Raider Advise

By DariusAPB, in X-Wing

Ok, so I has a raider. I plays epic.

But I'd like my raider to either make up it's points, or at least not waste a huge amount.

Does anyone have any good ship builds that are not tooooo expensive, slim raiders are the best.

This will be multirole, but expecting to fight B-wings, Brobots, TLT swarms etc.

300 points:

Raider-class Corvette (aft) (66)
Raider-class Corvette (50), Single Turbolasers (8), Single Turbolasers (8)

Raider-class Corvette (fore) (58)
Raider-class Corvette (50), Single Turbolasers (8)

Academy Pilot (12) x 11

“Howlrunner” (18)

Zertik Strom (26)
TIE Advanced (26), TIE/x1 (0), Sensor Jammer (4)

Simple and effective, but won't high AGI be a real problem for that?

Green dice will fail sooner or later.

Got enough thrusters?

300 points



Raider-class Corvette (aft) (66)
Raider-class Corvette (50), Single Turbolasers (8), Single Turbolasers (8)

Raider-class Corvette (fore) (58)
Raider-class Corvette (50), Single Turbolasers (8)

Alpha Squadron Pilot (20) x 3
TIE Interceptor (18), Autothrusters (2)

Kir Kanos (26)
TIE Interceptor (24), Autothrusters (2)

Carnor Jax (31)
TIE Interceptor (26), Push the Limit (3), Autothrusters (2)

Soontir Fel (32)
TIE Interceptor (27), Push the Limit (3), Autothrusters (2)

Turr Phennir (27)
TIE Interceptor (25), Autothrusters (2)

Edited by TheRealStarkiller

Yes, yes I do :-)

and enough interceptors(I have 9, 3 in each flavour).

I notice you have a preference for single turbolasers, what's the rationale - cap ship sniping?

But I'd like my raider to either make up it's points, or at least not waste a huge amount.

Does anyone have any good ship builds that are not tooooo expensive, slim raiders are the best.

The trick here is to only go with two hardpoints. Zero or one and it probably won't chuck out enough fire, three'll struggle with energy and you won't be firing them. And remember you've got your primary weapon: any hardpoints are on top of it.

For the Raider, Turbolasers increase its range. Remember it gets two primary shots anyway though, and those don't double the agility of what they shoot at. Turbolasers are for killing capital ships, Decimators and the 1 agility things, but they do have a minifocus. If you intend to lock on with these you'll also have to buy a Sensor Team.

Ion Cannons are the most accurate weapon, but they'll only deal one damage, even if it's critical, and cost the same to fire as single turbos. Their range band is the same as your primary: more forgiving against fighters but can be outranged against capital ships.

Quads are excellent when they have shots: 3 damage attacks with inbuilt Gunner for token stripping and well within your native Target Lock range. Problem is short range: fighters they shoot are probably going to shoot back. Furthermore, if you don't use the gunner effect they drain less Energy, making it easier to keep them charged.

If you're going for short ranged weapons, it's also worth remembering Huge Ships can take Tactician and have huge arcs. Useful if high agility ships start getting in close.

Edited by Blue Five

Ion batteries are way better than single turbolasers. Cheaper, good range, still powerful. Quads are far too limited in range to be useful. Optimal loadout is more like this based on play experiences: http://geordanr.github.io/xwing/?f=Galactic%20Empire&d=v3!e!130:29,146,125,125,91,92,67:-1:-1:;129:125,-1,66:-1:-1:

You need the weapons engineer and sensor team to make your dice good. Shield technician is just pure value. Ionization reactor is great for keeping fighters out of your weak spot. Tibana gas will save your life. Engineering team keeps the ship powered.

Edited by Wilhelm Screamer

Three ICBs?

Is the Ionisation Reactor really worth it? It's a massive energy sink (doesn't start charged). I'd wonder if you'd get more out of a Backup Shield Generator or a Comms Booster.

You start at full energy on ship and weapons, so you can dump everything into the reactor with no consequences. Shield generator is less needed with the technician getting better milage. Yes the ICB is that good. You will consistently eat 1-1.5 b-wings a turn when firing to full effect.

Edited by Wilhelm Screamer

The Raider is a beast! Put points into shield and energy regeneration and weapons. With the points you have left over, surround the Raider with durable ships. The new and improved Advanced is an excellent choice.

Personally, I think a mix of Single Turbo Lasers and Ion Cannon Batteries are good. The STL will be great for TLT swarms and B-wings. Throw out the Ion Battery on ships that you just brush past the shields on and want to cripple. If you face Bro Bots, then you use main gun twice and then hit with Ion Battery. That's what I'd do.

If you are thinking of actions, I'd go with Reinforce. It's best vs. TLT's, as it neuters them. Your opponent will have to fire at the section that is closest and you can Reinforce it. No damage vs. TLT's. Maybe the title that gives you an evade with Reinforce? Also try to grow back shields when you can. Tibana Gas is great for when you really need it. BOOM! Shields back up.

I would also want to consider what to bring with the ship. You want something fast and half the time you want something with high enough attack to take out Bro Bots. For this, I would go with a mix of regular Tie Fighters and Tie Interceptors. Why the mix? Well, the regular Ties will be fantastic vs. the Y-wings and B-wings. Lots of cheap shots that can get out there and fire. Maybe even distract your opponent from firing at the main ship. They will be terrible vs. the Bro Bots, though. You will need some Tie Interceptors for that. Will they fire at the Interceptors or your big ship? If you focus fire with the Raider and the Interceptors, you can take out Bro Bots quicker than you would think. If you just go with Tie Interceptors, I worry you won't get enough of them. I would go with just generics for all of them. Maybe even ignore Autothrusters to entice your opponent to fire at them instead. The more swarms you can use the better it will be for you. Blast more ships faster that way. Even the regular Ties can block and foul up the Bro Bots.

Single turbos don't work on the raider thanks to how the arcs and hardpoints areset up. The rear arcs are only really useful when ships get closer and you need an ion bettery on the fore to bring good firepower.

Leave the tubolasers to the cr-90, where broadsiding with it is much easier.

You start at full energy on ship and weapons, so you can dump everything into the reactor with no consequences. Shield generator is less needed with the technician getting better milage. Yes the ICB is that good. You will consistently eat 1-1.5 b-wings a turn when firing to full effect.

The consequence is you have to charge up the aft card again, which will take you two rounds. Firing with three hardpoints at full effect eats eight energy a turn, and you gain a maximum of three (or six on the Tibanna turn).You need that store of energy to maintain those rounds of heavy fire. I guess it's less painful now than it was, but I'd still charge it a little more slowly so I can work the long range guns on the earlier rounds without draining the batteries too much.

Backup Shield I prefer to Technician because it less you combine Reinforce with regeneration. Furthermore, if installed on the aft it lets you regenerate shields after the Fore goes down.

But even three ICBs do a maximum of three damage.

Edited by Blue Five

I find very consistently that I can still have full energy before any dice are rolled. It is just pure value.

Yes, yes I do :-)

and enough interceptors(I have 9, 3 in each flavour).

I notice you have a preference for single turbolasers, what's the rationale - cap ship sniping?

Ohohoo ... all those FIREPOWER.

Everyone knows that Empire capital ships' defense is a strong offense ;)

There is a danger of not hitting the small rebel fighters - this would be the job of OUR fighters.

And if your gunners fail to hit the big ships - strangle them!

You start at full energy on ship and weapons, so you can dump everything into the reactor with no consequences. Shield generator is less needed with the technician getting better milage. Yes the ICB is that good. You will consistently eat 1-1.5 b-wings a turn when firing to full effect.

I recently played a game with a tripple ion carrying raider. It rammed three b wings and an x wing to death. Ions are good. Great against the hull.

You start at full energy on ship and weapons, so you can dump everything into the reactor with no consequences. Shield generator is less needed with the technician getting better milage. Yes the ICB is that good. You will consistently eat 1-1.5 b-wings a turn when firing to full effect.

I recently played a game with a tripple ion carrying raider. It rammed three b wings and an x wing to death. Ions are good. Great against the hull.

I like to fight fighters with fighters.

But ions are not bad at all. Those epic crits can be nasty as well.

I think i'd like the ion batteries more if they scored 2 ion tokens rather than 1. 1 seems a little weak for a capital class ship.

Run a Captain jonus next to the raider for maximum support.

And if your gunners fail to hit the big ships - strangle them!

Indeed. Force-choking is the biggest career advancement tool an aspiring officer can hope for (as long as its done to someone else).

Just bring your biggest cannons.

And if you fail to hit their ships, you can't miss their home world :D

One of the missions for the imperial campaign I am working on does feature TIE/LN's spotting for their command ship, a battered old Acclamator 2 in orbit, and scanning targets/lasing for Turbolaser fire.

Raider Fore

Single turbo laser

Engineer team

Aft

Quad laser x2

Mara jade

Shield Tactician

Sensor team

Ionization reactor

Jonus

Extra munation

Homing missles

2 scimitar

Extra munations

Plasma torpedoes

Cluster missles

Scimitar

Extra munations

Plasma torpedoes

3x academy

Omnicron

Hlc

Personally I don't want to have single turbo lasers on all my hardpoints

That gives your opponent a nice donut hole to try get into.

Instead with this build the bombers go for his huge ship supported by the Raider and the ties and shuttle as an anti squadron fleet.

If he gets past then you have Mara jade and the ion reactor to slow any ships that get into range one of.

It would be hard to ignore 4 bombers b-lining to the huge ship

Edited by Krynn007