|Cute and cuddly, sure, but kitten claws will cleave through solid steel!|
|Princess Monster Truck is not a kitten, she's all grown up!|
|Aww look at his cute pink and purple paw prints sock with a tiny kitty IV in it!|
Anyways, enough about cats!
|It's not a cat picture! This is actually an Armada blog and not a middle-aged woman's Facebook account!|
You know the drill, it's bullet points "let's talk about what this thing does overall" time:
- With Command 2, the Arquitens isn't too ponderous to command and it can hold enough command tokens to stock up on the odd turn it doesn't need a dial or work with token-generating effects like Comms Net or Tarkin.
- Engineering 3 is average for a Command 2 small ship. It's not great but it's still enough to fix a shield and move one around (which is common when repairing an Arquitens).
- One evade, two redirects, and a contain token offers an interesting defense token suite. Compared to something like a Rebel CR90, the Arquitens can handle itself much better at shorter ranges due to duplicate redirects and a contain, but it's not as proficient at taking fire at long range due to only one evade.
- 5 hull is again pretty standard for a Command 2 small ship.
- 8 total shields (2 in each facing) is also average for an Imperial Command 2 small ship (the Gladiator has 8, it's just less in the rear and more in the front).
- 3 red dice on each side and 1+a helper dice out the front and rear is significant for an Imperial ship in two regards:
- It means the Arquitens is one of the few Imperial ships (the other being the Gladiator, which is designed for a much different role) whose side arcs are superior to its front arc.
- The Arquitens is also the only Imperial small ship that's designed to excel at long-ranged combat, something its Raider and Gladiator co-workers just can't meaningfully do.
- When used under ideal circumstances, this allows an Arquitens to move ahead and keep turning inward to keep enemies in its side arcs while focusing on concentrate fire commands.
- When used under awful circumstances, this means the Arquitens' end destination is extremely predictable and you get to watch horrified as your Arquitens sails into its inevitable death and all it can do is swivel at the end to show off before exploding.
- It also unsurprisingly has an officer and turbolaser slot. We'll talk more about those later.
The Arquitens is designed to be used on the outskirts of a battle, orbiting around the sides and throwing in red dice at range like a smaller more skittish Rebel Assault Frigate. It doesn't really have the defense token suite, nav chart, or dice batteries to reward you for getting any closer to your target than necessary, and long range is all that's really necessary in most cases. The good news is it's fairly cheap for what it does and nothing else in the Imperial fleet really performs a similar role, so it's fairly unique.
The Arquitens is pretty durable when used in its element. It handles long-range red dice coming back at it pretty well with its defensive stats and defense tokens (particularly the evade). The defensive retrofit slot can further improve on that, but we'll get to that later. It is not, however, designed to handle serious attacks from enemy combat ships at medium or close range, where its lack of a brace becomes a problem very quickly. Neither will it last particularly long against swarms of bombers given its poor to mediocre flak and the fact that smart bombers will attack it from its on-target side arc, making it choose between its good anti-ship attack or "meh" anti-squadron attack. In short, try to keep it away from serious threats and keep harassing your targets. You probably have a lot of experience with Rebels doing this to you with their smaller ships, so use that right back!
Let's talk briefly about its arcs. Namely:
It's not impossible to double-arc targets with an Arquitens but due to its inflexible nav chart and narrow front arc I find it much more difficult than doing so with a CR90A. You can also sometimes find that your attempts to double-arc something combined with the Arquitens' weird nav chart mean that you end up moving closer to that thing you really shouldn't have moved closer to:
|The good news is you got in a double arc. The bad news is so does he and all you can do is turn to hopefully shoot where he'll be next turn if you don't explode. Spoilers: you will explode.|
|You only got in your side arc, but you end in his AND you'll be able to shoot him out your side arc next turn. Turns out being alive is pretty swell! I apologize to any offended nihilists.|
Because getting in two arcs of attacks from an Arquitens isn't reliable and because their base attack of 3 red dice is also fairly unreliable, it's important to use Arquitens as part of a team of other ships all attacking the same target (to overheat its defense tokens) and/or to improve the individual potency of the Arquitens' attack (with more dice/dice control and/or defense token debuffs like the Intel Officer). An Arquitens that just lobs 3 dice at a target that nobody else will attack that turn is going to be a pretty ineffective Arquitens.
Under ideal circumstances, the Arquitens will be alternating between navigate and concentrate fire commands most of the time. Navigating in particular is very important when done at crucial moments. Adding yaw prior to the last joint can make a large difference in your destination (and avoid certain death) and changing speed helps a lot - going too slow you may not get in as many turns of attacks as you stay out of range early on, but going too fast can take you sailing right out of range of your targets after attacking; therefore having some control over both speed and yaw helps the Arquitens a lot. Otherwise, concentrating fire helps up your "not too shabby" 3 red dice up to "wow, I need to take this seriously" 4 red dice. It's weird how much a difference 1 red die can make there but it's borne out in practice for me by increasing average damage, improving fickle red dice reliability, and stacking well with various turbolaser upgrades (we're getting there!). Repair commands can help in specific circumstances but generally I find my Arquitens is too busy navigating and concentrating fire to really get a lot of value from 3 repair points more than once per game. It can be useful on occasion to use those 3 repair points to regenerate a shield and bring one shield around from your "facing the table edge" hull zone or to fix a bad critical effect, though. I do not recommend squadron commands at all with the possible exception of the Command Cruiser, which we'll cover later: you're just too busy doing other things.
Both Arquitens titles are specialized enough that they're not "no duh" titles like Demolisher, but in the right fleets they do just fine.
Relay 2 ship. This can be helpful, particularly for Gozanti Cruisers, as a means of safely commanding squadrons a bit closer to trouble than you'd like. In particular, you can keep the Centicore at medium range of a Rhymerball where it throws dice at the Rhymerball's targets while the Rhymerball itself is commanded by your other ships. In practice, things rarely go so smoothly (something about your opponent trying to not lose, I believe) but for 3 points it's certainly a nice trick to have available in the right fleets. Tarkin fleets can also make use of the Centicore similarly to Relay squadrons by using it as an easy disposal/utilization method for spare squadron tokens - the ship in question should usually be able to pitch a squadron token through the Centicore so it's not left in a spot where Tarkin gives it a squadron token that it can't use.
- It triggers prior to revealing Hand of Justice's command
- It only works on another friendly ship, so it can't help itself
- If there are no targets upon activation with spent (red) defense tokens, it does nothing
- Turbolaser Reroute Circuits on another Arquitens in your fleet that will be hanging out with the Hand of Justice, so you can flip the spent evade back to readied later.
- Darth Vader as a commander, who will want to spend ship defense tokens as much as possible and therefore the Hand of Justice can help minimize some of the self-inflicted damage.
- Electronic Countermeasures on a ship with a single brace (usually a Tua-assisted VSD or an ISD) or Electronic Countermeasures with Tua on a particularly annoying Gozanti. In either case, you get a high-impact defense token that can be used twice a turn without trouble and has some insurance that it gets to be used with some regularity.
|Is it just me or does this space triangle appear to not be painted flat gray?|
Yep, this sure is basically the Arquitens we've been talking about so far. Please note the short-ranged black flak dice and black dice in the front and the back as well as the Squadron 1. Don't expect it to help with flak unless the squadrons are going after it specifically and don't expect your front or rear arcs to do much unless your target is way closer than it should be. Effectively the black dice on the Arquitens-class Light Cruiser are for emergency use only. The Squadrons 1 makes it terrible at commanding squadrons, so please don't.
First off, I had some confusion about the "Upgrades" vs. "Builds" section in the Interdictor article so I wanted to explain very quickly how I conceptualize them: anything in the "Upgrades" section is generally worth considering adding to whatever ship I'm reviewing if you've got the spare points and the open slot. Anything in the "Builds" section is the (in my opinion) bare bones way to get a particular kind of combination going for the ship in question. Some upgrades I wouldn't ever use without their associated other combo elements and so they're going to show up only in the "Builds" area. Hopefully that explains it.
You have an awful lot of good options here. By default I would always equip a turbolaser upgrade with one possible exception (under Builds, we're getting there!). Dual Turbolaser Turrets come with the Arquitens and they're a solid and affordable turbolaser upgrade which I would consider the default turbolaser for the Arquitens. They're effectively an informed red dice reroll you get to use on one attack, and it's not uncommon for Arquitens to only get one attack. Because red dice are fickle (with 2 blank sides and one accuracy side that doesn't do much unless you roll some decent damage with it), anything that gives you more red dice control is great.
Speaking of dice control, Turbolaser Reroute Circuits are a good choice if you've got some means of getting around their downside of exhausting your only evade token. Captain Needa on an Arquitens or Hand of Justice on a partner Arquitens help here. Tagge as a commander helps there too, but I don't find that combination alone makes the Arquitens better with him than other commanders. Your other serious all-purpose option is Enhanced Armament for the extra no-strings-attached red die out each side, but the 10 point price tag can be a bit of a problem.
I recommend the Reinforced Blast Doors the Arquitens comes packaged with whenever you've got the points to spare and the need to make a particular Arquitens more durable. Maybe it's got a title or it's your flagship or you're running it with a commander like Vader or Jerjerrod that weakens its defenses a bit? I wouldn't consider the Reinforced Blast Doors by default, is what I'm saying, but they're certainly not bad and they can really prolong the life of an Arquitens. The other Defensive Retrofits I'm not really keen on using on a ship as cheap as the Arquitens. Ideally you want to keep it cheap and it won't get more mileage out of Electronic Countermeasures or Advanced Projectors as it will from Reinforced Blast Doors and the Blast Doors are cheaper.
Three officers come to mind pretty immediately, and two of them are quite cheap! Skilled First Officer remains a solid 1-point choice for any Command 2 ship and if you're not filling the Arquitens' officer slot with anything else, the flexibility there can help tremendously. Specifically, I find when my Arquitens die it's often because I was one turn too late in giving a crucial navigate or repair command. A Skilled First Officer is a great 1-point investment to get around that problem. Captain Needa is recommended especially when using Turbolaser Reroute Circuits so you can upgrade to double evade double redirect tokens, but he's also just a solid all-around officer for an Arquitens. Two evades is much more annoying to deal with than one, provided you can stay at long range. Finally, the Intel Officer is the big expensive officer option but he's great for making your Arquitens' attacks "stick" by going after solo defense tokens, and he doesn't mind that the Arquitens usually only get one attack.
Vader Weirdness A
No turbolaser upgrades at all! Maybe just a Skilled First Officer!
The idea here is that Vader has your reroll needs covered but he frequently suffers from a low-ship-count fleet due to his own expense. By running your Arquitens near-(or actually)naked, you save points to buy another Arquitens or other ship. They don't do bad at all this way, actually, given you still have 4 rerollable red dice with Vader when you're using concentrate fire.
Vader Weirdness B
Slaved Turrets + Intel Officer
This goes the other way, accepting that Vader wants to just punch as hard as he can with one solid attack. Slaved Turrets are generally only worth considering in this specific circumstance in my experience but you're welcome to spend more points to upgrade them to Enhanced Armament if you like to remove the downside. The basic idea is that with concentrate fire, Slaved Turrets, Vader, and Intel Officer you've got 5 rerollable red dice with the Intel Officer going after solo defense tokens. These Arquitens aren't cheap but they hurt.
Dual Turbolaser Turrets + Skilled First Officer
That's it, really. I explained above why I like both of these upgrades and it's effectively my default "cheapo" Arquitens for most occasions.
Captain Needa + Turbolaser Reroute Circuits
It's pretty darn self-sufficient and it'll do more overall damage than the Barebones Arquitens but without the Skilled First Officer you run the risk of having that "one turn too late" navigate/repair command that could've saved your bacon, so I find I like running this one better with nav-enhancing commanders like Ozzel or Jerjerrod.
|Never mind, we're back to our comforting gray triangles. Phew, I was scared.|
Arquitens-Class Command Cruiser
Okay, so for 5 points, our Light Cruiser becomes a Command Cruiser and gains the following:
- Replaces the front and rear black dice with blue dice
- Replaces the black flak dice with a blue flak dice
- Squadron value increased from 1 to 2
- Gains a support crew slot
That's a pretty decent haul for 5 points, all things considered!
You still won't see the Command Cruiser as frequently as the Light Cruiser and the reason so far as I can surmise from my own experience is that you're spending more points on a Command Cruiser to improve on things that the Light Cruiser really didn't want to do much. Improving one die in hull zones you don't get regular use from as well as the range on a flak die you don't often use are improvements to be sure but circumstantial in general. Similarly, improving your Squadrons value to 2 seems good but your Arquitens are already very command-hungry for navigate and concentrate fire commands and trying to squeeze squadron commands in there as well, especially on a flanking ship that is usually not near your main squadron group, is often difficult to do for iffy returns in practice. The support crew slot certainly isn't bad, but if you're not getting some benefit from the other improvements too, you're spending 5 points so you can now spend more points on a new upgrade.
To be fair, I don't think the Command Cruiser is bad. I've seen them used all right. It's just not as popular as the Light Cruiser and when push comes to shove I prefer the Light Cruiser for the additional points savings rather than spending the points on the Command Cruiser for more circumstantial improvements.
Pretty much identical for the upgrade slots already covered in the Light Cruiser section. The one minor thing I would add is that Spinal Armament becomes a bit more appealing on the Command Cruiser as you can set up a 3 red/2 red + 1 blue double arc with it. You still need to be careful, though, of setting up a double arc and then flying into trouble due to it.
Engine Techs are the big sell here but they're pricey at 8 points and they don't help with the "straight line of movement into a clogged landing zone" problem Arquitens can have if you're not careful with them. They're great when you've got a clear landing zone and want to get lots of extra clicks to keep your guns trained on your target, though. Nav Teams can be useful for when you've banked (or can gain) nav tokens to improve your pre-final-segment yaw. Fighter Coordination Teams offer some niche benefits, particularly if you're using Rogue squadrons and want to speed them up a bit while they hang out with your busy Command Cruiser.
Nothing really notable here that's substantially different from the Light Cruiser builds. The support crew upgrades don't really combine with other upgrades in a way that creates an entirely new build. I will say that the Engine Techs can be fun on Command Cruisers with Moff Jerjerrod if you want ultimate yaw control (Jerry+nav dial+speed 3 = you get 4 total movement joints and the second one is limited to 1 yaw but all the others are maxed yaw).
Commanders that synergize with the Arquitens Cruiser
Motti goes with everything, to be fair, but Arquitens with 6 hull and Reinforced Blast Doors have effectively 9 hull and the extra Motti HP makes them more likely to survive to the start of the next ship phase to use their Reinforced Blast Doors. Fun!
Grand Moff Tarkin
Arquitens want to do basically every command but squadrons at all times. Tarkin provides them with some tokens so can actually kind of do that. Command Cruisers are happy for nav tokens to spend on Nav Teams or Engine Techs, but the expense of Tarkin combined with the extra points spent on Command Cruisers and support crew upgrades can add up, so be careful.
Arquitens Cruisers actually brought Vader back from the binder prison he had been consigned to for a few waves, thankfully. With 4 defense tokens and a good number of red dice for their cost, Vader and the Arquitens go together very well. Just be mindful to navigate frequently enough and don't get addicted to using concentrate fire at all times!
Ozzel's synergy here is a bit weaker, but the extra speed control can help your Arquitens avoid collisions and traps. Command Cruisers can use Nav Teams to consume a nav token for a yaw and a single point of speed change (as Ozzel's ability kicks in when resolving that nav command) if you like, which helps.
Specifically with Turbolaser Reroute Circuits. If you really want to ensure consistent use of Tagge's ability, you can equip your Arquitens with Electronic Countermeasures but the cost gets a bit high for my tastes.
Moff Jerry and Arquitens are made for each other, which is why they come bundled together. You know all that complaining I've done about the weird nav charts Arquitens get and how it's basically a stick with a swivel on the very end? Jerry does amazing things for the "selfie stick" movement of the Arquitens and substantially improves their maneuver options at the cost of one shield point (usually taken from the side facing the table edge that won't normally get attacked anyways) and zero command dials/tokens. Reinforced Blast Doors can help you make up for the durability losses Jerry inflicts on your Arquitens if necessary, and Jerry is so cheap that you should have some points lying around for them if you want them.
The Arquitens is a neat little flanking long-ranged support ship that Imperial players had been longing for since wave one. Using it is a bit tricky, particularly with its weird nav chart, broadsides focus, and odd arcs, so don't give up on it if you're not wowed in your first few games. Keep at it and I know you'll find the Arquitens a rewarding small ship that can add a lot to most fleets.