Fleet officer on Raider

By killerbeardhawk, in X-Wing

Will fleet officer give an alternate to its coordinate action? I'm thinking of a more support style raider build but not sure what works best.

There's no restriction on fleet officer on Huge ships ...... yet - and Huge ships are unaffected by stress.

Place fleet officer on the Fore section of the Raider and you can do both.

A difference between Coordinate and Fleet Officer (apart from the obvious 1 vs 2 ships) is that Coordinate gives you full freedom to pick from all the actions a ship has available, rather than just focus.

Fleet Officer on the other hand works on ships that are stressed themselves as it is assigning focus, rather than giving a free focus action.

Place fleet officer on the Fore section of the Raider and you can do both.

You would also be cheating as there is no crew slot on the Fore Section. :P.

Place fleet officer on the Fore section of the Raider and you can do both.

You would also be cheating as there is no crew slot on the Fore Section. :P.

I've been meaning to get an eye test for some time - those little dudes in the teams look just like a single dude in the crew to my fuzzy vision :blink:

It carries as many crewslots as a shuttle.

Otherwise it'd be too powerful I guess.

I'm torn apart between using or not using Fleet Officer on the Raider.

Theoretically, it's great. No stress, huge area covered (compared to a small/large ship), can give stressed ships a focus.

But the Raider has only two crew slots and a long list of contenders for a supporting role, imho. These choices become even more, if you consider controlling/zoning your opponent as a way to support your fleet. Options that I'd consider in descending order (highly opinionated):

  • Grand Moff Tarkin - great ability, great range, doesn't take an action
  • Tactician - great synergy with Ion Cannon Batteries, might even allow you to ram ships, creates a huge "don't go there" zone at range 2 around the Raider
  • Captain Needa - while not being a direct support, it allows you to position yourself more freely for your support abilities and weapons
  • Targeting Coordinator - good choice, because it doesn't take an action to activate
  • Fleet Officer - two focus, no stress, but takes an action, which is pretty valuable on the Raider, imho
  • Weapons Engineer - increases the chance, that your Ion Cannon Batteries hit

Basically, it comes down, whether you want to have a Coordinate/Target Lock action plus something else a Fleet Officer.

Edited by Stetto

I'm torn apart between using or not using Fleet Officer on the Raider.

Theoretically, it's great. No stress, huge area covered (compared to a small/large ship), can give stressed ships a focus.

But the Raider has only two crew slots and a long list of contenders for a supporting role, imho. These choices become even more, if you consider controlling/zoning your opponent as a way to support your fleet. Options that I'd consider in descending order (highly opinionated):

  • Grand Moff Tarkin - great ability, great range, doesn't take an action
  • Tactician - great synergy with Ion Cannon Batteries, might even allow you to ram ships, creates a huge "don't go there" zone at range 2 around the Raider
  • Captain Needa - while not being a direct support, it allows you to position yourself more freely for your support abilities and weapons
  • Targeting Coordinator - good choice, because it doesn't take an action to activate
  • Fleet Officer - two focus, no stress, but takes an action, which is pretty valuable on the Raider, imho
  • Weapons Engineer - increases the chance, that your Ion Cannon Batteries hit

Basically, it comes down, whether you want to have a Coordinate/Target Lock action plus something else a Fleet Officer.

I would add

  • Gunner, for when 2 primary weapon attacks just aren't enough
  • Vader, if you have enough energy to spend on regeneration
  • Shield Technician, for those long-range Epic ship exchanges where you want to fire and recharge shields at the same time
  • Mara Jade - same thing as Tactician really in this case
  • WED Repair Droid

There are plenty of good/better options for crew on the Raider.

And coming soon, Agent Kallus.

And you've forgotten Shield Technician, especially combined with the Instigator title. The ST allows you to recover for 0 energy while the title nets you a shield each turn.

And then Ozzel comes back into play for energy generation.

Move a straight maneuver, let's say 1 straight.

Gain 1 extra energy.

Sacrifice 3 shields for extra energy

Recover for 2, gain 1 extra shield back.

Add in a backup shield generator for extra fun.

For what it is worth the Fleet Officer might find more traction on a Gozanti, though given it also has coordinate maybe not. Both Imperial Epic ships are fairly restricted in crew numbers. I was surprised to not see a title with increased crew capacity (like the Tantive IV) for the Raider to be honest..

For what it is worth the Fleet Officer might find more traction on a Gozanti, though given it also has coordinate maybe not. Both Imperial Epic ships are fairly restricted in crew numbers. I was surprised to not see a title with increased crew capacity (like the Tantive IV) for the Raider to be honest..

Probably didn't want an overpowered ship, for instance in that Admiral Ozzel / Shield Technician / Instigator set up, with an extra crew you could add WED-15 and repair a damage for free each turn without the loss or spending of extra energy.

And coming soon, Agent Kallus.

And you've forgotten Shield Technician, especially combined with the Instigator title. The ST allows you to recover for 0 energy while the title nets you a shield each turn.

And then Ozzel comes back into play for energy generation.

Move a straight maneuver, let's say 1 straight.

Gain 1 extra energy.

Sacrifice 3 shields for extra energy

Recover for 2, gain 1 extra shield back.

Add in a backup shield generator for extra fun.

Really like some of the points raised there.

Got me thinking about this for an out and out "Come and get me" type of build, with the Raider as your main offensive force.

Run the Raider parallel to the edges of the board with Jonus on the inside track handing out rerolls for secondaries and shielded with an EM Emitter.

3 Lambdas with Tac Jammers shielding the Raider. Jendon with weapons engineer and STS for TLs on Primaries. Kagi soaking up target locks, and Doom shuttle for the coup de gras.

Captain Oicun on the Raiders six covering for anyone trying to come into the rear blind spot

300 points
Pilots
------
Raider-class Corvette (aft) (76)
Raider-class Corvette (50), Shield Technician (1), Admiral Ozzel (2), Ion Cannon Battery (6), Ion Cannon Battery (6), Engineering Team (4), Sensor Team (4), Backup Shield Generator (3)
Raider-class Corvette (fore) (67)
Raider-class Corvette (50), Quad Laser Cannons (6), Gunnery Team (4), EM Emitter (3), Instigator (4)
Captain Jonus (23), , Determination (1)
TIE Bomber (22)
Captain Kagi (28)
Lambda-Class Shuttle (27), Tactical Jammer (1)
Colonel Jendon (33)
Lambda-Class Shuttle (26), Weapons Engineer (3), ST-321 (3), Tactical Jammer (1)
Omicron Group Pilot (30)
Lambda-Class Shuttle (21), Darth Vader (3), Gunner (5), Tactical Jammer (1)
Captain Oicunn (43)
VT-49 Decimator (42), Determination (1)
***Edit*** on reflection I'd probably switch the QLC to the Aft section and move one of the ICBs to the Fore
Edited by Funkleton

I would add

  • Gunner, for when 2 primary weapon attacks just aren't enough
  • Vader, if you have enough energy to spend on regeneration
  • Shield Technician, for those long-range Epic ship exchanges where you want to fire and recharge shields at the same time
  • Mara Jade - same thing as Tactician really in this case
  • WED Repair Droid

There are plenty of good/better options for crew on the Raider.

Those are all great, but I wanted to focus on supportive crew upgrades, because the OP was looking for a supportive Raider build. Gunner and Vader are purely offensive, while WED Repair Droid is purely defensive.

I give you Mara Jade and Shield Technician. Personally, I dislike Mara Jade strongly, but on the Raider it might acutally work.

I'm torn apart between using or not using Fleet Officer on the Raider.

Theoretically, it's great. No stress, huge area covered (compared to a small/large ship), can give stressed ships a focus.

But the Raider has only two crew slots and a long list of contenders for a supporting role, imho. These choices become even more, if you consider controlling/zoning your opponent as a way to support your fleet. Options that I'd consider in descending order (highly opinionated):

  • Grand Moff Tarkin - great ability, great range, doesn't take an action
  • Tactician - great synergy with Ion Cannon Batteries, might even allow you to ram ships, creates a huge "don't go there" zone at range 2 around the Raider
  • Captain Needa - while not being a direct support, it allows you to position yourself more freely for your support abilities and weapons
  • Targeting Coordinator - good choice, because it doesn't take an action to activate
  • Fleet Officer - two focus, no stress, but takes an action, which is pretty valuable on the Raider, imho
  • Weapons Engineer - increases the chance, that your Ion Cannon Batteries hit

Basically, it comes down, whether you want to have a Coordinate/Target Lock action plus something else a Fleet Officer.

I feel like Needa is almost auto-include on Huge ships, just for the ability to free up your positioning. He's only two points, and turns obstacles from a guaranteed face-up card (which is devastating on the Raider) into a 50/50 chance of minor shield/hull damage. Since firing arcs are a big deal here, the ability to basically ignore rocks is huge.

I feel like Needa is almost auto-include on Huge ships, just for the ability to free up your positioning. He's only two points, and turns obstacles from a guaranteed face-up card (which is devastating on the Raider) into a 50/50 chance of minor shield/hull damage. Since firing arcs are a big deal here, the ability to basically ignore rocks is huge.

That's a really good point. I've kind of been looking askance at him, but I remember how envious I was at the Rebellion when the Dash Rendar crew card was revealed. I so wanted to put that on my shuttle, but it wasn't to be. Here's a great chance to pull similar antics with a huge, devastating warship!

I think the biggest upgrade cards are those that allow for dice modification mainly converting blank and focus results to hit. So what cards can do that. Well in the future we will have Agent Kallaus.

swx35-agent-kallus.png

Now for this card you have to choose a bounty ship (get that bounty hunter tag from the Slave-1 pack). Now for this you will be choosing a troublesome 3 agility autothruster target such as Soontir Fel or IG-88B to reduce the effects green dice with autothrusters. Now I know the OP was talking about support ships and not combat ships however this does bring up the fact once this upgrade is out so will the Imperial epic support ship be out as well. So the support raider would not be as viable of a build (if huge ships ever become viable) as it would take up over a third of the lest which means half of the starfighters will be gone losing much on support.

Next up is Gunnery Team

gunnery-team.png

A must have card as it turns one miss into a hit. Paired up with Single Turbo Laser and you are guaranteed to get at least a single hit. Downside is the massive energy consumption of 2-3 energy to fire.

single-turbolasers.png

So one to what are the best dice modification cards for ships. Well for that look no further than Luke and Han.

luke-skywalker-upgrade.png180px-Crew_-_Han_Solo.png

The big thing we are looking for turning those worthless eyeballs into hits something that huge ships cannot do on their own. However the raider can't have these so lets take a look at what the raider can have. Well there is unlimited power.

emperor-palpatine.png

Blank eyeball doesn't matter what the results are as he can make anything a critical hit. But he takes up 2 crew slots. Here is a card that doesn't take 2 crew slots and is almost better in every way. Our Lord and Savoir Darth Vader

Darth-vader.png

Pair up with a Single Turbolaser and it doesn't matter what the dice were, that person is taking a crit at range 5. (Why hello their Barron Fel, what's this I heard of your treachery in succeeding the Emperor by creating the Soontir Dynasty?) Also with the recovery action regenerating the shields that you may have lost this allows for infinite uses of Vader unlike the large or small ships which will eventually die to all the damage.

So what about the huge ship only crew that came with the Raider, what can we do with those? Well here is grand Moff Tarkin.

UYaNDkyHAqI.jpg

So he can level the playing field a little. Since you can't use focus tokens to change eyeballs why not set it so that someone else cant removing the ability to evade or pump in extra damage.

Speaking about moffs we also got this guy.

moff_jarjarbinks.png

Taking a nasty structure collapse critical hit? Time to throw someone out the airlock.

So that is all for the crew and team but what about the cargo. Well I can only thing of 2. Most important Tibanna Gas.

Star-Wars-X-Wing-Miniatures-Game-8-1.jpg

So all these combos and attacks won't work if you are out of energy. You are going to need one of these to power up your weapons and make double attacks. Also if you are using Lord Vader you might want one of these to fill up for the restore action.

And speaking of shields since the raider doesn't have much in passenger capacity this might be good if you can't fit in a shield technician. Gain energy each turn so you don't have to dump all energy tokens to raise shields.

Edited by Marinealver

Really kinda ticked that the Shield Technician isn't Shield Technicians and a team accordingly.

With crew slots at such a premium, it's going to be a better deal on the Tantive than on the Raider it came with. :(

Emperor is the only crew appropriate for Raider.

Emperor is the only crew appropriate for Raider.

No he is only appropriate in the Death Star, The Death Star has a throne room.

I would add

  • Gunner, for when 2 primary weapon attacks just aren't enough
  • Vader, if you have enough energy to spend on regeneration
  • Shield Technician, for those long-range Epic ship exchanges where you want to fire and recharge shields at the same time
  • Mara Jade - same thing as Tactician really in this case
  • WED Repair Droid

There are plenty of good/better options for crew on the Raider.

Those are all great, but I wanted to focus on supportive crew upgrades, because the OP was looking for a supportive Raider build. Gunner and Vader are purely offensive, while WED Repair Droid is purely defensive.

I give you Mara Jade and Shield Technician. Personally, I dislike Mara Jade strongly, but on the Raider it might acutally work.

Mara Jade does make people hate her :)

I thought you were going with a list of really good crew member options.

Fleet Officer does go well on a cheap Omnicron pilot with Adv. Sensors. You can dish out two Focus and then do a green maneuver. Not a bad option for Epic games for not too many points. You can probably find the 25 pts to spare for this and there will probably be SOMEONE in range of R1-2.