Raider lists thread

By Felswrath69, in X-Wing Squad Lists

Anyone put together any good 200 or 300 point lists that included the Raider?

Working on one. Loving the ion cannons on the raider. Theory only at this point as the planned epic for today fell through.

Raider-class Corvette (Fore) (50)
Quad Laser Cannons (6)

Raider-class Corvette (Aft) (50)
Grand Moff Tarkin (6)
Weapons Engineer (3)
Single Turbolasers (8)
Quad Laser Cannons (6)
Sensor Team (4)
Engineering Team (4)
Tibanna Gas Supplies (4)

Rexler Brath (37)
Predator (3)
Heavy Laser Cannon (7)

Soontir Fel (27)
Push the Limit (3)
Autothrusters (2)

Carnor Jax (26)
Push the Limit (3)
Autothrusters (2)

Darth Vader (29)
Predator (3)
Advanced Targeting Computer (1)
TIE/x1 (0)

"Backstabber" (16)

Total: 300

View in Yet Another Squad Builder

Not a fan of the Ion cannons. Hit hard and fast keep the raider pointed at the enemy and when they do cripple the front it still has good low energy weapons to take out fighters. with a Single Turbo lasers on the rear to plus the range 4 primary that can double tap should take out Corvettes, transports and YT's

The ion cannons are great. Did a practice game with them and they are just awesome. Definitely better than the somewhat lacklustre Single Turbolasers.

They get even better if you can run some stress inducers

Not a fan of the Ion cannons. Hit hard and fast keep the raider pointed at the enemy and when they do cripple the front it still has good low energy weapons to take out fighters. with a Single Turbo lasers on the rear to plus the range 4 primary that can double tap should take out Corvettes, transports and YT's

Single Turbo lasers are okay against corvettes/transports and maybe even the decimator, but they are weak vs anything with 2+ agility. The ion cannons don't deal as much damage, but have a better chance of hitting and if your main gun strips shields, that crit is nasty (on top of the ion effect).

Raider (fore): w/ ion cannon battery, gunnery team & tibanna gas supplies = 64

Raider (aft): w/ ion cannon battery, quad laser cannons, weapon engineer, rebel captive, engineer team, sensor team & backup shield generator = 79

143 pts

Add in some tactician or flechette cannon (delta w/ flechette + ion mark 2 is 33 pts) and your opponent's small ships will be easy pickings for the raider's main gun. At 300 pts, you can throw in some ordnance or HLC carriers to help the raider take out a corvette fairly quick as well. In fact the ship is a bit more durable than a typical corvette and still packs about as much punch as a corvette thanks to its ability to fire the main guns twice.

Raider (fore): w/ ion cannon battery, gunnery team & tibanna gas supplies = 64

Raider (aft): w/ ion cannon battery, quad laser cannons, weapon engineer, rebel captive, engineer team, sensor team & backup shield generator = 79

143

2 Ions would use a lot of energy. Im of the belief 2 quads and 1 long range for energy efficiency. I play the first 2 rounds of combat at long range then close range for the rest opening up with the quads.

how did you find your energy consumption?

Raider (fore): w/ ion cannon battery, gunnery team & tibanna gas supplies = 64

Raider (aft): w/ ion cannon battery, quad laser cannons, weapon engineer, rebel captive, engineer team, sensor team & backup shield generator = 79

143

2 Ions would use a lot of energy. Im of the belief 2 quads and 1 long range for energy efficiency. I play the first 2 rounds of combat at long range then close range for the rest opening up with the quads.

how did you find your energy consumption?

Not bad when everything is in front of you and you can do any fwd move because firing main gun twice +1 ion battery equals the energy you get for moving fwd (thanks to engineer team). Of course you have to turn eventually, and then you get only 3 energy, but that's why the Tibanna Gas is there. Obviously the Raider's weakness is having a basically forward only primary arc, so enemies will likely want to flank. That's another reason why I like the ion battery because you want to keep the enemy in front of you as much as possible, and having some control really helps to trap enemies where you can bring your primary to bear. Rebel captive helps here too, because the highest PS that shoots at the Raider is likely to take an ion to the face (stress + ion = bad). And while the ion is not great against epic ships, if you can drop their shields, that face up damage is going to give it problems...

The only reason I don't like the idea of 2 quad laser cannons on the aft is their R1-2. While there are times when the enemy is nice and close, its also not hard to stay R3+ once on the Raider's flank, and quad lasers won't cut it at that point (then they can get behind you). 1 ion battery helps to slow at least 1 enemy, hopefully keeping them in range for your quad lasers at least an extra turn.

Rebel captive is a huge waste on the raider, most likely the enemy will have rorak giving his corvette ps12 and not caring at all about the stress

Rebel captive is a huge waste on the raider, most likely the enemy will have rorak giving his corvette ps12 and not caring at all about the stress

Don't know why but I have a weird feeling that ffg might faq that to no longer work. If the do I'll only use transports in epic

Rebel captive is a huge waste on the raider, most likely the enemy will have rorak giving his corvette ps12 and not caring at all about the stress

If Roark is a problem, it only takes 3, maybe 4 shots with your primaries (assuming at least 2 TL over 2 turns) to take him out. That's worst case scenario because you can probably gank him faster with an HLC or two elsewhere in your list.