Your experiences with the Raider II

By MoffZen, in Star Wars: Armada

That's three ships, what were the other two?

And how easily could you punch out those Raiders? I also think a quantity build could work, but given how quickly I feel Raiders get knocked out, that five activation advantage can turn quickly without taking any damage.

The list was an ISD-II, two Glad-I, two Raider-I. I would like another run at it, because I'm sure I could have fared a bit better, but it was a very well coordinated assault. Three APT and one ACM with Screed was a ton of automatic damage when focused. It became a bit of a perfect storm when I drew my first APT critical which turned off a key gunnery team and they pretty much got their ideal trade in very early combat - one of those 48 point Raiders for a 92 point assault frigate. It needs a replay very soon though - one that I can properly log for a battle report - because I think that something could have been done. Maybe better deployment or queuing engineering commands earlier to weather the storm and turn that activation advantage around.

The list was an ISD-II, two Glad-I, two Raider-I. I would like another run at it, because I'm sure I could have fared a bit better, but it was a very well coordinated assault. Three APT and one ACM with Screed was a ton of automatic damage when focused. It became a bit of a perfect storm when I drew my first APT critical which turned off a key gunnery team and they pretty much got their ideal trade in very early combat - one of those 48 point Raiders for a 92 point assault frigate. It needs a replay very soon though - one that I can properly log for a battle report - because I think that something could have been done. Maybe better deployment or queuing engineering commands earlier to weather the storm and turn that activation advantage around.

That is amusing, because it's the list I came up with last night after thinking about Imperial squadrons and the whole thing IFF covered back in January.

Loads of fun, and occasionally useful.