Now that I have the Imperial Assault Carrier, I am starting to put some squads together. Here's a first go at one that I am very excited about! It takes my Assailer build for the Raider, and gives it some good starfighter support.
Epic squad: Assailer with Expose TIE swarm
How do you put cluster bombs on you're raider?
I think I'd stay away from expose in epic
It's not all that great, and unless you can kill way more, your ties are going to go up in smoke real fast.
Not only will your opponent be coming at you with squads but another raider or Tantive will make short work of them
How do you put cluster bombs on you're raider?
Cluster Bombs are not Cluster Missiles. It's an huge ship only cargo upgrade not a missile.
You can however put Cluster Missiles on a Raider using the new Ordnance Tubes card that comes with the Gozanti!
Well, I tried it out tonight, and wouldn't you know it: my opponent brought 4 HLC B-wings, and Dash with HLC, making the Assailer title absolutely useless. Expose was alright, but I lost pretty strong to Dash and Han (his final ship was a GR-75). I didn't even use Expose that much, and I realized that I would have much rather had TIE interceptors, even Avenger Squadron Pilots, than all that TIE fighter nonsense. I must admit, I am not used to flying in formation, and I had to land a couple of fighters on debris tokens to get shots. When we quit Dash was destroyed, Han had lost one shield, and I had lost 5 of my 9 TIE fighters. There's a possibility I could have won, but I would have needed to a) run over all of his B-wings or b) get really luck on my attack dice to wipe out a B-wing a turn. In other words, it was nice fun, but a spectacular loss.
I think next time I try something like this it will feature a mini-swarm a.k.a. flight group of "Howlrunner," "Night Beast," "Chaser," and "Wampa" or maybe a Black Squadron Pilot with Draw Their Fire. I'm also seriously thinking about getting rid of the swarm entirely and just have "Howlrunner" with Swarm Tactics flying back and forth at the rear of the Raider.
Final thought: all the preview squads of the Imperial Raider featured Quad Laser Cannons on the fore section. I thought maybe there was wisdom there because range 1-2 is a pretty big blind spot. I now disagree. I argue that Ion Cannon Battery is great on the fore section because you can wipe out shields on a single target with the primary weapon double-shot, and then follow up with a crit from the Ion Cannon Battery because they all have the exact same range. Putting a Single Turbolasers on the aft helps add additional damage potential if you catch a ship in the "sweet spot," and you can add either Quad Laser Cannons or Ion Cannon Battery to taste. Either way, Optimized Generators is my modification of choice for the Raider. It is very handy to power up that second shot with the Primary weapon.
Thanks for the follow up
I have to ask.
Would automated protocol have helped in any way?
As much as I'd like the generators to have that extra energy, my experience (especially with the raider) is in epic play I eventually find myself in a position where I have to make a hard choice.
Do I reinforce, or recover
Now with automated protocol I can do both.
So do you think that may have made a difference
Too make up for energy I'm thinking 2 Tibanna gas supply.
Ya it's pretty rough, especially when your opponent is coming at ya with a herd of bwings, especially hlc ones at that
My buddy did same thing.
Though wasn't hlc bwings, he had 4 of them protected by Biggs.
Was pretty nasty.
Tie fighters can't joust bwings.
I'm thinking take the raider and come at them head on. Reinforce the front. Then once your close just keep regen shields and now that you broke his formation send in the swarm.
The loadout I'm thinking if using for our next game is
Fore
Ion Cannon
Engineer team
Tibanna gas
Aft
Tibanna gas
Ion Cannon
Quad laser
Weapon engineer
Instigator
Automated protocol
It's finding the right squad to escort it is where I'm having a hard time
You either go low ps and can have 8-10 ships but some will die before they get to shoot
Or
Go high ps ships but then your only going to have 6-8 and if you lose one seems like it hurts more
With so many ships arc dodgers, fel and others have a harder time avoiding.
Defender and firesprays are expensive.
A lot of ties seems the way to go, but even so, as you said they can die fast
I was thinking with my build I can get 8 ties and 2 advanced in there for 10 ships but is that enough against all those bwings?
It's definitely tough that is for sure
Edited by Krynn007Thanks for the follow up
I have to ask.
Would automated protocol have helped in any way?
As much as I'd like the generators to have that extra energy, my experience (especially with the raider) is in epic play I eventually find myself in a position where I have to make a hard choice.
Do I reinforce, or recover
Now with automated protocol I can do both.
So do you think that may have made a difference
The Raider was never attacked before we had to quit, so it's tough to say. Really I didn't need either modification, which probably borders on blasphemy. My thought about the modifications is that you have two options if you're going to fill out all the hardpoints: Optimized Generators for hardpoints, or Ordnance Tubes to replace some or all of them with missiles/torpedoes. If you're going the route of Automated Protocols, you will likely want to be focusing on Recover, which doesn't leave a lot of energy for weapons, so one hardpoint should remain empty. Just my opinion, and it's only been backed up by limited Epic play experience.
To make up for energy I'm thinking 2 Tibanna gas supply.
It's finding the right squad to escort it is where I'm having a hard time
You either go low ps and can have 8-10 ships but some will die before they get to shoot
Or
Go high ps ships but then your only going to have 6-8 and if you lose one seems like it hurts more
With so many ships arc dodgers, fel and others have a harder time avoiding.
Defender and firesprays are expensive.
A lot of ties seems the way to go, but even so, as you said they can die fast
I was thinking with my build I can get 8 ties and 2 advanced in there for 10 ships but is that enough against all those bwings?
It's definitely tough that is for sure
My preference is Interceptors. I've played too many games where a few TIEs survive and just can't break through the CR90's reinforced section fast enough to keep it from recovering all its shields, and we're slowly whittled away into oblivion. So I have switched to interceptors for the extra attack die. With the Raider you posted above, you could fit 6 Saber Squadron Pilots with Push the Limit, and an Omicron Group Pilot with Intelligence Agent to help you figure out where aces might be going.
6x Saber Sq. Pilot + PtL = 144
Omicron Group Pilot + Intelligence Agent = 22
Raider = 134
300 TOTAL
My biggest problem with Push the Limit TIE interceptors is that they often end up stressed for no reason. If you don't know what to do, you Focus + Evade. Then only one of them gets focused down, and everybody else is stressed for no reason. However, Boost is really helpful for turning around and navigating the huge playing field, so Boost+Focus gets used a lot. You may not have 6 TIE interceptors, so maybe you'll need to balance it out with other ships. Each Saber is worth 2 Academy Pilots, so you could do 4 Saber Sq. Pilots and 4 Academy Pilots just for more shots and more health.