Fen'dor's Full Might: Raiding the Raider!

By Kepora, in X-Wing Squad Lists

Right, so my friend who plays Imperials got his hands on the new Raider, and he wants to try it out. So, I've gathered almost every single ship I own, and made this monster of a list. If anyone who's fought a Raider before has any input, PLEASE let me know! The battle's currently scheduled for Sunday, so time's short!

FEN'DOR FLEET

549 points


PILOTS

Keyan Farlander (39)
B-Wing (29), Heavy Laser Cannon (7), Push the Limit (3)

Nera Dantels (36)
B-Wing (26), Fire-Control System (2), Extra Munitions (2), Proton Torpedoes (4), Veteran Instincts (1), Munitions Failsafe (1)

Corran Horn (54)
E-Wing (35), R2-F2 (3), Advanced Proton Torpedoes (6), Sensor Jammer (4), Push the Limit (3), Stealth Device (3)

Biggs Darklighter (36)
X-Wing (25), R2-D2 (4), Plasma Torpedoes (3), Shield Upgrade (4)

Red Squadron Veteran (36) x 2
T-70 X-Wing (26), R2 Astromech (1), Proton Torpedoes (4), Push the Limit (3), Autothrusters (2)

Horton Salm (42)
Y-Wing (25), BB-8 (2), Plasma Torpedoes (3), Extra Munitions (2), Twin Laser Turret (6), Shield Upgrade (4)

Airen Cracken (26)
Z-95 Headhunter (19), Assault Missiles (5), Veteran Instincts (1), Munitions Failsafe (1)

Guardian Squadron Pilot (47)
K-Wing (25), Twin Laser Turret (6), Extra Munitions (2), Plasma Torpedoes (3), Concussion Missiles (4), Weapons Engineer (3), Ion Bombs (2), Advanced SLAM (2)

Miranda Doni (51)
K-Wing (29), Twin Laser Turret (6), Extra Munitions (2), Plasma Torpedoes (3), Concussion Missiles (4), Weapons Engineer (3), Ion Bombs (2), Advanced SLAM (2)

Lando Calrissian (54)
YT-1300 (44), Wingman (2), Nien Nunb (1), "Leebo" (2), Millennium Falcon (1), Shield Upgrade (4)

Dash Rendar (58)
YT-2400 Freighter (36), Push the Limit (3), Heavy Laser Cannon (7), Kyle Katarn (3), Outrider (5), Engine Upgrade (4)

Jake Farrell (34)
A-Wing (24), A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Stealth Device (3), Veteran Instincts (1)

The problem with an epic ship is the balance between energy and speed. The more energy you get per turn the more turns you're under fire. The faster you move the less energy you have for weps. The raider's weak spot is dead astern. The aft section is your primary target.

You didn't mention squad points so I can't offer any build ideas but get something or several somethings dead astern and lay waste to the aft section. Keep several high agility fighters in the back to provide cover and support for your assault units. The second time I flew the Raider my opponent did that and cleaned my clock but good.

Alright, thank you for the info - I had a feeling the ass end would be vulnerable. :P Are the ion weapons even worth bringing against this thing? And roughly how much should I expect the Raider itself to cost? He has a sizable Imperial fleet, so I expect it to be a lot of ships.

You will win, most likely by a huge margin. Epic ships are weaker than similarly-pointed squadrons - they roll fewer dice, they have fewer hit points, they have big limits (weapon ranges for example). If focused, especially with proton torps and other high die amount attacks you can take one section per turn out. To me the only way for epic to work is if both players are forced to dedicate a sum of points to their epic ships, especially when both rebs and imps have access to two types of ships, letting you decide if you want to field, say, three Gozanti carriers or one fat Raider. Or a raider and Gozanti. And so on, but you're still forced to spend points on epic ships.

Edited by Klerych

Alright, thank you for the info - I had a feeling the ass end would be vulnerable. :P Are the ion weapons even worth bringing against this thing? And roughly how much should I expect the Raider itself to cost? He has a sizable Imperial fleet, so I expect it to be a lot of ships.

A naked raider is 100 points. Allowing an additional 50 to out fit the raider with a couple of ties as escort or maybe a 200 point build allowing 50 or 60 points for escorts.

Ion weapons work to reduce energy production. I think energy production on the raider is a max of 4 per turn but not positive. You'll want to read the huge ship rules pdf. That will explain a lot.

The raider was designed as an anti-fighter ship. Heaviest firing arcs are in the front but they have good overlap to the sides. Spend some time looking at the arcs. It will save you some aggravation.

As mentioned above you'll probably win. Take your time analyzing your moves. Remember if he bumps you you're dead. Lousy way to lose a ship. They move last but pilot skill determines shooting order.

Right, thanks! He messaged me on Skype today, so we're looking at 200-250 points. I elected to go with 250, giving me plenty of points to work out this build:

FEN'DOR FLEET

248 points


PILOTS

Guardian Squadron Pilot (47) x 2
K-Wing (25), Twin Laser Turret (6), Extra Munitions (2), Ion Torpedoes (5), Concussion Missiles (4), Weapons Engineer (3), Advanced SLAM (2)

Dagger Squadron Pilot (33) x 2
B-Wing (24), Fire-Control System (2), Heavy Laser Cannon (7)

Red Squadron Veteran (34) x 2
T-70 X-Wing (26), R2 Astromech (1), Plasma Torpedoes (3), Push the Limit (3), Munitions Failsafe (1)

Airen Cracken (20)
Z-95 Headhunter (19), Veteran Instincts (1)

Airen's pretty much there to use up the leftover points. I was tempted to give him PTL instead, but those two not-spent points may help for initiative! Alternatively, I could replace the Munitions Failsafes on the T-70 X-Wings with Autothrusters ('ll have to proxy) to use up the last few points. I'm also starting to think i could get away with dropping the pilot skill of the K-Wings and/or B-Wings, freeing up points to kit our Airen a bit more - or even replace him with someone like Jake Farrell. What do you guys think would be the best route?

I'd personally consider shaving the abundant K-Wing upgrades and use them to replace Airen with something neat. Say, drop torps, engineers and missiles to not have too many points sunk into small ships and you'll have 24 points to spend. That gives you 44 points to spend. Now think about the ridiculous utility value of two additional naked blue squadron B-Wings! Manage to give each FCS and you'll be golden.

I'd personally consider shaving the abundant K-Wing upgrades and use them to replace Airen with something neat. Say, drop torps, engineers and missiles to not have too many points sunk into small ships and you'll have 24 points to spend. That gives you 44 points to spend. Now think about the ridiculous utility value of two additional naked blue squadron B-Wings! Manage to give each FCS and you'll be golden.

Unfortunately, I only have two B-Wings! And the point of the K-Wings is to just slam into the Raider with everything they have; what's the point of running them if we're not going to take advantage of the abundant munitions slots?

Right, so I was unable to go meet him to play - I just felt like utter crud! However, I've got a neat little list set up that I feel has some serious potential!

FEN'DOR FLEET

250 points


PILOTS

Dagger Squadron Pilot (33) x 2
B-Wing (24), Fire-Control System (2), Heavy Laser Cannon (7)

Red Squadron Veteran (35) x 2
T-70 X-Wing (26), R2 Astromech (1), Plasma Torpedoes (3), Push the Limit (3), Autothrusters (2)

Gray Squadron Pilot (34)
Y-Wing (20), R2-D2 (4), Extra Munitions (2), Proton Torpedoes (4), Shield Upgrade (4)

Guardian Squadron Pilot (40) x 2
K-Wing (25), Extra Munitions (2), Proton Torpedoes (4), Concussion Missiles (4), Weapons Engineer (3), Advanced SLAM (2)

The idea's to fly them in either two flights, or to try and fly -everything- in formation, roughly like so:

X Y X

B K K B

The fact that they're all PS4 was a happy coincidence; while they won't be going first, it allows them to focus a ridiculous amount of damage onto a very precise area. The idea's that they tag whatever targets of opportunity they have while trying to wheel around, adn unload everything they have on the Raider's ass-end, in the following order:

1: T-70s fire off their plasma torpedos.

2: Y-Wing fires it's Protons.

3: K-Wings fire off their protons if the shields are down, concussions if not.

4: B-Wings attempt to add as much hurt as they can.

If they all survive to their destination, that's a whopping 24 attack dice on a single target! As far as I know, even something like the Raider would NOT want to get hit with that. At the very least (barring HORRIBLE dice rolls), it's going to be hurting and vulnerable for the K-Wings' and Y-Wing's Proton Torpedos (that ability to flip a focus to a Crit could prove valuable once it's vulnerable), allowing the T-70s to break off and engage fighters, possibly the B-Wings as well should the K-Wings and Y-Wing manage to finish the job.

Seem like a decent battle plan? Also, I'm looking at the Y-Wing and considering doing a BB-8 + Engine Upgrade combo rather then R2-D2 and Shield Upgrade, just to make it a little more squirrely, harder to pin down. A list like that would look something like this:

FEN'DOR FLEET

250 points


PILOTS

Dagger Squadron Pilot (33) x 2
B-Wing (24), Fire-Control System (2), Heavy Laser Cannon (7)

Red Squadron Veteran (33) x 2
T-70 X-Wing (26), R2 Astromech (1), Plasma Torpedoes (3), Push the Limit (3)

Gray Squadron Pilot (38)
Y-Wing (20), BB-8 (2), Extra Munitions (2), Proton Torpedoes (4), Twin Laser Turret (6), Engine Upgrade (4)

Guardian Squadron Pilot (40) x 2
K-Wing (25), Extra Munitions (2), Proton Torpedoes (4), Concussion Missiles (4), Weapons Engineer (3), Advanced SLAM (2)

Edited by Kepora

BB-8 on a Y is interesting. I may borrow that for a build if for no other reason than for the look on my opponent's face when it barrel rolls.

I might suggest swapping the HLCs out for two Manglers. The aft section only has 4 shields and the Mangler allows you to swap a hit for a crit. Once the shields drop you have the added ability for 2 crits per turn which on a huge ship can be far more devastating. If you swap out both that gives 6 additional points to work with. Not enough for another ship but maybe additional ordnance on the Bs for anti-fighter use or two hull upgrades.

With a 250 build limit you'll be facing 100-150 points of fighter support. You can't allow yourself to be blocked. You need the actions and you need to close the distance on the Raider.

This seems pretty solid. Good luck vs the Imperials!