So, I'm a fan of the Raider-Class Corvette. Have been since they first announced it for X-Wing. So, when I saw it was coming to Armada, I was obviously excited. Part of me even wonders if a solid list of Raiders might be feasible.
Pros:
1) Ship Count- For any objectives based match, this is going to take the cake. If this Raiders sits at around the same points as a CR90, you'll be able to fit around 8 of these guys into a 400 point list. And, considering they all have decent anti-fighter capability, they pull double duty where your squadrons used to.
2) Tarkin fun- Sit Grand Moff Tarkin on one of these guys, and give all friendly ships a free token each turn. With how many you're getting, and the fact that they're all command 1, allows you to be incredibly flexible as the game goes on. Of course, he costs almost as much as one of these guys will.
3) Better than the CR90? - While most of the stats of this ship are fairly similar to the CR90, it does get a few bonuses over it. Primarily are its higher anti-squadron firepower and the fact that it gets Brace, which makes this little ship a good bit more durable than its Rebellion counterpart. In addition, the Raider shares the wide front fire arc of the Star Destroyer design, making it easier to get those double-arc shots.
4) Mitigating losses- This strategy allows you to spread your points out along a far larger group, making enemy focus fire less effective than it would be against larger ships. With how hardy these little things look like they'll be, it'll take a good bit more work to take them down; essentially, more Braces = more damage mitigation.
5) More shots, less enemy mitigation- Your opponent is going to have to pick and choose when to use defensive abilities. Brace against one attack, and you might have another one following up on it. With so many little Raiders out, you're removing your opponent's ability to mitigate all the damage. Sure, each one would do less damage than other capital ships, but a group of three is going to be more efficient at putting its dice to work than a ISD that gets its shots Braced against and loses half its hits.
6) X-Wing style TIE-Fighter blocking- Anyone who's played X-Wing knows the anguish of fighting against a TIE-Fighter spam. Essentially, sacrificing one ship to block off your opponent's movements and set them up to be hit repeatedly by other ships. Another thread recently posted about Gladiator Boxing went over some of this strategy just recently, and I think that, while not as effective as the Gladiator at it, the Raiders can still implement similar aggravating tactics.
Cons:
1) This strategy works best when your opponent puts a good few upgrades on their ships, giving them less of them overall. If they take multiple large capital ships, they can reduce the effectiveness of this strategy by taking away the focusing ability of the Raiders.
2) Kinda bland? Yeah, spamming out one thing can get a little boring. This list does lack a bit of flair.
3) Stop hitting yourself, stop hitting yourself. If you're not very good at planning out movements, you're just as likely to run into your own ships as you are your opponent's. Gotta make sure you have your formations down and you've practiced coordinating assaults. Otherwise, you're gonna trip over yourself, and your opponent will take advantage of that in a heartbeat to dwindle down your numbers.
Considering this ship isn't even out yet, it's hard to get really tactical about it. Various upgrade cards and whatnot. But what do you guys think?