Imperial Raiders

By Netace, in Star Wars: Armada Fleet Builds

I haven't seen anyone extolling the virtues of the Imperial Raider that is coming out. Do people think it's a bad ship? Is it simply being overshadowed (a lot) by the Imperial Star Destroyer? IS it so obviously an auto-buy that no one is wasting their breath to talk about how good it is?

My Opinion: The ship should be run in pairs, and should be focused on interdiction of the enemy Fighter ball, moving after that to engage with enemy ships in its own displacement class. It looks quick enough to either catch bombers, or force then out of the fight long enough for it not to matter. Upgrades that are good against squadrons are also good against frigates and corvette. (Ordnance experts on the Mk I rerolls black dice. it has black dice against fighters AND ships.)

Other opinions?

You're running from a bit of a flawed perspective... There was a few threads which were extolling the virtues of the Raider, from everything from a Speedy Glass Cannon Ship-Assassin (Expanded Launcher, Ordnance Techs) to a Pocket-Carrier...

A few positives in:
More discussions:
Pocket Carrier Discussion:
Edited by Drasnighta

I've noticed that all the negative or skeptical comments about this ship have been from people who haven't actually used it yet. Take that in the least mean-sounding way you can - it's not intended to be elitist, just observant. The Raider's strengths really come out once you've put it on the table rather than just theorycrafted it.

My Sullust-won Raider has been doing a great job when I've played it, thus far only as a Raider-I. Both with Screed and ACMs or other commanders with Expanded Launchers. Either way with Ordnance Experts because rerolling black dice at a bargain price is amazing for triggering crits and hosing down squadrons with reliable short-ranged flak.

I'm interested in trying out a Raider-II with SW7 Ion cannons for a reliable 3-4 damage from the front arc (Concentrate Fire) with some black dice backup should things get too close. No actual tabletop experience to speak of with that configuration yet, though.

That's another part of it. I think a lot of the "big talkers", myself included, are just Over the Theorycrafting side... We've talked it to death, we want to see it, and experience it... Then go after AARs on them, rather than just... I don't know, it feels like pulling crap out of thin air.

The discussions will really rake up in December, I feel.

I mean, until then, I'm spending 90% of my forum time answering Rules questions, at the moment. Everything else just doesn't grab my attention.

Wow! Thank you for pulling up these threads for me. Tons of good discussion to read there. Thank you very much!

-netace

I think the ship would really work well as a 'sweeper' preventing enemy ships (like the CR90) getting in behind your bigger Star Destroyers. I'm more of a Rebel player than an Imperial but I do like the look of the Raider. It's one of those ships which looks like it can do several jobs quite well. It's close-in anti-squadron firepower is pretty scary (especialy on the Raider I with it's two black dice) and it can 'lock down' enemy squadron if you take the Instigator title so it should be able to chew up snub fighter unlike any other ship in the game.

It gives the Imperial access to a fast, mobile little ship that can hunt down damage enemy ships that might be trying to 'retire' from the combat zone (basically running away and hiding). There have been many games where I've had a Corvette with virtually no shields and a hit point or two limp away into the far corner of the board in order to preserve itself. With the Raider prowling around this could make it a lot harder. Even though the Raider doesn't have that great a range on it's weapons the Raider II has three blue dice to the front which should be enough to finnish off a crippled CR90.

What I don't think the Raider should be doing in going in with the rest of the Star Destroyers. It's weapon systems are too short ranged to allow it to perform the 'drive by' attacks that the Rebel Corvette can pull off. One idea I did have was for a Raider I with Ordinance Experts and Expanded Launchers. It would dash in against already damaged enemy ships as a last activation, activate ASAP on the next turn and put something like 5 black and 2 blue dice into the enemy ship.

I think the best thing about the raider is that it can do ANYTHING!! (aside from being a long range support ship)

As mentioned above it can be equipped with nearly IDENTICAL firepower to a Victory class for almost half the cost

It makes a great supporting "crit" boat with those ordinance upgrades and a overload pulse

It's fast enough to rundown fleeing ships and be used for Intel sweep

It's also capable of being a carrier with effectively 3 command not to mention it's incredible AA abilities

P.s. I love the raider

Raider I with APT. I'll take two any day.

Raider I with APT. I'll take two any day.

If you have two MC30s... *grumble grumble* That's two Rebel ship classes now that I need for upgrades but will never play.

Grumbling aside, all of my Wave 2 list plans include at least one Raider, and I've pre-ordered two. Fast, maneuverable, and can pack a wallop for cheap. Bit squishy, but you can't make an Empire without breaking a few eggs...

Expanded Launchers and Ordnance Experts gives a Raider-I an average forward damage roll of 7 and an 87% chance for two hits on an anti-squadron roll. Yes, please.

I love the Raider.

Strap it with Expanded Launchers and Ordnance Experts in a Vader fleet and it becomes a serious threat that cannot be ignored.

I love the Raider.

Strap it with Expanded Launchers and Ordnance Experts in a Vader fleet and it becomes a serious threat that cannot be ignored.

This is also a good option.

But I think I'll keep Screeding for now, which makes two Raider Is with APTs at only 98 points a bargain :)

Raider I with APT. I'll take two any day.

If you have two MC30s... *grumble grumble* That's two Rebel ship classes now that I need for upgrades but will never play.

Grumbling aside, all of my Wave 2 list plans include at least one Raider, and I've pre-ordered two. Fast, maneuverable, and can pack a wallop for cheap. Bit squishy, but you can't make an Empire without breaking a few eggs...

Expanded Launchers and Ordnance Experts gives a Raider-I an average forward damage roll of 7 and an 87% chance for two hits on an anti-squadron roll. Yes, please.

Three MC30s in fact...Demolisher must also have torpedoes :D

Not a problem for me...I want lots of ships for both factions. I play mostly Imp ATM, but I like to mix it up a little. I'm looking forward to running something with Rieekan and lots of shrimps.

Edited by Green Knight