, and all other ships get anyway...then use 'Sovereign' to fix their command tokens to what they actually want.

That's the "ideal" usage, anyway. Only real problem with that is that the title + Tarkin is kind of expensive , and even in the 'ideal'...that seems kinda sh!te. Command tokens are okay, but they really aren't dials . Indeed, tokens on turn 1 and 6 are basically always useless (almost, anyway), which when comparing Tarkin vs Thrawn amounts to 4 tokens vs 3 dials on turns that REALLY matter. That's...not amazing. Really, the only way to get ANY equivalence out of them is in equipping upgrades that trigger on the command at all (dial or token), which obviously boosts the value of tokens quite a bit.

Edited by xanderf

Tarkin plus Thrawn in a CC all out offensive

17 minutes ago, slasher956 said:

Tarkin plus Thrawn in a CC all out offensive

They only work on their own fleets.

Just now, GhostofNobodyInParticular said:

They only work on their own fleets.

And the use's of Tarkin remain in the 'why not' or 'i'll give you a friendly game' camps!

:P

Gozonti w/ Comms Net

Gozonti w/ Comms Net

3 tokens on your flagship all day e'rry day.

2 hours ago, BiggsIRL said:

Gozonti w/ Comms Net

Gozonti w/ Comms Net

3 tokens on your flagship all day e'rry day.

But not at the start of the day... only in the afternoon ?

Or use Tarkin with Chimaera and activate every turn the fleet command you want.
Shields to Maximum, every ship recovers 1 shield and also have a repair token to recover another shield maybe
All Fighters Follow Me!, every ship gets to activate 1 additional squadron and plus those squadrons get it's speed increased by 1
Intensify Firepower, every ship can change 1 die to a hit and also get a CF token for a reroll
Entrapment Formation, every ship can change it's speed by 1 and by 2 if they use the token

Of course in all cases the Chimaera won't keep the token to complement the effect of the fleet command, but still can work.

3 Cymoons with all commands but AFFM, obviosly .

(I want to see someone try this, for laughs)

25 minutes ago, codegnave said:

3 Cymoons with all commands but AFFM, obviosly .

(I want to see someone try this, for laughs)

That... is a legitimate list!

Based on this discussion I came up with this list...

Tarkin keeps Intensify Firepower working. The Arquitens flip the CF tokens for Nav for Engine Techs, The Gozanti flips for Squadron when needed. Everyone is going speed 1 for QBT. All 3 Objectives keep obsticals close by for Brunson.

Needs a little more thought but I am starting to like it.

Name: Tarkin
Faction: Imperial
Commander: Grand Moff Tarkin

Assault: Station Assault
Defense: Contested Outpost
Navigation: Dangerous Territory

ISD Cymoon 1 Refit (112)
• Grand Moff Tarkin (38)
• Captain Brunson (5)
• Intensify Firepower! (6)
• Gunnery Team (7)
• XI7 Turbolasers (6)
• Quad Battery Turrets (5)
• Sovereign (4)
= 183 Points

Gozanti Assault Carriers (28)
= 28 Points

Arquitens Command Cruiser (59)
• Engine Techs (8)
• Quad Battery Turrets (5)
= 72 Points

Arquitens Command Cruiser (59)
• Engine Techs (8)
• Quad Battery Turrets (5)
= 72 Points

Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
• Mauler Mithel (15)
= 45 Points

Total Points: 400

Depending on just how well Raid tokens work, token fixing might end up being more important in the future than it is now. If we end up with another few ways to generate them it might make Tarkin much handier.

I was also thinking of arquittens, but wanted to include a Raider for delivering Darth Hall Monitor. It would also significantly help out on the squadron side of the fight

Though I do like my Arquittens to have access to some Engine Techs... they are much better that way, but so much more expensive.

(398/400)

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Grand Moff Tarkin ( 38 points)
- Sovereign ( 4 points)
- Strategic Advisor ( 4 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
- Spinal Armament ( 9 points)
- Intensify Firepower ( 6 points)
= 186 total ship cost

Raider-I Class Corvette (44 points)
- Darth Vader ( 3 points)
- External Racks ( 3 points)
= 50 total ship cost

Gozanti-class Cruisers (23 points)
- Disposable Capacitors ( 3 points)
= 26 total ship cost

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

1 Bossk ( 23 points)
1 Colonel Jendon ( 20 points)
1 Zertik Strom ( 15 points)
1 "Mauler" Mithel ( 15 points)

3 hours ago, codegnave said:

3 Cymoons with all commands but AFFM, obviosly .

(I want to see someone try this, for laughs)

This is an amazing idea and I am trying it as soon as I get my Chimaera pack!

One with Tarkin, one with Sovereign, and one with Strategic Advisor. Booya.