Raiding Party thoughts?

By Zephyre, in Star Wars: Armada Fleet Builds

So just put this one together with the only constraint being that I had to have the models to field now what do you think?

Raiding party

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] Raider-II Class Corvette (48 points)
- Admiral Ozzel ( 20 points)
- Sensor Team ( 5 points)
- SW 7 Ion Batteries ( 5 points)

Raider-II Class Corvette (48 points)
- Sensor Team ( 5 points)
- SW 7 Ion Batteries ( 5 points)

Raider-II Class Corvette (48 points)
- Sensor Team ( 5 points)
- SW 7 Ion Batteries ( 5 points)

Raider-II Class Corvette (48 points)
- Sensor Team ( 5 points)
- SW 7 Ion Batteries ( 5 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

1 "Howlrunner" ( 16 points)
1 Soontir Fel ( 18 points)
3 TIE Interceptor Squadrons ( 33 points)

Fleet created with Armada Warlords

Put your commander on the ship that will survive the longest (GSD) and run a TIE Advanced w/ Fel. The Escort keyword will require your opponent to attack the advance (usually) which will trigger Fel's damage. How do you plan on using these, because Raiders don't have a lot of staying power?

I am not sure how Demolisher is more survivable. That thing usually comes with a bullseye on it and does its work at close range. At least in a Raider he can go faster and kite away from things.

I am not sure how Demolisher is more survivable. That thing usually comes with a bullseye on it and does its work at close range. At least in a Raider he can go faster and kite away from things.

I didn't say it was the MOST survivable in all the game, but it is in this fleet. True, the GSD won't last for much longer but it will last longer than a 4-Hull, 2-shield Raider. There is a chance if all the ships can overwhelm a single firing arc but I would expect to loose a 1-2 Raiders a turn. They are an escort and not meant to be ships-of-the-line but there is a lot of maneuverability in this list, soooo... It's been my experience that all the speed and fancy turns are no match for a good overload pulse at your side. I've seen a lot of strange things but I ain't seen nothin' to make me believe some maneuverin' can beat a heavy dose of dice. ;-). There's a thread talking about the best use for/of Raiders. That might help.

I understand what you mean, but an extra speed sort of goes a long way. I learned this from running a rebel-themed fleet like this with Mon Mothma. She is usually able to blast into "safer" firing arcs because of speed 4. And Raider 2s do their work from medium range, esp with SW7s.

I am definitely bringing a lot of my own baggage to this discussion, but whenever I see a glad that says Demolisher, I am committing much of my force to taking it down. I fear that thing more than ISDs.

Maybe that's what the OP is banking on with this build. While you're tied up with the GSD, he's hen pecking you with the RDR. In which case it would be smarter to have the commander on one of them.

See ClonTrooper5's list in the World Championship thread (oh and watch the game replays too).

Should give you some ideas on how to progress. Your list as it stands does not do enough damage for glass hammers.

Try adding Montferrat running shotgun to make Ozzy's Raider more survivable.

Maybe that's what the OP is banking on with this build. While you're tied up with the GSD, he's hen pecking you with the RDR. In which case it would be smarter to have the commander on one of them.

that was the thought for putting him on the raider