Thrawn's Demotion (to VSD2)

By Arctura, in Star Wars: Armada Fleet Builds

Hi everyone,

I would like to run some Arqs but have never been successful using them. Thinking about trying them with Engine Techs, running at speed 1 with Thrawn feeding navigate commands to effectively make them faster and more maneuverable. The QBTs are to give them a blue die at long range, assuming they are running slow. The VSD is inspired by a devilish build that another player unleased on me recently, and which has been posted on these forums. ;) He combo'd it with an ISD, though, and I am not sure it can stand on its own for the long haul. Going without Ace squads makes me feel naked but I suppose could do drop squadrons and swap the VSD for an ISD? Thoughts/advice very welcome...Regional only 1 week away and I still don't know what to take! HEHE!

Faction: Galactic Empire
Points: 392/400

Commander: Grand Admiral Thrawn

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
= 72 total ship cost

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
= 72 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Grand Admiral Thrawn ( 32 points)
- Warlord ( 8 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- H9 Turbolasers ( 8 points)
- NK-7 Ion Cannons ( 10 points)
= 160 total ship cost

1 TIE Interceptor Squadron ( 11 points)
1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
2 TIE Advanced Squadrons ( 24 points)
1 Ciena Ree ( 17 points)
= 88 total squadron cost

Variation with an ISD2...and a few Interceptors as my squadron security blanket!

Faction: Galactic Empire
Points: 391/400

Commander: Grand Admiral Thrawn

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Quad Battery Turrets ( 5 points)
= 77 total ship cost

Arquitens-class Command Cruiser (59 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
= 72 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Grand Admiral Thrawn ( 32 points)
- Avenger ( 5 points)
- Strategic Adviser ( 4 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- H9 Turbolasers ( 8 points)
- NK-7 Ion Cannons ( 10 points)
= 198 total ship cost

4 TIE Interceptor Squadrons ( 44 points)
= 44 total squadron cost

I feel like NK-7 is a poor choice. You are going to get maybe two uses out of it where the opponent chooses the token. It is kinda overpriced and an exhaust. Heavy Ion Emplacements would be better as a damage option. Also I am not sure if the Arquitens should have engine techs. Taking the command version is not worth the support slot as they want to stay cheap. Intel Officer might be a better option and lower them to just light cruisers in place of engine tech command versions.

Oh and with the left over points upgrade 2 interceptors into Ciena Ree and Valen Rudor. Best 30 points you could buy in squads.

Edited by TallGiraffe

Thanks TallGiraffe! I was on the fence about NK-7s - they are quite expensive. Took Leading Shots since it's cheap and I may need the die re-rolls. I feel like the Arqs either need to fly fast, in which case the QBTs are worthless, or fly slow to (hopefully) use them. The Engine Techs are a way to artificially keep them moving along but at speed 1. I also hate the way they move, but the double notch at speed 1 will hopefully make me happy. But yeah, the Command version of that ship is more expensive. Friend recommended I also consider Tarkin, as for just 6 points more I get tokens to keep the Engine Techs going the entire game (at least until/if Tarkin dies). Squads...I think this list will be in trouble if it encounters a carrier/squad heavy list. Rudor and Ciena are both very powerful, but I don't think they can do miracles. That said...their tricks and scatter will probably keep them around just as long, or longer, than basic TIEs or Interceptors.

So, here is what I came up with juggling the points around...

Faction: Galactic Empire
Points: 391/400

Commander: Grand Moff Tarkin

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Grand Moff Tarkin ( 38 points)
- Avenger ( 5 points)
- Strategic Adviser ( 4 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 198 total ship cost

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Quad Battery Turrets ( 5 points)
= 79 total ship cost

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Quad Battery Turrets ( 5 points)
= 84 total ship cost

1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)
= 30 total squadron cost

Edited by Arctura