Tarkin

By Darth evil, in Star Wars: Armada

3 hours ago, TheCallum said:

I haven’t decided yet if the engine techs is necessary, or a gimmick.

If you drop down to LC and lose the gozanti you can fit another Arquitens.

Potentially this gain in firepower is worth the trade off, though you do lose some of your ability to force a fight as first player.

Got a game tonight, have some changes in mind.

Not a gimmick at all in this list, first of all that is half the reason for Tarkin. If you lose the Engine Techs then you don't need Tarkin. The Engine Techs do a lot for you.

1. Lets you keep your speed low for QBT.

2. Gives you a total of 4 clicks of yaw which really lets you line up shots.

3. Lets you just stack CF commands because Nav is never needed with all those Tarkin Tokens.

4. Gives you flexibility in movement, you can use it or not and your speed dial can remain unchanged. Sometimes you only want that speed one move.

For me Arquitens are difficult to fly and way too easy for your opponent to predict without help. That means you need ET, Jerjerrod, Ozzel, Nav Team, or line up Nav commands to make them work. The Command Cruiser with ET makes them expensive no doubt but I also find they survive much longer because the extra movement helps you avoid the worst shots while lining up your best shots with CF commands stacked up.

Edited by Thrindal
12 minutes ago, Thrindal said:

Not a gimmick at all in this list, first of all that is half the reason for Tarkin. If you lose the Engine Techs then you don't need Tarkin. The Engine Techs do a lot for you.

1. Lets you keep your speel low for QBT.

2. Gives you a total of 4 clicks of yaw which really lets you line up shots.

3. Lets you just stack CF commands because Nav is never needed with all those Tarkin Tokens.

4. Gives you flexibility in movement, you can use it or not and your speed dial can remain unchanged. Sometimes you only want that speed one move.

For me Arquitens are difficult to fly and way too easy for your opponent to predict without help. That means you need ET, Jerjerrod, Ozzel, Nav Team, or line up Nav commands to make them work. The Command Cruiser with ET makes them expensive no doubt but I also find they survive much longer because the extra movement helps you avoid the worst shots while lining up your best shots with CF commands stacked up.

Oh don’t get me wrong- I completely agree.

As you said though the Arquitens is difficult to fly, which simply means that ‘get good’ could be a solution.

I appreciate that they are predictable, so you might lose one to a tight spot you put yourself in two turns earlier, but even then you still have the same firepower left.

If it turns out three Arqs just performs better though, and the tokens aren’t really assisting, then we might as well use a different Admiral, and the search for a better use for Tarkin continues.

Ok, so game went ahead, against a player who has probably played the game on the most continents in the world.

201803 Tarkin Strategic (400/400)
Empire - Author: Callum

Commander: Grand Moff Tarkin

Objectives: Most Wanted, Intel Sweep, Planetary Ion Cannon

[flagship] Imperial Star Destroyer Cymoon 1 Refit (112)
- Grand Moff Tarkin (38)
- Sovereign (4)
- Electronic Counter Measures (7)
- Intensify Firepower! (6)
- Minister Tua (2)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 182 total points

Arquitens-class Command Cruiser (59)
- Skilled First Officer (1)
- Engine Techs (8)
- Quad Battery Turrets (5)
= 73 total points

Arquitens-class Command Cruiser (59)
- Skilled First Officer (1)
- Engine Techs (8)
- Quad Battery Turrets (5)
= 73 total points

Gozanti-class Cruisers (23)
- Repair Crews (4)
= 27 total points

Squadrons (45/134):
1x Valen Rudor TIE Fighter Squadron (13)
1x Ciena Ree TIE Interceptor Squadron (17)
1x Lambda-class Shuttle

2nd player, playing Intel Sweep, vs Vader dual ISD, Devastator and Avenger.

@Thrindal is completely right, Engine Techs are key- something that I didn’t feel in four games so far, I really got tonight.

Part of that was the pure objective focus play: The Lambda was king here, moving objective tokens around so that the forced engagement the object usually grants didn’t happen. Forcing the ISDs to chase my objective Arq down the table into the waiting concave at full speed allowed two turns of full effect fire, with double blues added from QBT and CF dials.

Tarkin did wonders regulating speed, and assisting with the odd pearly red that was still blank after Intensify Firepower did its work.

Still some room to wiggle on Turbolaser upgrades on the Cymoon, and if the Gozanti needs Fleet Support- I have found that if I had comms net it would be superfluous.

1 hour ago, TheCallum said:

Still some room to wiggle on Turbolaser upgrades on the Cymoon, and if the Gozanti needs Fleet Support- I have found that if I had comms net it would be superfluous.

I mostly agree that Comms Net is superfluous in this list. I thought Defense Liaison might me interesting on the Arc but SFO is probably the more economical way to go. EWS on the Arc for me was tough, it is really hard to expose only 1 Arc, it did help but 14 points on 2 ships was a lot. The shuttle is an interesting idea, it changes your objective options for sure. I have also given thought to Intel Officer on the Arquitens but not sure about that. I would say my list has about 380 points locked in, I just keep fiddling with the other 20.

On 2/22/2018 at 3:51 PM, Darth evil said:

Has anyone had success using Tarkin and Sovereign ?

Yes, although to be fair it was an 800 point game. Having 3 outfitted ISDs, 2 VSDs and an Interdictor made really good use of both Tarkin and Sovereign.

On 2/22/2018 at 3:51 PM, Darth evil said:

Has anyone had success using Tarkin and Sovereign ?

Yes, although to be fair it was an 800 point game. Having 3 outfitted ISDs, 2 VSDs and an Interdictor made really good use of both Tarkin and Sovereign.