Arquitens Rant

By LordCola, in Star Wars: Armada

13 minutes ago, geek19 said:

Getting away from the "arqs are niche but alright" discussion and more towards the "how I do better" with them one, let's start with some basic questions for you:

Loadout? What admiral? What starting speed? Where are you putting them in the fleet? Whats the rest of the fleet? What targets are they going after? How many are you taking at a time? Are you navigating towards or away from danger?

You also keep mentioning squad pushing. Arqs shouldn't be doing that. And are you taking max squadrons with arqs?

I'm going to repeat some of @geek19 and others here for emphasis. If you're having nav trouble I do highly recommend combining Jerjerrod (he didn't come with them for no reason at all) and Entrapment Formation for a relative freedom on the command stack. You probably want Chimaera over a Cymoon providing EF since Cymoons really need more of a reroll, and at the the moment that's basically Darth Vader.

They also definitely should not be squad pushing except in dire emergencies. The five points for the Command version should be thought of as paying for the support slot; the boosted squad command and blue over black dice are tertiary benefits at best.

Finally, @LordCola regarding your original comparisons, it is not fair in the slightest to compare two ships nominally of equivalent value without giving both upgrades. No, there is not an Arq version of Salvation ; there also isn't a Rebel version of Hand of Justice or Centicore (shudders). It gets worse if you're giving one the edge in your comparison, such as the Concentrate Fire command you claim you cannot spare for Navigate on the Imperial cruiser. If no other reason, don't do it because you're going to remember just the final results in your own mental calculus and if you want to really improve, dismantling biases like that are a great place to start.

Edited by GiledPallaeon
57 minutes ago, geek19 said:

Loadout? What admiral? What starting speed? Where are you putting them in the fleet? Whats the rest of the fleet? What targets are they going after? How many are you taking at a time? Are you navigating towards or away from danger?

I don't have anything in particular on my mind right now. This is more a general problem I have with Arquitens. I would like to have a small shootie ship that can also push some squads. Because I am not that big of a fan of the Quasar (and so are apparently the players from the German master). It feels very fragile and is a big point of failure. I would love to switch the Quasar for a Goz and a Squad 2 shootie ship (like a Neb). That would give me two activations instead of just one from the Quasar and if one of them dies I don't loose that many squad activations.

57 minutes ago, geek19 said:

You also keep mentioning squad pushing. Arqs shouldn't be doing that. And are you taking max squadrons with arqs?

And no, I am not pushing squads with the Arquitens and that is exactly what I am complaining about because I would like to do that. I would like a small ship that can fight and push 2 squads. And that is clearly what the Arquitens was supposed to be, hence the squad 2 value. But the Arquitens is just not good at it. This leaves a gap in the imperial arsenal that I think should be filled with a ship and I think that ship was supposed to be the Arquitens but it just failed at that. Leaving that gap still open.

47 minutes ago, GiledPallaeon said:

Finally, @LordCola regarding your original comparisons, it is not fair in the slightest to compare two ships nominally of equivalent value without giving both upgrades. No, there is not an Arq version of Salvation ; there also isn't a Rebel version of Hand of Justice or Centicore (shudders)

I don't really understand. I was very much trying to incorporate upgrades and upgrade slots in my comparison although going through every single upgrade combination was not possible since my original post is already way to long and I am surprised that anyone even read it.

48 minutes ago, GiledPallaeon said:

It gets worse if you're giving one the edge in your comparison, such as the Concentrate Fire command you claim you cannot spare for Navigate on the Imperial cruiser. If no other reason, don't do it because you're going to remember just the final results in your own mental calculus and if you want to really improve, dismantling biases like that are a great place to start.

But I am giving them the Concentrate Fire command edge because in my opinion that is very much an edge they have over the Arquitens. Ignoring that would introduce a strong bias toward high command ships. I don't think that is a good idea. And also that is just what I have experienced with these ships. I fly Arquitens that, for my skill level, have to take Nav every turn and I get outgunned by CR90 because they can Concentrate Fire when I can't while being way cheaper. That is just strait up what I have experienced. So why would I ignore that when making comparisons.

6 minutes ago, LordCola said:

I don't have anything in particular on my mind right now. This is more a general problem I have with Arquitens. I would like to have a small shootie ship that can also push some squads. Because I am not that big of a fan of the Quasar (and so are apparently the players from the German master). It feels very fragile and is a big point of failure. I would love to switch the Quasar for a Goz and a Squad 2 shootie ship (like a Neb). That would give me two activations instead of just one from the Quasar and if one of them dies I don't loose that many squad activations.

Quasar is the best dedicated Imperial carrier. It does things other ships can't. I have played it for 2 waves extremely successfully. In fact, @MandalorianMoose was in Germany a few weeks ago and managed to pick up some games and wreck some people with a quasar.

And no, I am not pushing squads with the Arquitens and that is exactly what I am complaining about because I would like to do that. I would like a small ship that can fight and push 2 squads. And that is clearly what the Arquitens was supposed to be, hence the squad 2 value. But the Arquitens is just not good at it. This leaves a gap in the imperial arsenal that I think should be filled with a ship and I think that ship was supposed to be the Arquitens but it just failed at that. Leaving that gap still open.

Take Thrawn, that is what he is for. If you want something to do 2 things at once then you need to build toward that, and that comes at the cost of other things but allows you to do what you are asking for.

But I am giving them the Concentrate Fire command edge because in my opinion that is very much an edge they have over the Arquitens. Ignoring that would introduce a strong bias toward high command ships. I don't think that is a good idea. And also that is just what I have experienced with these ships. I fly Arquitens that, for my skill level, have to take Nav every turn and I get outgunned by CR90 because they can Concentrate Fire when I can't while being way cheaper. That is just strait up what I have experienced. So why would I ignore that when making comparisons.

I don't normally just suggest people get better, but this really is where this boils down to. You say at your skill level you need to nav every turn - I am saying that there is a skill level beyond that where you don't. You just need to get there, which isn't a bad thing. I know Liberties are good, but I am hot garbage with them. I would need to practice to reach the level where they are effective, and am not ashamed to say it. We all have things to work on.

1 hour ago, BrobaFett said:

Hey Geek, I start my fleet at speed 3, directly toward my enemy and lock all squad commands. Teach me how to git gud please!? List below for reference.

The Best Arq Fleet

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Admiral Sloane ( 24 points)
= 83 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

1 Dengar ( 20 points)
1 Maarek Steele ( 21 points)
1 Colonel Jendon ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
5 TIE Fighter Squadrons ( 40 points)
= 132 total squadron cost

Paint your Arquitens to look like a unified group. I went with Ninja Turtle Hammerheads, so paint your Arquitens to look like matchbox cars. Or Matchbox 20 band members, that'd work too.

Your objectives are bad and should feel bad. Fleet Ambush is the yellow you want, and blue should be Sensor Net. Red should be opening Salvo of course.

Drop Maarek for an extra Lambda, it'll let you command from further away. Lastly take Konstantine, he was great with Arquitens on a TV show I watched.

Never nav, changing speeds is a crutch.

5 minutes ago, geek19 said:

Paint your Arquitens to look like a unified group. I went with Ninja Turtle Hammerheads, so paint your Arquitens to look like matchbox cars. Or Matchbox 20 band members, that'd work too.

Your objectives are bad and should feel bad. Fleet Ambush is the yellow you want, and blue should be Sensor Net. Red should be opening Salvo of course.

Drop Maarek for an extra Lambda, it'll let you command from further away. Lastly take Konstantine, he was great with Arquitens on a TV show I watched.

Never nav, changing speeds is a crutch.

No one ACTUALLY listen to the advice I'm giving @BrobaFett , please. Just him, and I hope he brings this to World's next year...

I've flown Arquitens a ton. When I was first getting into the game I looked at them, said "wow that ship looks cool!" and bought 3 of them. I've since been trying various ways to make them work. I've run multiple arquitens in lists with Ozzel, in carrier/hybrid fleets with Thrawn, in Tarkin-Cymoon fleets, in Jerry-MSU fleets, and most successfully in Vader-ISD fleets. They aren't great ships, but they are far from bad.

In a vacuum I totally agree that you can look at an arq and compare it to a cr90 and get bummed out. (Not a neb though, that's just silly. Nebs need way more help than arqs!)

Arquitens need one or more of the following in order to be decent ships: Vader, Jerry, Thrawn, Intensify Firepower, Entrapment Formation, Intel Officers, TRCs or DTTs. You require some of these items in your fleet or your arqs will really let you down.

That said, let's look at some strengths of the arquitens you may be overlooking: In my opinion there are 3 big ones.

  • Massive firing arcs. Unlike a Neb which paints a very narrow band of where it can shoot, an arq presenting a broadside paints a huge area of the board with "danger, I can shoot you!"
  • Resilience to squadrons: You pretty much need to roll 11 damage in one squadron activation to kill an arq. Otherwise I'm going to take the first two damage, redirect the next four, contain any further, and survive to repair a shield next turn. You can't pop these guys easily.
  • Rolling lots of dice. TRC90s have a weakness where ships with evades, or Brunson/Admonition simply toss your double hit and you're left with 1 damage. My Vader arqs roll 5 dice, and probably hit you with all of them. You can toss 1, and you're still taking 4 damage. Also I used IO on your brace. I've had Admonition and Demolisher get blasted so badly they couldn't commit to their attack run.

I think if you try to fly Arqs with the same role in mind of a CR90, you will be disappointed. A TRC90 flies around super fast like a little jerk and dodges enemy arcs and plinks out with small hits of reliable damage (vulnerable to evades.) An Arquitens wanders forward slowly, threatening a huge area of the board, and putting out a large amount of damage that overwhelms many defense measures.

And again, they are paying the Imperial Tax in that an Arq doesn't exist on its own. It's flying right in front of an ISD just daring someone to try to get near it.

41 minutes ago, LordCola said:

I don't have anything in particular on my mind right now. This is more a general problem I have with Arquitens. I would like to have a small shootie ship that can also push some squads. Because I am not that big of a fan of the Quasar (and so are apparently the players from the German master). It feels very fragile and is a big point of failure. I would love to switch the Quasar for a Goz and a Squad 2 shootie ship (like a Neb). That would give me two activations instead of just one from the Quasar and if one of them dies I don't loose that many squad activations.
...

And no, I am not pushing squads with the Arquitens and that is exactly what I am complaining about because I would like to do that. I would like a small ship that can fight and push 2 squads. And that is clearly what the Arquitens was supposed to be, hence the squad 2 value. But the Arquitens is just not good at it. This leaves a gap in the imperial arsenal that I think should be filled with a ship and I think that ship was supposed to be the Arquitens but it just failed at that. Leaving that gap still open.

...

I don't really understand. I was very much trying to incorporate upgrades and upgrade slots in my comparison although going through every single upgrade combination was not possible since my original post is already way to long and I am surprised that anyone even read it.

...

But I am giving them the Concentrate Fire command edge because in my opinion that is very much an edge they have over the Arquitens. Ignoring that would introduce a strong bias toward high command ships. I don't think that is a good idea. And also that is just what I have experienced with these ships. I fly Arquitens that, for my skill level, have to take Nav every turn and I get outgunned by CR90 because they can Concentrate Fire when I can't while being way cheaper. That is just strait up what I have experienced. So why would I ignore that when making comparisons.

Hey, my two cents!

Abandon any pretense that the ARQ can drive fighters- that's not what it's supposed to do. I know it's got a title to help, but really this ship functions best as a gunship. Besides, as a gunship you have two commands to concern yourself with: Concentrate Fire and navigate.

Specifically, the ARQ doesn't have much to help it command squadrons better than, say, a cheaper Flotilla. There is no offensive retrofit for boosted comms/exp hangars , nor a weapons team for Flight Controllers . The best you can do on a command cruiser is take Fighter Coordination Teams, but going that route, you might as well take Centicore as well and limit yourself to one ARQ. Taking a flotilla in place of a carrier is so much better of an option on so many levels.

The Empire doesn't have a great light combat ship that can push squadrons- you need to make some kind of sacrifice. Going gunships you take ARQs with something like slaved turrets under vader and spam concentrate fire- that's a lot of firepower out of one little ship that can cause headaches for bigger ones. Going fighters you're taking Gozantis that you can inflate with Boosted Comms/Expanded Hangars to do more with fighters out of your little ships.

The way I run ARQs is with three of them, each with a slaved turret and intel officer, under Vader. Once in position I'm firing five red dice at a target and I can make them sweat defense token spending. If they keep their brace, they're eating all the damage I give them, and I have three attacks ideally on the same target. For fighter protection I run a couple of Gozantis pushing a bunch of aces to tie/up or deal with the squadron threat. They're also speedbumps I can throw in the way of ships trying to hit my commander on the centermost ARQ. This list has nearly won me many tournaments, especially clawing down heavies that think they can charge across the map into my battle line. The trick I need to understand is when to speed up my ships (through banked speed tokens) to dodge rampaging heavies before they get into their ideal range. At long range, my ARQs dominate.

There is a trick you can try if you're really insistent on using your ARQs as carriers, and that's to take Thrawn . With Thrawn, bank squadron commands on him while giving your ARQs navigates or (once you're in position) concentrate fire. That way every ARQ you take will be commanding squads while they're doing their thing.

2 hours ago, BrobaFett said:

Hey Geek, I start my fleet at speed 3, directly toward my enemy and lock all squad commands. Teach me how to git gud please!? List below for reference.

The Best Arq Fleet

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Admiral Sloane ( 24 points)
= 83 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

1 Dengar ( 20 points)
1 Maarek Steele ( 21 points)
1 Colonel Jendon ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
5 TIE Fighter Squadrons ( 40 points)
= 132 total squadron cost

I'm gonna advise you too!

I think at this point you need to decide if you want to maintain the ship setup you have and still command all those fighters, or embrace Sloane and get some real carriers. If you want to keep these ARQs, drop Sloane and take Thawn as I suggested to LordCola above. If you want to keep Sloane, get some craft that have more flexibility in commanding fighters.

As it stands now you have four activations and a fighter group that is optimized for protecting your ARQs from enemy fighters at close range, with a small concession to bombing abilities with Maarek Stele. It's decent protection against lists that rely on attacking fighters to do their bidding, but your worst enemy is going to be a first activation speed 3 ISD with gunnery teams that gets around rocks and parks itself at close range of your battery. Given how common ISDs are in Imperial lists because that ship is awesome, it's a likely bet you're going to run into it.

While Sloane can snipe off the brace, the ISD going to lay into you with a huge battery and wipe out your ARQs before they can rack up the damage needed to kill it. Since you don't have Vader, the hitting power out of your ARQs depends entirely on luck of the dice to get the most out of your 3 reds (which as you may know, but I want to emphasize for others, are notoriously finicky). So your first attacks against the ISDs could be complete duds even if your fighters successfully shoot off the brace.

-Going to Thrawn means you can reliably activate your fighters every turn to get as much as you can out of them, even when that ISD crashes in. Dump some of those TIEs to go for another ace (I use Boba Fett) or some bombers to back up your ace anti-fighter protection. That way when something does get close you're firing more than softballs at it, and Thrawn makes sure those fighters activate on the 3 turns you need them.

-Taking a space carrier means you can do things like Boosted Comms/Expanded Hangars on a Quasar hiding behind rocks to fling your Sloane minions to hit enemies sooner, to set up attacks out of your ARQs. But you should save costs by downgrading your ARQs to CLs since they are no longer carriers. Maybe used the saved points to take DTTs to have better control over your dice. If you don't like Quasars, go with Gozantis since that decentralizes your fighter command capabilities, you get additional activations out of them, and it's fine if you have no need for a massive alpha strike out of your fighters.

A lot of things I don’t agree with, but these in particular:

4 hours ago, LordCola said:

M  aybe   experienced play  ers can get more out of this ship but the game  n  eeds  to be ba  lanced for every skill level.   

I disagree with this because it implies no ship should require experience to be effective. That’s not what you’re complaining about though, right?

4 hours ago, LordCola said:

I  a        m  sorry guys but a ship that needs a cer  tain commander just to function properly is just stra  it  up broken. “Just put JJ on it” is not a  n  an  sw  er. 

Why not? That’s a value judgement based on what’s acceptable to you. And I’m not trying to be a jerk and say your opinion doesn’t matter. It does. But I’ve always treated the Arq as commander-dependent and seldom been disappointed. Vader and Jerry are good, versatile commanders who work with almost any ship. And they both fix the Arq. The Arq is not meant to be a Nebulon, a CR90 or anything else. It’s part of a larger faction, with strengths, weaknesses and differences. If I could offer one piece of advice, I’d say ditch preconceived expectations of how the Arq ought to be and put some time into using it.

Don’t listen to @duck_bird , she doesn’t know what she’s talking about. Arqs suck, and never win anything. ?

3 hours ago, BrobaFett said:

Hey Geek, I start my fleet at speed 3, directly toward my enemy and lock all squad commands. Teach me how to git gud please!? List below for reference.

The Best Arq Fleet

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Admiral Sloane ( 24 points)
= 83 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

Arquitens-class Command Cruiser (59 points)
= 59 total ship cost

1 Dengar ( 20 points)
1 Maarek Steele ( 21 points)
1 Colonel Jendon ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
5 TIE Fighter Squadrons ( 40 points)
= 132 total squadron cost

If you switch to the light cruisers you will be able to add a Gozanti for that extra activation. This will allow your plan of driving straight at the enemy to work. Very hard to joust against a 5 ship list.

6 minutes ago, Ginkapo said:

If you switch to the light cruisers you will be able to add a Gozanti for that extra activation. This will allow your plan of driving straight at the enemy to work. Very hard to joust against a 5 ship list.

I've said it before, but I can say it again, Gink you are one of the great masters of fleet building. I think that makes a lot of sense. I was thinking I would try and use fighter coordination teams, but that imperial tax just eats up all my points and I ran out of room!

I have had a lot of fun flying Arquitens. They work well supporting other ships (ISDs), where I deploy them on the side/sides of my fleet. Their nav chart supports that kind of role, where they can conduct a wide orbit of the rest of the fleet. With four defense tokens, they work well with Vader, and with Slaved Turrets/Enhanced Armament and a CF command, they throw five dice. With Vader rerolls, that is a heavy weight of dice. I don't care much for the command cruiser version because I feel I am just paying an extra five points to get the support team slot to stick Engine Techs on (I don't think the change in dice changes the damage output for the Arquitens given the situations it will be in).

14 minutes ago, BrobaFett said:

I've said it before, but I can say it again, Gink you are one of the great masters of fleet building. I think that makes a lot of sense. I was thinking I would try and use fighter coordination teams, but that imperial tax just eats up all my points and I ran out of room!

This is a list that's crying out for Tarkin, though. You could get three squads/activation from each of those Arqs with the free token.

8 minutes ago, BrobaFett said:

I've said it before, but I can say it again, Gink you are one of the great masters of fleet building. I think that makes a lot of sense. I was thinking I would try and use fighter coordination teams, but that imperial tax just eats up all my points and I ran out of room!

Appreciated.

Whilst FCT would be nice I figured that the squads would do a sweet alpha turn 2 to do their thing and die swiftly to flank. Frees the Arqs up to hammer CF for the extra black dice from thereon.

1 minute ago, Ginkapo said:

Appreciated.

Whilst FCT would be nice I figured that the squads would do a sweet alpha turn 2 to do their thing and die swiftly to flank. Frees the Arqs up to hammer CF for the extra black dice from thereon.

Most of my best fleet ideas involve losing 130pts turn 3 too, same mind

4 minutes ago, rasproteus said:

This is a list that's crying out for Tarkin, though. You could get three squads/activation from each of those Arqs with the free token.

But then I would want more ties, but you might be right. I could take Howlrunner and 14 ties. But then thats an odd number. I dunno, I'll think about it. But I like where it's going.

1 hour ago, BrobaFett said:

I am saying that there is a skill level beyond that

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@Norsehound Thanks. I will be trying this list out next time:

Faction: Imperial
Commander: Darth Vader

Assault: Opening Salvo
Defense: Fire Lanes
Navigation: Sensor Net

Arquitens Light Cruiser (54)
• Intel Officer (7)
• Slaved Turrets (6)
= 67 Points

Arquitens Light Cruiser (54)
• Darth Vader (36)
• Intel Officer (7)
• Slaved Turrets (6)
= 103 Points

Arquitens Light Cruiser (54)
• Intel Officer (7)
• Slaved Turrets (6)
= 67 Points

Gozanti Cruisers (23)
• Boosted Comms (4)
= 27 Points

Gozanti Cruisers (23)
• Boosted Comms (4)
= 27 Points

Squadrons:
• 2 x Lambda Shuttle (30)
• Bossk (23)
• Zertik Strom (15)
• Valen Rudor (13)
• Boba Fett (26)
= 107 Points

Total Points: 398

Any suggestions on the Suqads?

Edited by LordCola
13 minutes ago, LordCola said:

@Norsehound Thanks. I will be trying this list out next time:

Faction: Imperial
Commander: Darth Vader

Assault: Opening Salvo
Defense: Fire Lanes
Navigation: Sensor Net

Arquitens Light Cruiser (54)
• Intel Officer (7)
• Slaved Turrets (6)
= 67 Points

Arquitens Light Cruiser (54)
• Darth Vader (36)
• Intel Officer (7)
• Slaved Turrets (6)
= 103 Points

Arquitens Light Cruiser (54)
• Intel Officer (7)
• Slaved Turrets (6)
= 67 Points

Gozanti Cruisers (23)
• Boosted Comms (4)
= 27 Points

Gozanti Cruisers (23)
• Boosted Comms (4)
= 27 Points

Squadrons:
• 2 x Lambda Shuttle (30)
• Bossk (23)
• Zertik Strom (15)
• Valen Rudor (13)
• Boba Fett (26)
= 107 Points

Total Points: 398

Any suggestions on the Suqads?

I suggest replacing them with an ISD and putting Vader on THAT, personally. And not taking Opening Salvo, as well.

14 minutes ago, LordCola said:

Any suggestions on the Suqads?

Ditch the lambdas, for one.

Squadrons:
• Dengar (20)
• Zertik Strom (15)
• Boba Fett (26)
• 2 x TIE Advanced Squadron (24)
• Mauler Mithel (15)
= 100 Points

1 minute ago, geek19 said:

I suggest replacing them with an ISD and putting Vader on THAT, personally. And not taking Opening Salvo, as well.

But then where are the Arquitens? This thread was supposed to be all about understanding how to use them.

2 minutes ago, LordCola said:

But then where are the Arquitens? This thread was supposed to be all about understanding how to use them.

He said, replace the squads with an ISD.

Find your way to the Nova or Gencon battle report threads and look at @rasproteus or @duck_bird and their vader arq fleets. THAT is how you use them. Those are both excellently designed fleets that proved extremely competitive at large tournaments. You will notice a theme if you look at both of them.

4 minutes ago, LordCola said:

But then where are the Arquitens? This thread was supposed to be all about understanding how to use them.

I also might only run 2 of them. The more successful lists I've seen and believe in ( @duck_bird and @rasproteus ) run 2 of them. So cutting the third might get you some squads, too.

Just now, BrobaFett said:

Find your way to the Nova or Gencon battle report threads and look at @rasproteus or @duck_bird and their vader arq fleets. THAT is how you use them. Those are both excellently designed fleets that proved extremely competitive at large tournaments. You will notice a theme if you look at both of them.

Darn it, ninja'ed

6 minutes ago, Ginkapo said:

He said, replace the squads with an ISD.

Oh, my bad. That Idea seemed so outlandish to me that I didn't even consider it. Where I play the meta has escalated to a lot of player using max squad. I don't think it would be a good idea to replace all the squads with an ISD.

10 minutes ago, rasproteus said:

Ditch the lambdas, for one.

Squadrons:
• Dengar (20)
• Zertik Strom (15)
• Boba Fett (26)
• 2 x TIE Advanced Squadron (24)
• Mauler Mithel (15)
= 100 Points

Do you think one lambda is enough for the objectives? Also that does not add up. Your squads plus one lambda plus my ships end up at 406 points.

4 minutes ago, BrobaFett said:

Find your way to the Nova or Gencon battle report threads and look at @rasproteus or @duck_bird and their vader arq fleets. THAT is how you use them. Those are both excellently designed fleets that proved extremely competitive at large tournaments. You will notice a theme if you look at both of them.

Any suggestions where I can find them?

Edited by LordCola