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
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Boosted Comms - 4pts
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Electronic Counter Measures - 7pts
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XI-7 Turbolasers - 6pts
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SW-7 Ion Batteries - 5pts
Raider-II - 48pts
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Veteran Captain - 3pts
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SW-7 Ion Batteries - 5pts
Raider-II - 48pts
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Veteran Captain - 3pts
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SW-7 Ion Batteries - 5pts
Major Rhymer - 16 pts
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Dengar - 20pts
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Firespray-31[x4] - 18pts[72pts]
OBJECTIVES: Precision Strike, Fleet Ambush, Superior Positions
Edited by RazelKorr