The Raider, or The Perfect Picket

By GiledPallaeon, in Star Wars: Armada

What about Raiders that hit as hard as a naked ISD (same expected value for damage) and can zip around real fast?

Points Quantity Total

Expanded Ordnance III

ISD-I 110 1 110

Relentless 3 1 3

Leading Shots 4 1 4

Wulff Yularen 7 1 7

Admiral Ozzel 20 1 20

Raider-I 44 4 176

Instigator 4 1 4

Impetuous 4 1 4

Expanded Launchers 13 4 52

Ordnance Experts 4 4 16

396

Four blacks, two blues, with rerolls from Ordnance Experts. Nice damage output, but not much meat on those frames. It also means no ACMs or APTs, but five activations and +8 black dice (+12 with CF) could be deadly. Are you envisioning them zipping around at speed 4 on the attack, or more laying in wait ala the op's picket fence suggestion?

"but you need to park this ship extremely close to your opponent (and in his path) to guarantee the shot next turn"

that is why you attack with all 4 ships (counting the ISD) on 1 target at the same time, giving the target overwhelming targets

Sounds like something my favorite captain once phrased:

"Now, like all great plans, my strategy is so simple an idiot could have devised it. On my command all ships will line up and fly directly into the alien death cannons, clogging them with wreckage."

Yes, this is my new wave 2 strategy, can't miss.

Edited by GronardII

What about Raiders that hit as hard as a naked ISD (same expected value for damage) and can zip around real fast?

Points Quantity Total

Expanded Ordnance III

ISD-I 110 1 110

Relentless 3 1 3

Leading Shots 4 1 4

Wulff Yularen 7 1 7

Admiral Ozzel 20 1 20

Raider-I 44 4 176

Instigator 4 1 4

Impetuous 4 1 4

Expanded Launchers 13 4 52

Ordnance Experts 4 4 16

396

Four blacks, two blues, with rerolls from Ordnance Experts. Nice damage output, but not much meat on those frames. It also means no ACMs or APTs, but five activations and +8 black dice (+12 with CF) could be deadly. Are you envisioning them zipping around at speed 4 on the attack, or more laying in wait ala the op's picket fence suggestion?

I was initially imagining them starting out at speed four and making a dash to the enemy's rears and then using Ozzel to slow down and sit back there and pound them. Sure, if you lose one or two, that sucks, but if you have two ISD sized damage outputs on the enemy's backside with a real ISD on the other side, they're in trouble.

They could also lay in wait, rolling out at speed 2 with the ISD, and then zip out to speed 4 when appropriate to strike suddenly. If first player, you can set up attacks where you get to finish the round with one and start the round with another or the ISD itself. That will be pretty brutal, taking 14 expected value damage to one ship. Even with the brace, that's bad news of 10-11 damage. If you get a good accuracy, it will have a very good chance of killing an ISD this way, and easily anything less.

I think it's worth some play testing, because if this doesn't make Ozzel useful, I don't know what will--Motti is just so much better in every other circumstance.

Also, there's the points to just switch to Motti outright and come in at a cool 400 total. If the unpredictability of the speed changes isn't worth it, then Motti will help ensure they live to deal a few good rounds of damage each.

Edited by Demaratus

I think it's worth some play testing, because if this doesn't make Ozzel useful, I don't know what will--Motti is just so much better in every other circumstance.

Ozzels garbage, that's why Vader throttled him. ;)

I think it's worth some play testing, because if this doesn't make Ozzel useful, I don't know what will--Motti is just so much better in every other circumstance.

Ozzels garbage, that's why Vader throttled him. ;)

Heh! Very thematic, but I'd prefer they not print junk carts: this isn't a CCG;)