The Raider Makes Me Sad

By yoink101, in Star Wars: Armada

The Raider makes me sad because it is an anti fighter ship. That means if I take it in my list, there is less of a need for TIEs. I have 20+ TIE fighter squadrons. If I don't put a huge amount of them in my list, I feel like I'm not playing Star Wars.

Pidgeonholing a ship without experimentation makes me sad :D

There are plenty of things a Raider will do that is not just "Anti Fighter". That's a Perk of its double Anti-Squadron Dice, that's all.

There was a whole thread on being a Pocket Carrier. Plus you have Hunter-Killers with Expanded Launchers, etc.

Plenty of options.

Give it a Go.

Truly, with all the Rebel B-wing/X-wing/Y-wing bomber madness, having the Raider and your fighter cover is essential.

I made the mistake of letting a pair of HK Raiders flank into my Neb-Bs (first time I played against them). Whoops. They're scary even when there aren't any fighters on the board.

Solution: run tie bombers instead

Firesprays also sound nice

Tie bombers are not for engaging fighters, Firespray's yeah, but Bounty Hunters.. We don't need their scum..

Tie bombers are not for engaging fighters, Firespray's yeah, but Bounty Hunters.. We don't need their scum..

that's kind of exactly the point

raiders for fighters, bombers for bombing

Why not take both? Raiders on their own are insufficient for wiping out enemy squadrons but they certainly give them one hell of a wallop (especially the Raider-Is with Ordnance Experts). TIEs are great for pinning down squadrons for the Raiders to flak or conversely for wiping out squadrons weakened by Raiders. They go together nicely.

Plus please do not pigeon-hole the Raider as only an anti-squadron ship. It is a very potent little knife fighter (Raider-I especially with Expanded Launchers), pocket carrier (+Expanded Hangar Bays), or skirmisher (Raider-II w/SW7 Ion Cannons).

this is all known

it's just hard to understate how good of an anti-fighter ship it is. With Ordnance experts, it's basically guaranteed 2 squadron damage on top of being a reliable (can't re-roll blues, but blues are always useful) little bugger. If given two rounds of fire (very easy with initiative and ozzel controlling speed), it will wipe out swathes of a-wings

It's just hard to understate how good of an anti-fighter ship it is. With Ordnance experts, it's basically guaranteed 2 squadron damage on top of being a reliable (can't re-roll blues, but blues are always useful) little bugger. If given two rounds of fire (very easy with initiative and ozzel controlling speed), it will wipe out swathes of a-wings

This is a good point. Unlike your own squadrons, the Raider doesn't suffer from the A-wing' 'Counter', and it can also fire at multiple targets. Furthermore, it shoots before they do, and doesn't get pinned down.

For myself, I'm thinking it will be a great complement to TIE fighters when dealing with the more complex way in which the squadron war happens now that R&V is out.

Mail me your unloved ships I shall make them work and hold them as I rock them to sleep.

not unloved so much as hated for what it does to you

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completely forgot it could do that :P

Edited by ficklegreendice

I'm waiting for mine to arrive, but I want to experiment with them as cheap missile or ion gun platforms to support the rest of the fleet.

Pidgeonholing a ship without experimentation makes me sad :D

There are plenty of things a Raider will do that is not just "Anti Fighter". That's a Perk of its double Anti-Squadron Dice, that's all.

There was a whole thread on being a Pocket Carrier. Plus you have Hunter-Killers with Expanded Launchers, etc.Plenty of options.

Give it a Go.

It's good to know that it has other uses! I was worried because almost all of its upgrades seem to be geared towards obliterating fighters. I want my TIE swarms!

Raiders 'n Aggressors. PERFECT for making the A-wing take a break from your local meta :-)

I'm waiting for mine to arrive, but I want to experiment with them as cheap missile or ion gun platforms to support the rest of the fleet.

I've had some truly unneighborly ideas revolving around Raider I + GSDs + Screed lists.

Like "make your friends refuse to play with games with black dice ever again" unneighborly.

It's good to know that it has other uses! I was worried because almost all of its upgrades seem to be geared towards obliterating fighters. I want my TIE swarms!

that's the beauty of ordnance experts

even if it's basically guaranteed 2 damage to squadrons, it's also the same against ships (blue dice are always useful)

now the titles are just completely geared towards fighting squadrons, but the other upgrade slots are absolutely impartial (except for ion and missiles, which are pretty heavily anti-ship)

Edited by ficklegreendice

Expanded Launchers? Has anyone actually tried this? Is it actually better than ACMs? I think black dice average 1 hit per. Since, you have 2 blanks and 2doubles. ... Thus, ACM, deals 2 damage, and if you've been focus firing and theyve been redirecting, ACM does some strong damage.

I'm really hesitant to place 13 points onto a ship that costs only 44.

But good post.

Raider1 with Ordnance experts sounds really sweet for AA and a little pocket Glad.

Raider1 Expanded Launchers

Raider1 ACM with screed

Raider2 Overload Pulse + ISD Avenger with screed.

Raider with Expanded Hangars

Raider2 Sw7 ion cannons (gotta check that one... i dont even know what those do.)

It's good to know that it has other uses! I was worried because almost all of its upgrades seem to be geared towards obliterating fighters. I want my TIE swarms!

Consider the implications of this list:

Swimming with Sharks

EMPIRE FLEET 396

1 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Ordnance Experts (4) - Engine Techs (8) - Assault Concussion Missiles (7) - Demolisher (10)

• Total : 91 • Code : e6w5s3n1f12

2 • Gladiator II-class Star Destroyer - Gladiator-class Star Destroyer (62) - Ordnance Experts (4) - Engine Techs (8) - Assault Concussion Missiles (7) - Insidious (3)

• Total : 84 • Code : e6w5s3n1f13

3 • Raider I-class corvette - Raider class corvette (44) - Ordnance Experts (4) - Expanded Launchers (13)

• Total : 61 • Code : e25w5n2

4 • Raider I-class corvette - Raider class corvette (44) - Ordnance Experts (4) - Expanded Launchers (13)

• Total : 61 • Code : e25w5n2

5 • Victory I-class Star Destroyer - Victory-class Star Destroyer (73) - Admiral Screed (26)

• Total : 99 • Code : e1c6

Edited by Deathseed

Going to try this list later today:

Raider 1

Gunnery Team

Expanded Launchers

Raider 2

Ozzel

Montferrat

Expanded Hangar

Overload Pulse

Raider 2

Instigator

Expanded Hangar

Raider 2

Impetuous

Expanded Hangar

Overload Pulse

Rhymer

Denagar

Firespray x 2

Tie bomber

Soontir

Tie Advanced

Howlrunner

Should be..."interesting"

Expanded Launchers? Has anyone actually tried this? Is it actually better than ACMs? I think black dice average 1 hit per. Since, you have 2 blanks and 2doubles. ... Thus, ACM, deals 2 damage, and if you've been focus firing and theyve been redirecting, ACM does some strong damage.

I'm really hesitant to place 13 points onto a ship that costs only 44.

But good post.

Raider1 with Ordnance experts sounds really sweet for AA and a little pocket Glad.

Raider1 Expanded Launchers

Raider1 ACM with screed

Raider2 Overload Pulse + ISD Avenger with screed.

Raider with Expanded Hangars

Raider2 Sw7 ion cannons (gotta check that one... i dont even know what those do.)

I've been running the Raider-I with Expanded Launchers and Ordnance Experts since Sullust and it's legit. It's fragile (but not quite as much as you'd think) so you need to be careful with it, but the payoff is definitely worth it. I'm also a bit iffy on the total cost of upgrades but it's never seemed like too much of a burden on the table. I'd like to try spamming near-naked Raider-Is (you can get almost 3 Raider-Is with no upgrades for the same cost as two equipped as I stipulated) and see how that goes.

The SW-7 Ion Cannons turn unspent Accuracy results into 1 damage. On a Raider-II that means with Concentrate Fire you are doing a reliable 4 damage out of the front arc at medium range, making them annoying harassment ships at a cheap price. I'll be running two such Raiders tonight to get a feel for them.

Yes, but honestly, if they have ANY tokens, unless you rolled 3accuracies or 4accuracies, youre better off with the accuracies anyway.

The Raider is a very good ship. Cheap, flexible, can AA, can be a pocket APT, fast, maneuverable, and acts a solid blocker.

Hmm. rolled some dice. honestly imo... I don't think SW7 is worth it. Even the 2accuracies. Meh. That's the only time you gain 1 damage you otherwise wouldn't get by paying 5 points. Not that impressed.

2 accuracies blocking evade and redirect, is a fine 2 damage through.

1 accuracies blocking ANYTHING is still 2damage and a spent token. Or on a bigger ship, take 1 extra damage. Meh.