Tarkin & Sovereign Shell list and Breakdown

By Thrindal, in Star Wars: Armada Fleet Builds

I have been working on this since release and our local Regional. I am going to give it a break for a little while and give some other stuff a try but I have had a lot of fun and success with the list and didn't want to put it down without documenting it a bit. I can honestly say I have never spent so much time working on and perfecting. YMMV but I am very satisfied with the list.

First here is a video breakdown.

And here is the Shell list, these 370 points are pretty locked in. Use the other 30 as you wish although I am close to giving Tua and ECM permanent membership.

Name: Tarkin Sovereign Shell
Faction: Imperial
Commander: Grand Moff Tarkin

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

ISD Cymoon 1 Refit (112)
• Grand Moff Tarkin (38)
• Intensify Firepower! (6)
• Gunnery Team (7)
• XI7 Turbolasers (6)
• Sovereign (4)
= 173 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

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
= 30 Points

Total Points: 370

I like this concept a lot! I may try this out after Regional in Denver. Too far along with the fleet I've been working on to switch it up now but color me intrigued.

I'm not sold on the QBTs for the Kittens....

8 hours ago, Norell said:

I'm not sold on the QBTs for the Kittens....

With engine techs they are great. You still have great maneuverability, can cheat speed to stay slower than opponent, and with a double arc you throw 3 red 1 blue and 2 red 1 blue (plus whatever you CF)

It seems underwhelming on paper, but it can be shockingly effective.

What I’m not sold on is the XI7 on the flagship since he arqs should be blowing off all the shields before the ISD hits... or is it to attempt one shots on things like MC30’s?

15 minutes ago, MandalorianMoose said:

With engine techs they are great. You still have great maneuverability, can cheat speed to stay slower than opponent, and with a double arc you throw 3 red 1 blue and 2 red 1 blue (plus whatever you CF)

It seems underwhelming on paper, but it can be shockingly effective.

What I’m not sold on is the XI7 on the flagship since he arqs should be blowing off all the shields before the ISD hits... or is it to attempt one shots on things like MC30’s?

You have the QBT pretty much nailed. The maneuverability makes it easier to stay at long range and QBT adds the blue at long range as long as you remain slower. If your opponent decides to slow down to negate QBT then all the easier to stay at long range and just pound with a barrage of red dice which are helped with IF! QBT is one of those upgrades that you have to conisder what it does without doing anything...

As for XI7 I love it although you may have a point that I should consider. I do like to focus down one hull zone, it lets me focus on Accuracying Brace, and with the proliferation of ECM it works well to force that damage through. It also, with IF! allows you to flip Accuracy results to hits in certain cases for a little extra damage.

It's hard to go wrong with XI7s. They help every hull zone and are pretty much useful against every ship in the game (maybe not raiders/flotillas?) They're especially useful against MC30s.

However, on a Cymoon I've actually been having a ton of fun with a lesser used turbolaser.... XX-9s. Against smaller ships it really ups your chances of getting a lucky structural to pop them more easily, and it puts a LOT of pressure on the defense tokens of larger enemy ships. Ships with a contain that are usually comfortable taking a couple hits to the hull to avoid discarding braces/redirects are suddenly much more likely to burn them to avoid taking multiple face up cards.

My personal favorite Cymoon setup has been spinals/XX9s.

Mine has been spinals/xi7 or Quad Turbos/H9’s, depending on what I’m hunting

SOmeone played xi7, xx-9 and was a pain

I've struggled with Arqs and am intrigued by the Engine Techs/QBT combo - gonna try it!

Will also be fun to see Tarkin have a purpose again. He's quite pricey, I haven't used him in a long time.

1 hour ago, Arctura said:

I've struggled with Arqs and am intrigued by the Engine Techs/QBT combo - gonna try it!

Will also be fun to see Tarkin have a purpose again. He's quite pricey, I haven't used him in a long time.

He is very pricey which is why you have to find value in all the tokens you hand out. With Nav tokens on the ET/QBT combo you never have to Nav your Arqs so you can freely CF, that is a lot of value, another activates IF!. You can argue the token to the Gozanti isn't quite as efficient though. The more upgrades we get in the future that can be activated with tokens the better Tarkin/Sovereign will get, for now this is the best I can come up with.

The only problem I have with QBT/ET kittens is that you are paying 72 points for it. That is a lot of points for a fragile ship.

48 minutes ago, TallGiraffe said:

The only problem I have with QBT/ET kittens is that you are paying 72 points for it. That is a lot of points for a fragile ship.

The key is staying at long range. There its firepower with this setup is stronger than an ISD and it is relatively survivable there. So flying is key. The other trick I use is to fly it inside the Front Arc of the ISD, most folks don't wanna go there. So for 144 points you are getting the equivalent fire power of 2 ISD's (at long range) for the cost of 1 well outfitted ISD.

Lets do a quick comparison (leaving the commander out of it)...

ISD Cymoon 1 Refit (112)
• Minister Tua (2)
• Intensify Firepower! (6)
• Gunnery Team (7)
• XI7 Turbolasers (6)
• Sovereign (4)
• Electronic Countermeasures (7)
= 144 Points

or 2x

Arquitens Command Cruiser (59)
• Engine Techs (8)
• Quad Battery Turrets (5)
= 72 Points or 144 Points for 2.


ISD has 12 total shields to 16 on the Arquitens.

ISD has 11 Hull to 10 on the Arquitens

ISD (Cymoon) has 5 Red dice at long range. Arquitens have up to 3 Red and 2 Blue out of 2 Arcs (assuming QBT goes off and CF Dials) if both side arcs on one or both get shots its even more. Honestly you don't want to be slashing with an Arq though.

An argument can be made that the Arquitens require as much if not more effort for your opponent to kill and throw way more dice than the ISD. You can also argue that the Arquitens have no Brace (their achilles heal) and no ECM. Thats true but if one dies you still have half your investment to use.

I understand lots of folks don't like Arquitens. Thats fine I always say fly what you get enjoyment out of and have success with. I personally like the Long Range game and am not a fan of Brawlers so you won't see me running Demo or Kuats very often. All just a matter of preference. Similarly I prefer the MC75 Armored Cruiser to the Ordnance Cruiser.

Edited by Thrindal

I like the Arquitens. I just wish they were 5 points cheaper.

I too like the Armored Cruiser more though it requires equal investment.

What gave you more success @Thrindal strategic advisor or Tua?

24 minutes ago, Sharego said:

What gave you more success @Thrindal strategic advisor or Tua?

Lately Tua, I find SA is usually great for one turn, usually the second turn but sometimes the 3rd. It lets you wait and have your opponent pull into long range of your ships so you can shoot. After that though I have not found it all that useful. Tua and ECM, while more expensive is more valuable throughout the course of the game.

Thanks! I’m gonna use it. I will post my experience, last time I used it wars when I started playing at wave 2