How to use the Raider: Tips Compilation and Discusion

By clontroper5, in Star Wars: Armada

I Am probably going to write an Article about the raider this next week and in the mean time i would like to assemble as much useful information I can.

I am looking for the best loadouts, and Fleet comps

best general tips and tips vs specific enemy's (such as TRC90s and Ackbar Guppies)

I would also like any specific examples of how to use and how not to use them in the form of detailed Battle reports, perferably Vassal Vlogs

Edited by clontroper5

Woot.

Honestly, so far, you've used them the best out of anyone I've seen or read about. I'm not sure what else can be added.

I've used them as AA support against rebels and the results were underwhelming to say the least. I went with the impetuous title and that was it... I didn't want to dump more than the 48 points already invested.

I'd love to see the article you come up with Clontroper. I've been pretty clear on my frustration with the craft in other threads but I remain open to learning how to use them properly.

Edited by Norsehound

I've used them as AA support against rebels and the results were underwhelming to say the least. I went with the impetuous title and that was it... I didn't want to dump more than the 48 points already invested.

Really?

I have had great luck using them as AA support.

put Ordinance Expert and Impetuous on a raider and you have a 52 point ship with a reasonble expectation to deal 2 damge to all squads around it+ an extra shot.

infact with a double arc it is Capable of killing ANY generic squad in the game in a single activation, 2 Black from side+ 2 more from front+ 2 from the title shot+1 from confire=7 (likly) damage

Edited by clontroper5

I've used them as AA support against rebels and the results were underwhelming to say the least. I went with the impetuous title and that was it... I didn't want to dump more than the 48 points already invested.

Really?

I have had great luck using them as AA support.

put Ordinance Expert and Impetuous on a raider and you have a 52 point ship with a reasobly expectation to deal 2 damge to all squads around it+ an extra shot.

infact with a double arc it is Capable of killing ANY generic squad in the game in a single activation, 2 Black from side+ 2 more from front+ 2 from the title shot+1 from confire=7 (likly) damage

My opponent would often 1 shot it (1 shot meaning a double arc activation) or darn near 1 shot it and finish it with squadrons (curse you intel!)...

So what I've found is, that while yes, the extra activation was nice, it didn't last long and was a 48 point sink where I rarely finished up a squadron.

I'll have to try using it more. I own 3 of the darn things, but just haven't found a way to use them effectively yet. I also think my play style when I have them is to be conservative and maybe I need to fly them more like you have in the tourney.

I think the H9/Warlord combo works well with the raider to wreck fighters' days. Add in some tie fighters/interceptors and its even better.

**edit** to clarify, I mean using a Vic as a support for the raider.

Edited by jekara

I started using the RDR1 as AA/Missle Spam with Ordnance Experts and ACM's. The problem I had is that while they are great at dealing the damage, it is a suicide mission more often than not. Against the squads you want to trap, it will shred like paper and stall for a turn or two while giving the enemy 50~ points, while facing ships it will be close enough to take every die against it.

Now I use the RDR2 as a medium-range harassment platform to support my Fireball. A RDR2 with a Veteran Captain and SW-7 Ions will deal a guaranteed 4 damage at medium, 5 with a dual-arc. This is the same threat range as the Rhymer'd Firesprays, meaning I have a similar threat envelope to track for all of the minis. Being at medium also makes the evade token useful again, and the VetCap can be used in a pinch for...well, anything. Shove 2 fighters, engineering 3, Speed [+/-]2. They have more options now than they did before.

Step 1: don't

Ways I have seen them used effectively:

  • Title + Ordnance Experts, as stated.
  • Raider I with expanded hangar bay as a squadron boss (two of these were bossing Dengar, Rhymer, 2 TIE Advanced, and the rest of the Rhymerball was Firesprays)
  • Many raiders with ACM or APT in a Screed Fleet (so you could always auto-trigger the effect)

Note that in the first two cases, they aren't using more than 2 raiders, and you can really think of them as a genuine support ship in this case, with the added advantage of being a way to increase the total number of activations while doing something you need (anti-squadron or bossing around anti-ship).

Played a guy in a store championship recently who ran a raider swarm with a gladiator.

2 of the raiders ran with ruthless strategists and some tie bombers. Kinda brutal as they activate the bombers with them to shoot first, then they shoot at the squadrons themself and then use ruthless strategists to add an extra damage onto each squadrons shot at and one to the bombers (which can tank decently due to decent hull) My X wings didn't last too long.

Edited by SmurfWedge

My build that I like is an Impetuous Raider I with Ruthless Strategist and a chunky force of bombers and tie advanced. You are always guaranteed 1 damage if your willing to sacrifice squadrons. If your lucky you get 3 damage per attack, have a double arc shot, and triple shot that squadron you really want dead.

It's worth it to use a squadron activation when engaged to get damage on and engagement on your primary target, before attacking.

If you need to stay engaged drop to speed 1 you can tight turn around the engagement. Or drop to speed zero it's not like your evades or brace is going to do much against a determined bomber force.

I've never kitted up a Raider as a torpedo boat, but the first night I flew one I was very successful at using its speed and maneuvering to stop and MC80S in its tracks.

Always bring escorting squadrons to keep the enemy engaged so you can focus on destroying thier squadrons.

I know most people prefer the RDR-I, but I'm an RDR-II man, myself.

The RDR-I with Ord. Exp. does have a slight edge in anti-squad only because the damage is more consistent. Don't overlook the RDR-II being able to get extra shots off at blue range in anti-squad; if you can get a couple of those off, it tends to even out any 1 damage rolls you may get in black die range.

RDR-II waaaaaaay outclasses the RDR-I at ship damage when you're running SW-7s on it. Going speed 2, it's ridiculously easy to double arc enemy ships, and because it has a command of 1, it's easy to get you ConFires up when you need them. That's a guaranteed 5 damage (!!!) you can put out with that little monster, and it usually ends up being a few more because you get to toss a couple black dice, as well. I like having the ship be a little more balanced, which is why I prefer the II. My usual build is an RDR-II. I tend to run mine as an all-purpose corvette/escort (RDR-II, SW-7, Impetuous). I always fly it slightly behind whatever it's escorting (ISDs, Fireballs, Vics), and I tend to keep it at speed 2 so I can get those crazy turns in.

Speaking of those turns, they allow the RDR to work as a great flank protector. A couple games ago, I saw my opponent moving to get a wide rear flank on my ISD with his Guppy, and I was able to have my RDR do a complete 180 over two turns (while still wailing away at his squads) to end in a perfect position to chase the Guppy off. Got that double arc + confire for 8 damage to the Gup. The ISD was able to shoot at it from it's rear and get some more damage on the thing, and the Gup had to break off its attack and fly away . It was just taking too much damage.

I also like to run Vic-I carriers, and the RDR-II compliments them amazingly well. The RDR-II w/SW-7s gives the Vic-I effective blue dice range threat, and the two make a great point control combo (e.g., holding the station on Contested Territory).

I think the key to flying the RDR well is to always make it a secondary target. I see so many pictures of people charging lone RDRs into the side arcs of MC80s and then complaining that the RDR sucks when it gets one-shot. Yeah, no ****. The RDR should either be out of range of big arcs, or the lowest priority target in that arc. That's one of the reasons I like the II over the I -- it doesn't need to expose itself by getting into close range.

You'll know you're doing it right when, at the end of your games, you opponent says, "****, dude, that raider! It tore me up! I didn't even... I wasn't even... I probably should have killed it."

Edit: Oooh oooh oooh! Also one important note: in the five games I've run the above strategy, my RDR-II has never died. :D

Edited by LazorBeems

That's one of the reasons I like the II over the I -- it doesn't need to expose itself by getting into close range.

You'll know you're doing it right when, at the end of your games, you opponent says, "****, dude, that raider! It tore me up! I didn't even... I wasn't even... I probably should have killed it."

YES! YES!

I think the key to flying the RDR well is to always make it a secondary target. I see so many pictures of people charging lone RDRs into the side arcs of MC80s and then complaining that the RDR sucks when it gets one-shot. Yeah, no ****. The RDR should either be out of range of big arcs, or the lowest priority target in that arc. That's one of the reasons I like the II over the I -- it doesn't need to expose itself by getting into close range.

You'll know you're doing it right when, at the end of your games, you opponent says, "****, dude, that raider! It tore me up! I didn't even... I wasn't even... I probably should have killed it."

All the very much most of this yes. So often, the key to keeping little things alive is to distract enemy gunners with something big and scary.

Great points! Thx for the insight

RDR-II waaaaaaay outclasses the RDR-I at ship damage when you're running SW-7s on it.

Otherwise I really like your post and it brings some nice perspective on the Rdr-2 which I have not ran much

Great points! Thx for the insight

RDR-II waaaaaaay outclasses the RDR-I at ship damage when you're running SW-7s on it.

I do however have to disagree with statement since APT raiders with screed or Ordinance Experts push 10 damage pretty consistently

Otherwise I really like your post and it brings some nice perspective on the Rdr-2 which I have not ran much

That's a fair point. In my head, I was originally tying the argument in with the II not having to expose itself to close range to attack point I made. By the time I finally got around to actually making that point, though, I was like three paragraphs down lol, so the connection wasn't very clear. :P

Maybe a better way to put it is that the RDR-II w/SW-7s can put out more damage during the course of its normal escort duties by staying close to bigger ships and taking advantage of range. The RDR-I w/OrdEx and APT has a higher total damage threshold, but it may have to wait for the right opening to jump into the attack, and it may not get as many rounds of effective shooting in due to it's shorter range. It's a bit more of a gambler's ship. Both are effective, but they play differently, so pick the one that matches your style.

It seems people are having more success with Raiders if they resist the temptation to fly them like mini gladiators by charging into weak enemy arcs to do damage.

It's tempting because the Raider is the only Imperial ship to punch it to speed 4 and it's got a Torp upgrade to exploit with someone like screed. This is how I've been running them and why I have a poor opinion of them, but I think I keep trying because I wanted to believe I'm missing something. They're also the lightest ship in the Empire, which means they have to have a role somewhere.

Seems' I have to avoid using as a capital ship brawler and more of an escort. Montferrat in that pack is also suggestive of running that ship fast and trying to get into close range as soon as possible, though. same with Ozzel encouraging high speed at first them drop down to speed 2 to brawl. I've been trying this and it ends up with more Dead Raiders than I wish had happened.

I think the key to flying the RDR well is to always make it a secondary target. I see so many pictures of people charging lone RDRs into the side arcs of MC80s and then complaining that the RDR sucks when it gets one-shot. Yeah, no ****. The RDR should either be out of range of big arcs, or the lowest priority target in that arc. That's one of the reasons I like the II over the I -- it doesn't need to expose itself by getting into close range.

yeah guilty as charged here, though I take the extra distance to avoid those wide firing arcs on typical rebel ships and end up failing (usually by taking too long to get engaged). Approach from the front and you'll get rammed to death, approach from behind and you'll never get to fire at your target while it plinks away at you.

This strategy of using them as pickets makes me wish they didn't have speed 4 to suggest using them in rush fashion. Speed 3 means they can escort GSDs better by keeping pace with them and staying pace with ISDs. Speed 4 makes me want to run them like close-range CR-90s, which clearly is the wrong way. Huh.

#1 of flying Raider for combat, you need to be the first player. Raiders are great activation control if you are second though but much weaker/less damage potential

#2 play it with Ozzel or take a Nav token first turn every turn. You fail to move correctly you die. This also leads us to why being able to go Speed 2 is so important

#3 use it's aggressive turning OR Engineering to Redirect/present full shields for more survivability

#4 if you are not using the Rdr for bait give the enemy two things to shoot at ie: raider + ship or raider + bombers

#5 on a Rdr I Ordnance Experts is an auto include, Impetuous close second. I have killed 5 Awings and 5 Tie X ships in single activations with this. Check my posts for a tourney write up, every game the raider made a key play (killing mc80, killing 5 squads, trying to technical win game )

Other things:

Expanded hanger bay, good with any missiles and Rdr I is superior. On point defense alone. With the exception of ISD/VSD1,Glad/Mc30 you will take the same damage at medium range so there is not much benift in Rdr II

Use the Raider as activation control or ambush predator. Jump in as first player for efficient dice/cost and jump out. Don't lead with it unless bait. Present a better target to punish them for shooting it or be happy when it is ignored.

Well costed, amazing utility, powerful when timed right and unforgiving. My kind of ship.

Edited by Trizzo2

I like to think the Raider as bait. Bait with teeth. Like was was stated above, you run them with something big, never alone. You should be able to trade a Raider for something else. What ever kills the Raider, should be killed by your big friend. If the Raider is ignored, then it has a reasonable chance of killing anything with the help of its big friend.

With Tarkin Clause you hand out any token to all the good boys and girls.

Assuming token matches dial:

Navigate - Change speed by +-2 and get an extra click

Squadron - Activate 2 (3 with expanded hangar)

Engineer - get 3 points (too bad no Eng Tm)

Firepower - Add a die and reroll a die

Lots of flexibility there. I'm new to Armada but what little I've played, I've rushed many a Raider to its death trying to outflank. I'm resolved to making this a screener and keeping it closer to the main body.

I have to admit that the Raider seems like a difficult ship to get the best out of. I mainly play Rebels but I've been involved in a few conversations in regards to the ship and people seem to agree that the Corvette does have potential...

- Admiral Ozzel works really well with the Raider. Being able to drop down from speed four to speed two (and then turn hard) or rapidly speed up is a real advantage (on top of the fact that Ozzel is the cheapest Imperial Admiral at the moment)

- Admiral Montferrat is a good way to help the survivability of the Corvette. At long range with those two dodge tokens, obstructed and the maneuverability to keep out of the way of the dangerous arcs of enemy ships the Raider should take minimal enemy shooting.

- As an Ion Cannon platform. Allows the Raider II class to hang back and still get some use out of its two dodge tokens. Works well with Admiral Screed to go and find those criticals you need to activate the Ion abilities such as the NK-7 or Overload Pulse. Otherwise it could pack the SW-7 Ion Batteries if you wanted to do a bit more damage.

I see the Raider class Corvette as an Imperial ship that can do a bit of everything. Its fast so can get around the battlefield quickly and is also very maneuverable at slow speeds. Its anti squadron firepower offeres a decent (if close range) punch as does it's anti ship firepower. Like the CR-90 its not really designed for a stand up fight but is all about using its speed and maneuverability to get into an optimal location to minimise incomming enemy shooting while maximising its own damage potential. It also gives the imperials a ship that's fast enough to hunt down badly damaged Rebel ships that might try to run away and hide in the board corners (or that can do the same if faced with a slower, less mobile Rebel fleet).

This strategy of using them as pickets makes me wish they didn't have speed 4 to suggest using them in rush fashion. Speed 3 means they can escort GSDs better by keeping pace with them and staying pace with ISDs. Speed 4 makes me want to run them like close-range CR-90s, which clearly is the wrong way. Huh.

You've hit the nail on the head of the two ways people get into trouble when they fly the RDR:

  1. Fly it like a mini-GSD. For all the reasons covered in my earlier posts, this often ends with a popped RDR. Additionally, when people fly ships like a GSD, they're often subconsciously flying it like a Demolisher with EngTechs. Most ships can't do that--the RDR especially. If you want to fly a ship like a GSD, then put a GSD in your list.
  2. Fly it like a CR90. Similar speeds, similar costs, similar armaments, similar defense tokens. Should fly about the same, no? No. The CR90's superior range makes all the difference. Even on the B, there is no incentive to move into close range, which keeps those evades effective. Like the GSD and Demolisher, we tend to gloss over some of the specifics of what makes the CR90 sing. TRCs are obviously bonkers. Mon Mothma and Rieekan make the CR90s sturdier than they have any right to be. Swarm lists are generally more effective for Rebels because they have less expensive ships, and in retrospective, you tend to remember the one or two CR90s that dominated in a swarm list as opposed to the one or two that died unheroically. It's just the way our memories work. Frankly, I think we were spoiled by getting the CR90 in wave 1. It set an impression in our mind of what cheap, small ships should be like. In reality, I think the CR90 is just really, really good (as it should be, what with being a Star Wars icon, and all). I expect in the future during like wave 7 when we see posts on Reddit from new players asking, "Do I really need to by the core set?" we'll be responding with something like, "Yeah, you need the range rulers, maneuver tools, damage deck, and dice. Plus, it comes with the CR90, which is one of the best ships in the game, and you can never have too many of them."

To your point about wanting to use that speed 4 to fly in and deliver ordinance: while it's certainly contrary to my original point about keep them back, I don't think it's an incorrect conclusion to draw. I think our application of that conclusion is just faulty. There will be a way to use them like that, we just haven't found it yet. As stated above, that method isn't "fly them like a GSD," but that's not the only way to fly a close-range ship. We're seeing that shift already with how players are using the MC-30s. The point is to keep experimenting. Just know going in that you're going to need to think outside of the box.

Expanded hanger bay, good with any missiles and Rdr I is superior. On point defense alone. With the exception of ISD/VSD1,Glad/Mc30 you will take the same damage at medium range so there is not much benift in Rdr II

I'm totally picking up what you're laying down (especially the point about Impetuous--don't leave home without it!) except for this point, here.

While it's true that, most of the time, your opponent will be throwing the same dice at you from medium or close range, it doesn't mean you'll take the same amount of damage .

The main reason that's true is because of the two evade tokens; they're useless at close range, so you'll be mitigating less damage.

The second reason is because when you're closer to enemy ships, you tend to be further away from friendly ships which can often leave the RDR exposed. If it's in the shadow of an ISD or a VSD, that bigger ship can help by obstructing enemy shots from a few angles.

The last reason is actually a little harder to grasp, and that's the psychological effect that aggressively moving a ship towards your opponent has on them. When the RDR blasts out from the gate and starts barreling towards an MC-80, your opponent is going to react to it. They see it acting threateningly, so they treat it as a threat. If you throw it in your face, their instinctual reaction will be to swat it away. Conversely, if it's hanging back and chillin', your opponent is less likely to notice it or be concerned with it, especially if there's a big ol' ISD flying towards them.

It's the bee principle: you see a bee chillin' on a flower and you're like, "Look at cute Mr. Bumbles over here, gettin' his pollen on. Keep up the hard work, bud, I'm gonna enjoy that honey!" If that same bee came flying towards your face, you start swatting at like like it's kill you while you yell "Jesus f%#k get that thing awaaaaaay!"

Edit: somehow there was a double post. Whoops! I guess I'll use this space to link to a picture to illustrate my point from above .

Edited by LazorBeems