Cactus 195 Posted July 22, 2018 Tarkin hands out nav tokens to everybody, the arquitens use these for speed control and engine techs. Sovereign changes its own token to concentrate fire for Intensify Firepower!, the Gozanti tokens change to engineering to fuel the repair crews. Most command dials are concentrate fire. People who take first player and choose Opening Salvo soon regret it. I call it The Token Doctrine. Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Sovereign ( 4 points) - Minister Tua ( 2 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Quad Battery Turrets ( 5 points) - Intensify Firepower! ( 6 points) = 187 total ship cost Arquitens-class Command Cruiser (59 points) - Captain Needa ( 2 points) - Engine Techs ( 8 points) - Turbolaser Reroute Circuits ( 7 points) = 76 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Dual Turbolaser Turrets ( 5 points) = 72 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost http://armadawarlords.hivelabs.solutions/view_list.php?token=180200&key=f0e2f3f3b6ef5e4828b8a3c0b61a1af6 I'm happy with how Sovereign is set up, but open to suggestions of turbolaser combos. It's a similar situation with the arquitens; I could drop Needa from one to give TRCs to the other but is that worth it? Slicer tools is something I strongly considered for a gozanti but I feel it's too situational, and complicates how I would have to fly the flotillas. Quote Share this post Link to post Share on other sites
CommanderDave 429 Posted July 22, 2018 You could switch the Repair Crews for Comms Nets for get even more tokens on the ships that need them and at longer range too! What about Quads instead of Duals on the second Arq. Might be a big upgrade. The Engine Techs combo well with that. Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted July 23, 2018 (edited) I ran a somewhat similar list at regionals. A couple of suggestions. 1. I would go QBT on both Arquitens. It serves 2 purposes, first it gets you 3 red and 2 blue (with CF command) at long range quite often. When it doesn't it is probably because your opponent has slowed to speed 1 to prevent it from going off which also works to your advantage. 2. I find the Minister Tua ECM upgrade unnecessary. If they are that concerned about your ISD the Arquitens will likely rip them to shreds. The vast majority of my opponents underestimate the Arquitens until it's too late. 3. I have tried the Repair Crews Gozanti as it looks like a natural fit but I find it difficult to pull off and it is usually dictating your activation order which I don't like. Honestly a Comms Net Gozanti passing engineering tokens to the ISD is almost as good. I have 2 versions of this I am working on, one adds a Vader Raider with the Arq's Name: Tarkin Sovereign Raider Faction: Imperial Commander: Grand Moff Tarkin Assault: Opening Salvo Defense: Capture the VIP Navigation: Dangerous Territory ISD Cymoon 1 Refit (112) • Grand Moff Tarkin (38) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Sovereign (4) = 177 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 Raider I (44) • Darth Vader (3) • External Racks (3) = 50 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: = 0 Points Total Points: 396 Still not 100% ready to fly it yet but Repair Crews is another option. The other one gets and Interdictor in there with 1 Arq and a Gozanti. The Dictor has Engine Techs and is a Combat Refit for added flak vs heavy squads. That is the potential downside to this list, a good bomber list is trouble, you better rush their carrier quick and dispatch it with extreme prejudice. These Tarkin lists have been my favorite fleets to fly since wave 7 dropped. Edited July 23, 2018 by Thrindal Changed the yellow objective. 1 Piratical Moustache reacted to this Quote Share this post Link to post Share on other sites
ManInTheBox 618 Posted July 23, 2018 I tried and liked this version (which may have been a direct copy of a list someone else posted, or a slight tweak of it at most). CAAT TarQuitens Sovereign. (400/400) =================================== Cymoon 1 Refit (112 + 75) + Grand Moff Tarkin (38) + Minister Tua (2) + Gunnery Team (7) + Intensify Firepower! (6) + XI7 Turbolasers (6) + Quad Battery Turrets (5) + Sovereign (4) + Electronic Countermeasures (7) Arquitens-class Command Cruiser (59 + 13) + Engine Techs (8) + Quad Battery Turrets (5) Arquitens-class Command Cruiser (59 + 13) + Engine Techs (8) + Quad Battery Turrets (5) Gozanti-class Cruisers (23) Ciena Ree (17) Valen Rudor (13) 2 x Tie Fighter Squadron (2 x ? Station Assault Contested Outpost Dangerous Territory Similar to what's already been said, ETs help the Arqs maneuver and also keep their own speed down to use QBT. Tarkin dishes out nav tokens and turns his own one to CF to power IF! I did lose the only game I played with it (against my own Raddus list I had given to someone) because I couldn't stop Admo dropping Raddus in my flank. But in most situations I'm happy it has an answer to the opposing fleet. Quote Share this post Link to post Share on other sites
Cactus 195 Posted July 23, 2018 Thanks for replying. You all make good comments. I do like the idea of QBTs on the arquitens. I think I'll try it on one while keeping the TRCs on the other and see how they compare. I'm not convinced that a comms-net will benefit me as much as a repair crew. I haven't really lacked for tokens where I need them, and haven't (yet) felt constrained by having to activate repair crews at the right time. However two repair crews are probably more than I need. I told a friend about this list today and he was disappointed (from a thematic viewpoint) to see an ISD with no TIE fighters. I can swap one flotilla for 4 TIE fighter squadrons, losing an activation but gaining a deployment and some options when I face a small fighter/bomber force. Also it looks more Star Wars and I can show off my painted TIEs. Thrindal, I think you're right about the ECMs. I had a bad experience when I flew two ISDs without them and might have over-reacted in this list. Giving Tua the boot opens space for a strategic adviser and frees up a few points to replace Sovereign's QBTs with H9s. People love to block an ISD with a flotilla and what this fleet lacks is a reliable source of accuracies. Frankly, whenever QBTs give me a blue dice I'm hoping it will come up accuracy so I see this as a straight upgrade. With all that in mind I've created this: The Token Doctrine: TIE edition Faction: Galactic Empire Points: 397/400 Commander: Grand Moff Tarkin Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Sovereign ( 4 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - X17 Turbolasers ( 6 points) - H9 Turbolasers ( 8 points) - Intensify Firepower! ( 6 points) = 185 total ship cost 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) - Captain Needa ( 2 points) - Engine Techs ( 8 points) - Turbolaser Reroute Circuits ( 7 points) = 76 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost 4 TIE Fighter Squadrons ( 32 points) = 32 total squadron cost Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted July 23, 2018 I like it, The only issue I have found with TIE Fighters is they don't last long. They might slow down a Max Squad list for a turn but no more. You have to rush down their Carrier, fortunately the Arquitens with ET can get their quick. Just make your opponent choose between the Arq's or the ISD. Quote Share this post Link to post Share on other sites
duck_bird 925 Posted July 24, 2018 Nice! I ran a similar list to yours and @Thrindal's at a couple of local tourneys. I've also been running Vader and cymoon + double arqs a lot recently. I'll give my input, but I'm typing on a tablet so it might be a bit short/janky. Firstly, 4 ties won't do much of anything. You'll be much happier to have the second flotilla for another activation. I think 6 is the sweet spot for a list like this. I'd even recommend strategic adviser over tua. After running both Tarkin and Vader versions of the list, I ultimately have to favor Vader in raw effectiveness. The Tarkin arqs using engine techs every turn are a blast, no doubt. I think that version is more fun to fly, as they become really speedy and maneuverable ships. But red dice can and will let you down. The difference in damage output is very noticeable. A Tarkin arq hitting for 2-3 damage versus a cheaper Vader arq that can reliably deal 5 damage with intel officer is a huge difference. With Tarkin, IF! gives you a bit of dice control. Needa+TRC helps the other one. But the cymoon can still roll badly, which means you need to invest in turbo upgrades to control your dice. H9s and QTCs plus IF! give you some control, but a bad roll can still cost you the game. Try to find room for slicer tools to boot. You're planning on destroying the carriers, and even a single turn of not getting bombed can make the difference. Suppressor also works wonders in a fleet relying on overloading defence tokens. Overall it's a really really fun fleet to fly. You will struggle against raddus and rogues, but the damage output is a blast. Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted July 24, 2018 8 hours ago, duck_bird said: After running both Tarkin and Vader versions of the list, I ultimately have to favor Vader in raw effectiveness. The Tarkin arqs using engine techs every turn are a blast, no doubt. I think that version is more fun to fly, as they become really speedy and maneuverable ships. But red dice can and will let you down. The difference in damage output is very noticeable. A Tarkin arq hitting for 2-3 damage versus a cheaper Vader arq that can reliably deal 5 damage with intel officer is a huge difference. I get that Vader helps the dice but I feel like Arq's have to have help manuvering. For me that means Jerjerrod, Nav Commands, or Engine Techs with Tokens. The issue, again for me, is that Arquitens are very predictable for my opponent and easy to line shots up on without Maneuvering help. How do you avoid this with Vader? If you are queuing up Nav then you don't get Concentrate Fire. Being able to reliably queue up C.F. commands also helps mitigate the red dice for me and with QBT can get you a couple blues mixed with the reds. If you can reliably focus down a ship with the ships in your list you should be able to overwhelm their tokens pretty quick. Sometimes you can just rely on your opponent discounting the Arq's when paired with an ISD. Maybe that is how they work well with Vader? An Arq can be a dangerous ship to overlook. 1 duck_bird reacted to this Quote Share this post Link to post Share on other sites
themightyhedgehog 290 Posted July 24, 2018 For fighter support check out valen cienna over the ties. They’ll last longer and hurt the opponent a little Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted July 25, 2018 12 minutes ago, themightyhedgehog said: For fighter support check out valen cienna over the ties. They’ll last longer and hurt the opponent a little My original version of this list had Valen and Cienna and they just did not hold up to any large squad list. Sure, one of my friends likes to run lots of defenders and not much can hold up to that but generally my views on squads have shifted recently. For me it is either be all in on Squads or just don't bother. You have to have a plan, which should include how to take down your opponents carrier but the couple of squad activations Cienna and Valen can absorb I find the points better spent on an additional activation, or a decent first player bid. I currently have a 5 activation Tarkin List with no squads but only a 4 point bid. I'm considering just dropping the Gozanti in favor of a first player bid for chasing down carriers. Quote Share this post Link to post Share on other sites
Ophion 932 Posted July 25, 2018 Cool thread. Ive been on the lookout for tarkin lists that feel decent. Squads are obviously the big threat. Marekjendon especially can take down an arquitens pretty quickly. This suggestion may be heretical but i would consider cluster bombs on the arqs rather than blast doors. If your opponents ficus on only a couple of key bombers (eg marek) clusters plus a suicide run by a couple of tie fighters has a pretty decent chance of taking him out. Quote Share this post Link to post Share on other sites
Cactus 195 Posted July 25, 2018 @duck_bird, it's interesting you say that about Vader. This list grew out of a Vader/cymoon/2 arquitens concept that I'd still like to try, but I'm finding the token machine is a lot of fun to fly so here we are. I played three games in a small store championship before starting this thread and came second after a MOV tiebreaker. A Raddus fleet was indeed my undoing but I feel that was due to mistakes I made in play. My red dice were hot so I'm willing to push my luck with Tarkin for a bit longer. I'm fortunate that the notorious Max Squadrons doesn't show up very often in my area, but his smaller cousins are regulars. The purpose of the TIEs is to engage anything that might be in position to bomb my ships as their carrier goes down. One turn of their squadrons not moving is all I need to escape. The Valen/Ciena duo has the advantage that a single gozanti can command everything each turn. With 4 TIEs (or 3 TIEs and Gamma Squadron) the extra deployment and engagement coverage are good to have. There's a seasonal tournament this weekend where I'll fly some squadrons, then maybe change things again for another store championship the week after. @Ophion, cluster bombs? Blast doors? My strategy here is to kill their ships first and I don't have any points to spare for those. 1 duck_bird reacted to this Quote Share this post Link to post Share on other sites
duck_bird 925 Posted July 25, 2018 (edited) 15 hours ago, Thrindal said: I get that Vader helps the dice but I feel like Arq's have to have help manuvering. For me that means Jerjerrod, Nav Commands, or Engine Techs with Tokens. The issue, again for me, is that Arquitens are very predictable for my opponent and easy to line shots up on without Maneuvering help. How do you avoid this with Vader? If you are queuing up Nav then you don't get Concentrate Fire. Being able to reliably queue up C.F. commands also helps mitigate the red dice for me and with QBT can get you a couple blues mixed with the reds. I'd spam confirm most of the game. You're right that they're predictable, but they still hit hard from very far away. I was using entrapment formation which was actually incredibly useful in keeping the arqs in the right spot. The best defense here is a good offense. Anything that wants to shoot an arq needs to come in range of all 3 combat ships. Using flotillas aggressively to block also helps tremendously. A lot of formation flying is needed, which is a ton of fun. You're also right that the mere threat of the cymoon forces people to play more carefully. The arqs do very well flying in its shadow. 2 hours ago, Cactus said: @duck_bird, it's interesting you say that about Vader. This list grew out of a Vader/cymoon/2 arquitens concept that I'd still like to try, but I'm finding the token machine is a lot of fun to fly so here we are. I played three games in a small store championship before starting this thread and came second after a MOV tiebreaker. A Raddus fleet was indeed my undoing but I feel that was due to mistakes I made in play. My red dice were hot so I'm willing to push my luck with Tarkin for a bit longer. @Ophion Hmm, I tired ciena/Valen for a bit but they weren't always pulling their weight. I went instead for super-goz with tua and slicers to try to shut down carriers. I did get hosed by yt2400 spam in a few games though. Not a lot you can do against 8 of the things. Yeah Tarkin is great fun. And very unique, which is lovely. I just found the damage wasn't reliable enough. The best thing about Vader arqs is being able to reliably hit 5 or 6 damage at long range and intel the brace. Do that more than once, and follow up with avenger and nothing survives. Edited July 25, 2018 by duck_bird Quote Share this post Link to post Share on other sites
Cactus 195 Posted July 29, 2018 Three games later, three games where the only squadrons on the table were mine, and the second flotilla is back in. Needa TRCs are nice but not essential, so removing those nets me enough points to put tractor beams on Sovereign as a counter to Raddus. The two arquitens are now identical, saving me some brain-ache. I've chosen DTTs over QBTs because the standout hero of each battle is often a fast moving arquitens. The QBTs don't trigger often enough and can sucker me into bad positions trying to make them work. The Token Doctrine v2 Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Opening Salvo Defense Objective: Capture the VIP Navigation Objective: Dangerous Territory [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Sovereign ( 4 points) - Strategic Adviser ( 4 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - X17 Turbolasers ( 6 points) - H9 Turbolasers ( 8 points) - Intensify Firepower! ( 6 points) = 191 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Dual Turbolaser Turrets ( 5 points) = 72 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Dual Turbolaser Turrets ( 5 points) = 72 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost 1 Thrindal reacted to this Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted July 29, 2018 13 minutes ago, Cactus said: Three games later, three games where the only squadrons on the table were mine, and the second flotilla is back in. Needa TRCs are nice but not essential, so removing those nets me enough points to put tractor beams on Sovereign as a counter to Raddus. The two arquitens are now identical, saving me some brain-ache. I've chosen DTTs over QBTs because the standout hero of each battle is often a fast moving arquitens. The QBTs don't trigger often enough and can sucker me into bad positions trying to make them work. QBTs are not a bad choice, I just feel they are not that necessary with IF!. As I tell folks all the time, some upgrades you have to know what they are doing when they are not doing anything. For QBTs this means your opponent is slowing down (likely to speed 1), you are now double their speed (with ET). All you need to do is avoid an ISD2 or Cymoon front arc and you should be fine. I always try and make my opponent make a choice, the ISD or the Arquitens. This usually opens up their side and sometimes their rear to the other ship(s). I still think double Repair crews is overkill. I might even drop them both in favor of Slicer Tools on one of them. Slicer Tools can draw your opponents attention whether they have squads or not. It can be used to cast a line and see if you can get them to take the bait. It may even get them to up their speed, that is also why I may try a Vader Raider. Make my opponent chose, go fast to catch/avoid the Raider (same with Slicer tools) or go slow to avoid the QBT. Either way their decision benefits your fleet in some way. 1 Mad Cat reacted to this Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted August 11, 2018 On 7/22/2018 at 7:06 PM, Cactus said: I call it The Token Doctrine. Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory [ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points) - Grand Moff Tarkin ( 38 points) - Sovereign ( 4 points) - Minister Tua ( 2 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) - X17 Turbolasers ( 6 points) - Quad Battery Turrets ( 5 points) - Intensify Firepower! ( 6 points) = 187 total ship cost Arquitens-class Command Cruiser (59 points) - Captain Needa ( 2 points) - Engine Techs ( 8 points) - Turbolaser Reroute Circuits ( 7 points) = 76 total ship cost Arquitens-class Command Cruiser (59 points) - Engine Techs ( 8 points) - Dual Turbolaser Turrets ( 5 points) = 72 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost Gozanti-class Assault Carriers (28 points) - Repair Crews ( 4 points) = 32 total ship cost So I want to apologize a little. I had commented earlier that I wasn't sure That 2 Gozanti with Repair Crews was worth it. I decided to play an experimental version of this list for myself and one of those changes was to try dual Rapair Crews. Through the game I was able to heal 5-6 damage off different ships. Granted one was an intentional bump first round by the ISD on a Gozanti which it just healed itself round 2. The list was as follows... Name: Tarkin Sovereign Rethink Faction: Imperial Commander: Grand Moff Tarkin Assault: Most Wanted Defense: Contested Outpost Navigation: Solar Corona ISD Cymoon 1 Refit (112) • Grand Moff Tarkin (38) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Quad Battery Turrets (5) • Sovereign (4) = 182 Points Arquitens Command Cruiser (59) • The Grand Inquisitor (4) • Engine Techs (8) • Quad Battery Turrets (5) = 76 Points Arquitens Command Cruiser (59) • Captain Needa (2) • Engine Techs (8) • Turbolaser Reroute Circuits (7) = 76 Points Gozanti Cruisers (23) • Hondo Ohnaka (2) • Repair Crews (4) • Suppressor (4) = 33 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Squadrons: = 0 Points Total Points: 394 I may change the QBT on the ISD for H9. I did also like the Needa TRC as it let me be aggressive and get behind my opponent quickly. This is a Guarenteed 3 damage with IF! And usually 5. The other Arq I put the Grand Inquisitor on it with QBT. The idea being that this ship activates last or when the Inquisitor triggers. If my opponent slows to speed 1 to avoid QBT the Inquisitor sets the ship to speed 0. It then Activates, it is now slower than anything in range for the extra blues. Then the Token speeds me back up to 1 and I get the ET if I want them. In todays match my opponent just stayed at speed 1 with any ship in range of this ship and while they considered speeding up they never did as they figured the alternative was better. For me this is fine as it makes it easier to keep my opponent in range for longer. So again I am using one of the Repair Crews as a blocker with Contested Outpost and occasionally in other situations. Gozanti blocks the ISD for one turn and takes the outpost round 1. Round 2 the Gozanti repairs the damage from the bump and the ISD gets and extra turn for sure being on the Outpost. 2 Cactus and CommanderDave reacted to this Quote Share this post Link to post Share on other sites
CommanderDave 429 Posted August 12, 2018 What a good idea with the Inquisitor, I like that a lot. 1 Thrindal reacted to this Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted August 13, 2018 I played the same version of this list posted above in a small SC. I took first place but the Repair crews didn't work quite as well and I did find that even with Tarkin the ISD especially was wanting the occasional Nav or Eng token. I also didn't find the Grand Inquisitor to be that helpful. Because the Arquitens likes to stay at range he just doesn't trigger that often. I also think with the proliferation of ECM and Contain tokens that XX-9 might be better on the ISD than QBT, although I am not 100% sure of that because I did get QBT to trigger frequently. I also like the Needa TRC Arquitens although if I want to save points I could go back to it being a QBT. I also got first player in both matches and that worked out well so I am thinking about increasing my bid. So 1 Gozanti becomes a Comms net. I drop Suppressor and Grand Inquisitor then trade off QBT for XX-9 on the ISD. That gets me to 384 points and should be good for 1st player about 75% of the time locally. Interstingly one of the lists I faced was JJ list with 2 Arquitens and 2 VSD. My Arquitens went head to head with my opponents and it wasn't even close. He had an inexpensive loadout on his Arquitens with DTT. Mine while more expensive were faster (engine techs) and more consistent shooters (1 QBT, 1 TRC and both with IF!). Personally I think the additional cost is well worth it. The issue with Engine Techs is generally triggering them with a dial or token over other commands that would be more useful. In this setup Tarkin makes that a non-issue. 1 Cactus reacted to this Quote Share this post Link to post Share on other sites
Cleto0 219 Posted August 13, 2018 I would think this would make more sense... way better damage out of that VIC + ARQ vs your two arqs Faction: Imperial Commander: Grand Admiral Thrawn Assault: Opening Salvo Defense: Contested Outpost Navigation: Solar Corona Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • H9 Turbolasers (8) • Leading Shots (4) • Warlord (8) = 115 Points ISD Cymoon 1 Refit (112) • Grand Admiral Thrawn (32) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Quad Battery Turrets (5) • Sovereign (4) = 172 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Squadrons: = 0 Points Total Points: 398 Quote Share this post Link to post Share on other sites
Rcracken7 41 Posted August 13, 2018 1 hour ago, Cleto0 said: I would think this would make more sense... way better damage out of that VIC + ARQ vs your two arqs Faction: Imperial Commander: Grand Admiral Thrawn Assault: Opening Salvo Defense: Contested Outpost Navigation: Solar Corona Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • H9 Turbolasers (8) • Leading Shots (4) • Warlord (8) = 115 Points ISD Cymoon 1 Refit (112) • Grand Admiral Thrawn (32) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Quad Battery Turrets (5) • Sovereign (4) = 172 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Squadrons: = 0 Points Total Points: 398 It won’t actually end up with more firepower, arquitens mobility and arcs allow them to get way more good shots of, also he needs the points to use Tarkin. Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted August 13, 2018 1 hour ago, Cleto0 said: I would think this would make more sense... way better damage out of that VIC + ARQ vs your two arqs Faction: Imperial Commander: Grand Admiral Thrawn Assault: Opening Salvo Defense: Contested Outpost Navigation: Solar Corona Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • H9 Turbolasers (8) • Leading Shots (4) • Warlord (8) = 115 Points ISD Cymoon 1 Refit (112) • Grand Admiral Thrawn (32) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Quad Battery Turrets (5) • Sovereign (4) = 172 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Squadrons: = 0 Points Total Points: 398 Well the whole discussion is about making Tarkin work. That said what it Thrawn doing here? CF? Nav? My guess is it would be Nav to help out the Vic and the Arq but it doesn't seem all that efficient. Plus the Gozanti Repair Crews are not as efficient because all you need to make them work is a token so you can set their dials to Nav or even the occasional CF to get more out of them with Tarkin. Now that said I have tried and rethough using a Gladiator SD with Engine Techs instead of one of the Arquitens. Depending on your play style that might also work. I am just not someone that loves brawlers. Another option with the Arquitens is Nav teams instead of Engine techs to get that extra Yaw at the first click if you are going fast with the Arquitens it is half the cost but I also find it less then half as useful because with the Token you spend for ET you can also adjust your speed but 1. I find that flexibility much more useful. I don't think your list is bad it is just kind of outside the discussion we have going about Tarkin. Quote Share this post Link to post Share on other sites
Cleto0 219 Posted August 13, 2018 Oops, I thought for some reason this was with Thrawn. I would then just drop the Repair Crews for Tarkin. Sorry! Quote Share this post Link to post Share on other sites
Cleto0 219 Posted August 13, 2018 Faction: Imperial Commander: Grand Moff Tarkin Assault: Opening Salvo Defense: Contested Outpost Navigation: Solar Corona Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points ISD Cymoon 1 Refit (112) • Grand Moff Tarkin (38) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Quad Battery Turrets (5) • Sovereign (4) = 182 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • Quad Battery Turrets (5) • Leading Shots (4) = 104 Points Squadrons: = 0 Points Total Points: 395 Just a quick thought Quote Share this post Link to post Share on other sites
Cleto0 219 Posted August 13, 2018 2 hours ago, Rcracken7 said: It won’t actually end up with more firepower, arquitens mobility and arcs allow them to get way more good shots of, also he needs the points to use Tarkin. Also, I am calling BS on this Quote Share this post Link to post Share on other sites
Thrindal 1,295 Posted August 13, 2018 6 minutes ago, Cleto0 said: Faction: Imperial Commander: Grand Moff Tarkin Assault: Opening Salvo Defense: Contested Outpost Navigation: Solar Corona Arquitens Light Cruiser (54) • Dual Turbolaser Turrets (5) = 59 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points ISD Cymoon 1 Refit (112) • Grand Moff Tarkin (38) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • XI7 Turbolasers (6) • Quad Battery Turrets (5) • Sovereign (4) = 182 Points Victory II (85) • Gunnery Team (7) • Disposable Capacitors (3) • Quad Battery Turrets (5) • Leading Shots (4) = 104 Points Squadrons: = 0 Points Total Points: 395 Just a quick thought IMO Tarkin just isn't doing enough for this list. You don't have enough Token effects. Your Arquitens isn't benefiting enough, neither is the Vic. I think it's a really good Jerjerrod list though. Quote Share this post Link to post Share on other sites