IF ALL Armada expansions were in-stock, what ships/squadrons would you buy?

By Reavern, in Star Wars: Armada

4 hours ago, Wolf_58 said:

What makes arqs so good? The cheap cost? Or side attack? Besides the cards in. The pack

'cose Kittens are always cute😼 Meow!

seriously, Arquitens are mean little brawler that can hit like a (HO-scaled) truck, and do not need half your points to do it. they make Imperial MSU lists possible

Edited by gounour

The second edition ones 😜

5 hours ago, Wolf_58 said:

What makes arqs so good? The cheap cost? Or side attack? Besides the cards in. The pack

The Arq is the Empire's only broadside ship, which makes it unique. Also, it is one of the least expensive Imperial ships, which makes it possible to run 5 or 6 Arqs in a 400-point build (that's why the Imperial Light Cruiser expansion is always sold out). And yes, the Arq comes with several good upgrade cards: Damage Control Officer, Reinforced Blast Doors, Dual Turbolaser Turrets, Minister Tua; and an incredibly useful Commander: Moff Jerjerrod. Jerry is useful for improving the Arq's maneuverability at Speed 2 an 3, but he's best used with Victory SDs and the SSD.

The reason why the Arq being a broadside ship is so significant is because Imperial players often find themselves losing a turning war against the Rebels' small and maneuverable ships. The ISD and especially the VSD can't turn hard enough to bring their powerful front arcs to bear and their side arcs aren't nearly as deadly. Whereas the Arq can turn and keep its wide and most powerful firing arcs on Rebel ships while remaining at long-range.

If Rebels bring a MSU fleet and the Empire uses Arqs in a conga line formation, the Imperial player can concentrate fire on one Rebel ship at a time -- or possibly one Rebel ship on their right side and another on their left side, for maximum efficiency.

An Arq conga line isn't invincible, but it's tricky to counter, and it's a welcome change of pace for Imperial players to have numerous ships/activations. Also, if an Arq gets destroyed, it's not the end of the world; whereas if a Star Destroyer is destroyed, it could be worth 150-200 points (with upgrades), making it impossible to win -- but there are could be 2 or 3 rounds remaining in the match, so the Imperial player has to play out a losing hand or call the match early and surrender. That's no fun.

Those are some of the reasons why Arqs are so great, and why they're so highly sought after by Imperial players.

(Double post)

Edited by Reavern
Double post
17 hours ago, Wolf_58 said:

What makes arqs so good? The cheap cost? Or side attack? Besides the cards in. The pack

Arquitens being the one broad sider ship that the Empire has at the moment and reasonably fast can do things no other Imperial ship can at the moment. It makes one heck of a flank guard and formation flier as they can fly in a ww1 style gun line like the rebels can and can actually beat them at it with a little help. They can screen an ISD or now an Onager then speed up and crash a flank while leaving said ISD or Onager to happily blast away at the front. At worlds had it show cased what Centercore can do as it happily sit there in range to relay fighter commands. A ship with a niche that at this time only it can fill and Imp Admirals can't have enough of. Heck there's a vid out there arguing if the Empire spent 1/4 of the money it spent on star destroyers on aquitens instead the Rebels probably wouldn't have gotten entrenched the way they did.

Edited by Spectre8174

More fighter packs 1 and 2 both imperial and rebel as well as at least one rogues and villians

At least two more arquitens

A couple of gozanti flotillas

Another ISD and a Chimera

A light carrier

A gladiator

At least 2 raiders, maybe four

An onager

Two more cr90s and Nebulon-bs

Two MC-30s

At least one hammer head pack, maybe two

Two mc-80s

An assault frigate mk2

One mc-75

Probably two of the rebel transport flotillas

I dunno about Starhawk, might get one when all the others are fulfilled.