The Raider Makes Me Sad

By yoink101, in Star Wars: Armada

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

On a ship with a larger pool of dice you'd be right (I think SW-7s on most non-Avenger jank capital ships are a waste of your points, as you want those Accuracy results). When you're pinging for smaller amounts of damage, simply increasing the amount of damage is better than shutting down defense tokens.

  • Brace: Most opponents won't want to Brace vs. such small damage amounts anyways. Even if they do, 3 damage + Brace lock down produces 3 damage and 4 straight damage + Brace used produces 2 damage and a spent Brace token.
  • Evade: Generally worthless against SW-7s as each blue dice is worth 1 damage point regardless. The worst it can do to you is turn a crit-enabled attack into a non-crit-enabled attack.
  • Redirect: Many ships (particularly heavier Imperial ships) have 2 Redirect tokens so locking down both is not likely or even that desirable, as it hampers your damage. Many ships won't even want to Redirect against smaller damage amounts, anyways, and even if so - I'm okay with letting them. It's more damage eating up shields before my heavier ships lob attacks in.

And don't forget that you can always use those Accuracy results if you're in the rare circumstance where it's better than one raw damage.

Yeah, but for 5 more points, id consider it much secondary. ...

Also +4 points to go up to raider2.

My Raider-I just one shot a fresh CR-90 in the aft last night. Targeted the redirect and boom 5 damage. They have been having great luck getting in close for a good amount of damage. The blue dice help a great deal.

Yeah, but for 5 more points, id consider it much secondary. ...

Also +4 points to go up to raider2.

It really depends on what you want your Raider to do, I figure. The Raider-I has gotten a lot of use from me and I can tell you its biggest problem is finding the right approach vector to get into short range and go nuts with the missiles next turn without taking too much heat before doing so. It's not an insurmountable problem, mind you, and the Raider has the maneuverability to get it done, but it takes some getting used to; in the wrong circumstances you can find yourself flying around looking for that opportunity most of the game. The 2 blue dice in the front arc are great for helping the black dice out (through an Accuracy, when it happens) but are insufficient at really doing much at medium range on their own, where they tend to just bounce off ships.

I'll be trying out a pair of Raider-IIs tonight. I figure with the 3 blue dice (4 with Concentrate Fire) and the SW-7s they'll be a more moderated form of the Raider-I. Less high-risk high-reward (which describes the Raider-I)and more of a skirmisher harassment ship that gets a consistent 3-4 damage in at medium range and can get more consistent use from its Evade tokens.

Yeah, but for 5 more points, id consider it much secondary. ...

Also +4 points to go up to raider2.

Those point can also buy Ordnance Experts for ALL black dice re-rolls, including AA. The re-rolls help immensely if you're going for a torpedo delivery system with APTs.

Yeah, but for 5 more points, id consider it much secondary. ...

Also +4 points to go up to raider2.

Those point can also buy Ordnance Experts for ALL black dice re-rolls, including AA. The re-rolls help immensely if you're going for a torpedo delivery system with APTs.

That 4 point investment also lets you re-roll ALL of the Raider I's anti-squadron dice.

That said, and I've said it plenty of times but it can't be said enough, the Raider does not have enough black dice on any facing to be a reliable Crit platform with any admiral but Screed.

Yeah, but for 5 more points, id consider it much secondary. ...

Also +4 points to go up to raider2.

Those point can also buy Ordnance Experts for ALL black dice re-rolls, including AA. The re-rolls help immensely if you're going for a torpedo delivery system with APTs.

That 4 point investment also lets you re-roll ALL of the Raider I's anti-squadron dice.

That said, and I've said it plenty of times but it can't be said enough, the Raider does not have enough black dice on any facing to be a reliable Crit platform with any admiral but Screed.

I dunno, 3 dice + re-rolls with CF off a 1-command ship seems pgood.

Yeah, but for 5 more points, id consider it much secondary. ...

Also +4 points to go up to raider2.

Those point can also buy Ordnance Experts for ALL black dice re-rolls, including AA. The re-rolls help immensely if you're going for a torpedo delivery system with APTs.

That 4 point investment also lets you re-roll ALL of the Raider I's anti-squadron dice.

That said, and I've said it plenty of times but it can't be said enough, the Raider does not have enough black dice on any facing to be a reliable Crit platform with any admiral but Screed.

I dunno, 3 dice + re-rolls with CF off a 1-command ship seems pgood.

Seems good, but is unreliable.

When all you need is a crit, go Screed.

I've had three raiders on the same turn utterly fail to set off their missile crits with double arcs and ordnance experts. Waste of points. Re-rolls want more dice, not crit effects.

It is more efficient as an Ion platfrom in my experience. 3 Blue dice provides a great chance at any sort of blue critical effect without needing Screed. If you want a black dice pod go with the Gladiator. The Raider-I can pump out the hurt, but it is very fragile as an investment if you are trying to make it a sure bet.

Edited by Wes Janson

It's a good ship but people tunnel vision on that AA action rather than better, more effective alternatives. The ship shines as a support capital ship, either controlling enemy squadron movement/tar pitting them with the title, stalling capital ships by placement, or just putting shots into a capital to remove shields.

If you're using a Raider to just do 2 damage to a fighter squadron, you're wasting a good ship.

It's a good ship but people tunnel vision on that AA action rather than better, more effective alternatives. The ship shines as a support capital ship, either controlling enemy squadron movement/tar pitting them with the title, stalling capital ships by placement, or just putting shots into a capital to remove shields.

If you're using a Raider to just do 2 damage to a fighter squadron, you're wasting a good ship.

I think that's because the card that turns the ship into an anti-fighter beast just so happens to also be just about the best card you can take to enhance the Raider's raw damage against ships.

Ordnance Experts is a no-brainer on the Raider, no matter what you're trying to accomplish.

Edited by Tvayumat

it kinda sucks on the Raider-2 :P

on the Raider-1 it's a no brainer

will we see the RAIDER in the movie???

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.

It garentee's a 100% damage possibility on blue dice if you want them to.

Looking at paper stats, it's akin to Fletcher class or Akizuki class. Decent AA complement and with enough weapon system to actually engage surface units.

Chances are, I might be using them that wayin consort with my GSDs mostly while I'll lets the VSD or ISD to tank the damage.

I just finished playing that 4 raider list and I lost. I realized a good bit of it was my own inexperience but the other thing i realized is that a raider is mighty easy to get in front of a whale or pickle. As pocket carriers they did alright but the 15 points on hangars were not that worth it. You can't really stay in activation range for your fighters if you want to stay mobile and out of those ackbar arcs. The little bugger with expanded launchers was a right beast tho. I managed to get him in the front arc of a whale but turned so that i had front and side. 5 black and 2 blue and then a black and blue out of that little thing over 2 rounds virtually pulverized the whale single handed. I don't think i'd run a raider pocket carrier list again but I would run a raider swarm list.

In any case, Raider 1 with expanded launchers is a serious contender for inclusion in many lists for me now. A whale costs more points than a raider like that and im fairly confident i can stuff the thing in front of one and happily trade it away.

I can't wait to use one with expanded launchers. Having 'focus fire' commands on demand (command 1), and so having access to 5 black and 2 blue dice to of the front arc will be real fun. I am looking forward to it.

I'm glad to see the Expanded Launchers Raider catching on. It's been my favorite combo so far.

With one command dial you always have CF when you need it, and can add either another blue to fish for an accuracy or a black for raw damage, then reroll blank black dice with Ordnance experts.

New uses for old cards, particularly underused ones, is an inspiring thing.

Edited by Tvayumat

So with instigator and no friendly squadrons near, the enemy squadrons can attack the ship?

tried APT. Wow. Its really great. Really puts the hurt on focus fired ships. I'm taking those over ACM for a while.

Wow. 1 Wave, and already the king crit upgrades is gone.

Tried out the two Raider-IIs last night, both with SW-7 Ion Cannons.

The experiment was a success, I would say. It turned out like I expected - a more moderate longer-ranged version of the Raider-I I've come to know and love. Some takeaways:

  • Evade tokens are more useful on the Raider-II because it wants to attack from medium range if possible. I found the Raider-II to thus be a bit less fragile than the Raider-I.
  • You'll still get into short range sometimes, though, and you can still pump out some decent damage there, especially with a Concentrate Fire command.
  • I'm not 100% sold on the SW-7s but they did fine. Blue dice having the same average damage as black dice (1 per dice instead of 0.75 like usual) without the chance of blank sides turns out to be pretty good. Getting a double arc on something, especially at close range, gets ugly.
  • Anti-squadron-wise I'm not so sure. The blue dice came in handy for flakking further-out targets, but the lack of Ordnance Experts (not worth it on the Raider-II) meant that the flak was not as deadly. It was still substantial, mind you, just not the short-ranged death cloud I've grown used to with the Raider-I.
  • I'd say throughout the course of the game, I got in a solid 3 turns of shooting with each Raider-II as opposed to 2 with Raider-Is. Please note that the Raider-Is (with Expanded Launchers) pack a bigger punch, but the Raider-IIs got more total attacks in that weren't just a pittance (throwing 1-2 dice at something is a pittance).

I'll need to do some more experimenting with them. I'm also considering trying out Raider-Is without the Expanded Launchers to see how I like them with just Ordnance Experts. At 48 points each, they're more disposable and still retain the same flak, even if the front arc is more modest.

I think they make good PT boats to hit the other guy from a off angle at the same time your main force is hitting. always a good idea. its works for the rebel CR90s

How have people found them with overload pulse? I was thinking of using a couple to overload targets before shooting them with two ISDs.

How have people found them with overload pulse? I was thinking of using a couple to overload targets before shooting them with two ISDs.

I didn't get a single shot off on my overload pulse one. But again, I acknowledge I manouvered poorly.

I wouldn't run OP unless you are also running screed.

How have people found them with overload pulse? I was thinking of using a couple to overload targets before shooting them with two ISDs.

To trigger reliably you'll want Screed. The problem there is Screed doesn't really work great with ISDs (he prefers black dice crit ships, and as many of them as possible). If you're okay with it firing off from time to time, Raider-IIs with Concentrate Fire will roll 4 blue dice, which is a 68.4% chance of triggering the crit. That kind of setup would actually probably work best with Vader, as he can reroll to attempt to find the crits for your Raider-IIs and then you can reroll those heavy-hitting ISD front arc shots as well. Fitting it all would be a problem, though.