Raiders of the lost Arc

By RazelKorr, in Star Wars: Armada

I'm swapping out my two Raider-I's for Raider-II's based on how I've used them thus far.


As it stands, the R-Is have Ordnance Experts and ACMs. I wanted to use them to spray missiles and open holes for the Fireball, but the more I run it over the less those missiles get used. In the last game they got exactly one shot at close and then plinked from medium to better effect.


Why not have them do that always?


So my thought it to swap them for R-IIs with SW7 Ions. The three blue dice guarantee damage at range. I lose the two damage spread via ACMs, but that always came with the expectation of losing the Raider. Now I have a guarantee of 4 damage with a ConcFire and the distinct possibility of surviving the encounter, as the defense tokens are suddenly usable at that range again!



New list looks like this:



24th Expeditionary Survey - 399pts



Imperial-II - 120 pts



  • Admiral Motti - 24pts




  • Wing Commander - 6pts




  • Gunnery Team - 7pts




  • Boosted Comms - 4pts




  • Electronic Counter Measures - 7pts




  • XI-7 Turbolasers - 6pts




  • SW-7 Ion Batteries - 5pts



Raider-II - 48pts



  • Veteran Captain - 3pts




  • SW-7 Ion Batteries - 5pts



Raider-II - 48pts



  • Veteran Captain - 3pts




  • SW-7 Ion Batteries - 5pts



Major Rhymer - 16 pts


OBJECTIVES: Precision Strike, Fleet Ambush, Superior Positions


Edited by RazelKorr

I also kinda gave up using them as damage dealers. Switched them to II's and use them with 4 blue dice (with the fire command) to perform a support overload pulse with 4 dice and screed.

I've tried using 2 or 3 of them in a couple games with NK-7 Ion Cannons to soften up defenders for either an ISD or Victories to capitalize on. However, I found the points cost to be prohibitive. A cheaper build with Raider I's and ACMs seems to always outperform, especially since with things like NK-7's or Overload Pulse require timing orders that restrict your movement options - a bad thing for ships like Raiders.

I've tried using 2 or 3 of them in a couple games with NK-7 Ion Cannons to soften up defenders for either an ISD or Victories to capitalize on. However, I found the points cost to be prohibitive. A cheaper build with Raider I's and ACMs seems to always outperform, especially since with things like NK-7's or Overload Pulse require timing orders that restrict your movement options - a bad thing for ships like Raiders.

True, which is why I'm not running either of those upgrades.

I've tried using 2 or 3 of them in a couple games with NK-7 Ion Cannons to soften up defenders for either an ISD or Victories to capitalize on. However, I found the points cost to be prohibitive. A cheaper build with Raider I's and ACMs seems to always outperform, especially since with things like NK-7's or Overload Pulse require timing orders that restrict your movement options - a bad thing for ships like Raiders.

True, which is why I'm not running either of those upgrades.

Sorry, I was referring to the post above mine.

I don't have any concrete opinions on SW-7s on those guys. My gut reaction is that you are still spending quite a but on something with low damage output. Some of it will always be tied up in blacks, which will be out of range if you're constantly finding yourself at medium. Nevertheless, it's worth a shot. You can take your guaranteed damage blue dice and focus on the dials you need to get you into the right positions.

Personally I have found the raider to be too fragile as a ship of the line. I think there are two good uses for it so far (kitted out cheaply, Raider-I with Ordnance Experts):

Escort ship: Running alongside my ISD, with the aim of blocking enemy ships for the big guy to kill, preventing Demolisher runs at the ISD by parking in the way, and/or spraying AAA into a cloud of Rebel bombers.

Sweeper: Flying behind the fleet to prevent any rear flankers and/or mopping up any damaged enemy ships that fly past the ISD after receiving a mauling in its front arc.

In the former role it often dies, but I consider that 44 points of ablative armour for my ISD. Plus I gain the activation advantage of another ship.