Sell me on: The Grand Inquisitor

By Green Knight, in Star Wars: Armada

I think I have a good grasp of this game.

Usually I can look at a card and tell pretty well in what fleets I'd want it - if at all.

With "The Grand Inquisitor" is get nothing.

Can someone explain to me what kind of ship/build that really wants to take this guy? And why?

Jerry ISD? well you werent navving anyway, thats why you have Jerry.

But no I have never used it. If I am squading I would rather have Chirpy.

Put him on an ISD with Darth Vader, and suddenly you have a Sith ship.

I’ve had great fun using it on a torpedo boat Raider I, with OE and ER.

Raiders once you are at speed 4 for the attack run, the next command is a concentrate firepower, so getting back down to speed 2 to keep up the attacks from the weak arc is tough.

The Inquisitor has helped me do this whilst keeping the damage output high.

1 minute ago, TheCallum said:

I’ve had great fun using it on a torpedo boat Raider I, with OE and ER.

Raiders once you are at speed 4 for the attack run, the next command is a concentrate firepower, so getting back down to speed 2 to keep up the attacks from the weak arc is tough.

The Inquisitor has helped me do this whilst keeping the damage output high.

And you find that an enemy ship changes speed often enough to make it reliable?

13 minutes ago, Green Knight said:

And you find that an enemy ship changes speed often enough to make it reliable?

If you are attacking small ships, yes. All they want to do is get away.

Attacking bigger targets is more of a lottery due to how they have their dials set, but then again Nav is the most frequent command in the game- quite often another ship in their fleet happens to be nav’ing.

I’m not entirely convinced it’s worth the points, and depending on how you like to set up the attack run with your Nav token Veteran Captain might be more consistent for less (lol); but it is certainly a use for it.

Edit- I’ll add the fact no one uses this card is a big reason it works when it does. It has counterplay, but because people aren’t used to it, they don’t.

Edited by TheCallum

Combo it with QBTs and it's a lot easier to go hunting with those. They slow down to match your speed, you slow down and keep them in your front arc with a lot of damage coming in.

I've also found him to be a great emergency hand break at times. Dropping to speed zero unexpectedly and staying out of range literally saved my ISD from certain death by incoming Defiance

Edited by LegionOfBOOM
50 minutes ago, geek19 said:

Combo it with QBTs and it's a lot easier to go hunting with those. They slow down to match your speed, you slow down and keep them in your front arc with a lot of damage coming in.

OK, so basically Victory? OR have anyone tried it on say a Arquitens?

22 minutes ago, Green Knight said:

OK, so basically Victory? OR have anyone tried it on say a Arquitens?

Vic or ISD I've seen

Wait, you have the magic powers to tell us which ships want Defense Liasson over SFO and IO and Toryn and Draven/Kallus, Tua, Lando? =D

I was first thinking BT/Avenger or on my ISD2 in my 2 ISD list. That way I can react if someone starts to get too close to Jerry ISD2, I can slow down and stay out of black, or on BT/Avenger I can adjust to 3 or down to one if they surprise me and come in hot. Avenger is less likely since I was nav-ing anyway. I think he's very situational, maybe too much so to use.

Another thought is Dictor fleets to play with Konstantine/Tractor shenanigans. Tough to say with activation manipulation with price and others, speed becomes less important in the heat of things.

Works out all right on an ISD with an open officer seat, especially a longer-ranged one like an ISD-II. Most enemy ships start navigating around you to change their speed (slow down to stay out of close/medium range or speed up to try to get out of your front arc as quickly as possible), and you can respond with the Grand Inquisitor. Has some uses with QBTs as well - it should be stressed that using the Grand Inquisitor purely to turn on the QBTs is often not worth it, but it's not uncommon to speed up to post up somewhere threatening and then have the Grand Inquisitor help you slow down to pivot better and not overshoot the targets who are now madly scurrying away as quickly as they can.

I tried using him for funsies as described and found he worked better than I expected. I don't think I'd ever use him on a carrier (despite being included in the Quasar), but he has his uses. I'm not sure I'd describe him as top-tier in that use, but I would need more playtesting to say for sure.

Edited by Snipafist

I think, for me, that a Jerjer ISD might be a platform for him.

That's where I think he's be the most useful.

Competition for the officer slot, however, is very hard.

6 hours ago, LegionOfBOOM said:

I've also found him to be a great emergency hand break at times. Dropping to speed zero unexpectedly and staying out of range literally saved my ISD from certain death by incoming Defiance

First thing I thought of when I saw the title of this post... Be wary of the inquisitors whilst playing against him.

Qbt Vsd2 for me. If you have a banked nav token, you can even 'risk' to go down to speed zero to trigger qbt, then speed up with the token/dial.

Pretty fun on Demo.

I want to try the Vic up down for qbt. Ran him on Demo but I think I only used it once in that game. He helped pull the handbrake to jump around a group of hammerheads. But I think he could add more against a different list.

During game 2 of my regional (in the Battle Reports section), my opponent was able to jump his ISD out of the front arc of my BT Avenger because my Raider had to change speed and he had the Grand Inquisitor.

I agree, it's a situational card, but when you need it, it's good to have.

I fly it on an ISD with tractor beams. When you first/last you can change your speed by two with no tokens. Either from three down to one or from one to three. Very useful for an ISD to brawl or get out of trouble.

Yup, mostly for QBT.

I've had him used very effectively against me on a QBT/DC VSD2 that dropped to 0, shot, then popped back up to 1. Sort of a one-trick pony, but on the other hand it's very effective at that one trick.

I've also played him in my QBT ISD2 Avenger Sloane fleet to dial up the ranged threat on the ISD. I have no use for Chirpy there because I just kill all the squadrons on the alpha strike anyway (hyperbole, but not much). I don't regularly do this because that fleet is super tight on points and I have to make harder cuts elsewhere to get him, but he is very effective in that role.

I could see him on a Jerry ISD, too. That's suddenly a super, super unpredictable ISD.

40 minutes ago, Ardaedhel said:

Yup, mostly for QBT.

I've had him used very effectively against me on a QBT/DC VSD2 that dropped to 0, shot, then popped back up to 1. Sort of a one-trick pony, but on the other hand it's very effective at that one trick.

I've also played him in my QBT ISD2 Avenger Sloane fleet to dial up the ranged threat on the ISD. I have no use for Chirpy there because I just kill all the squadrons on the alpha strike anyway (hyperbole, but not much). I don't regularly do this because that fleet is super tight on points and I have to make harder cuts elsewhere to get him, but he is very effective in that role.

I could see him on a Jerry ISD, too. That's suddenly a super, super unpredictable ISD.

You get a like for the Sloane usage. I should have thought of that :)

He needs to be on a ISD with a tractor beam. :)

7 minutes ago, ouzel said:

He needs to be on a ISD with a tractor beam. :)

That will trigger him?

Never thought about that.

What about Konstantine?

Konstantine doesn't, that one crit that changes speed doesn't either. Tractorbeam is the only one that "forces the oponent to change his speed", so he is doing it, not you, and that triggers the helicopter-lightsaber-guy. I believe that was the gist of all the rules discussion, I have no reference though.