Imperial Raider and Energy Consumption

By What, in X-Wing

The raiders dial will almost certainly generate more energy than the cr-90 for the equivalent movement, the raider can store more energy, after all. But it will probably only be +1. Which will help, but not enough.

Remember a couple things while your plotting these ideas. And do keep plotting, many have good ideas in this thread which is good. Starting energy didn't exist initially for Epic Standard and Epic Team play. It still doesn't exist in Cinematic Epic. So while yes we will keep that value in mind, it could only be there to get your Raider started in a match with a more explosive entry. It doesn't mean per se that it generates more energy over all. It could have no bearing on the subject of production at all. More likely it is there so that the wise player who stores his energy has the capacity to full recharge the forward shields with one use of the Recharge action. Energy capacity and storage is tied with shield recharging mechanics remember.

Also a note on hard points. The argument has been up till now that the ship comes with four Ion cannon batteries, so should have Four slots, right? Again not necessarily. FFG is very good about making sure they give you extra copies of cards for your other ships because they know many players will buy full collections then provide the game to friends who don't own it. Not great at it sometimes(Looking at you Stealth device, Adv sensor, R2 Astros, you others know who you are.) So knowing you and your bud's might get together and start up a Epic match they may have thrown two of each Hardpoint in the box just for the Raider, and an extra two of the new Ion Batteries for your old CR-90. The '90 had three Hardpoints and three copies of each card for those slots. A good question then why the Raider doesn't have four Single Turbos and paricularly four Quads if it has these alleged four slots then isn't it? :huh: It could just have two. Remember they want to give you plenty of reason to buy it, but not enough that you are forced to buy unwanted duplicates. End story I suspect it will actually split the difference and have three hardpoints again. Perhaps favoring the aft section this time.

As for personal speculation I am still thinking out much of the total ships design while I try and speculate on it. The lack of a forward turret and the need to use that front arc for any forward mounted gun including the main gun tells me that this ship while capable of good speeds in lore, it might want to stay slow in a gameplay sense to keep control over it's range restrictions. The Tantive has to go at least speed two on straights which is more or less fine since it has that 270 degree arc or so. This Raider only has like a 120 degree arc and has to keep you off the bow for full targeting ability. Plus it would feel good to have it fly somewhat ponderously for a more Star Destroyer feel. Those two things in mind, I might think that this ship will have a 1-straight for three or four energy and still keep speeds out to the 4-straight for no energy, but for a ponderous maneuving and still high speed ship it might then skip the 1-bank which would be problematic again for that front arc, so while the possibility remains, I dont think it likely. I do suspect either way banks may not be as profitable while its straights will be more so. Conclusion here is it's iffy for me. But I'll trust them to figure it out. ^_^

I hope they fix the corvettes somehow. It is easy to field fighters for 100 points, that will blow up any corvette, and for 100 points you don't get much of a corvette.

You know, the movement dial lists the energy gain. Couldn't the raider just have more icons on the dial?

But the problem with generating more energy is that you would be able to regenerate more shields far too quickly. Now if there was an upgrade that generated energy directly to the weapons, that's another matter.

I think that's a pretty elegant solution.

Cargo: Weapon Battery Battery (I'm hilarious)

This card generates two energy, which may only be moved onto hard point cards.

It would have to be fairly cheap though (definitely not the 20 points suggested earlier) since the idea is to fix the huge ship in a combat role, and it's already very points inefficient at that role. 5, maybe?

Im really hoping the Raider Hull will cost 40/50 like the corvette, so you can just agree with your opponent to show up with your capital ship and that they won't actually cost against your point limit. A CR90 is clearly not worth 90 points naked. Nixing the ridiculous "hull tax" you pay would go a long way to making Epic Games more fun.

Cargo: Weapon Battery Battery (I'm hilarious)

"Hardpoint Supercapacitor."