(Yeah i know, another one of these topics... For those who don't know me i own a toy store that focuses heavily on Armada, which includes a ton of demogames, competitive and normal games every week for what it's worth, next tourney in 2 weeks yay!)
I wrote this originally in another thread but it became so long that i felt the urge to receive a little bit more attention... If you want to hear a lot of positive things about the Raider you need to turn around now. This is coming from a broken heart, i was extremely hyped for this ship... but here goes. (Dont hate me clon, the last part is just for you
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Overall
The Raider lacks in both configurations just something all the time. With a lot of Skill you can get around many of its weaknesses but even at perfect maneuvering you will only get an average performance at best. After watching people use it in Tournaments and in Battle Reports i came to the conclusion that if their oponents would have been on par skillwise the raiders wouldn't have prevailed almost always.
It's very prone to just die in a fire due to a very unfortunate facts that come together and make this the weakest ship at the moment:
Brace is useless alone for defense
Brace only becomes viable against a lot of damage. A lot of damage unfortunately tends to come with a lot of dice and if there is one accuracy you're dead. No Electronic Countermeasures on that ship. No other Token to dance around the problem because it also lacks shield redirect, 6 damage into your face with one accuracy is not hard to do for a lot of ships in just one volley. No other ship depends on just one defense token in the way the Raider does for it's eventual survival.
Evade is a nice token, for a Long Range Ship. Or for Mon Mothma, since she hasn't joined the cause of the Imperials it's just a defense token for dodging some long range shots where the raider isn't dangerous at all.
You have some options with Motti, give them one HP more, and maybe with Montferrat (a unique Character) take one die out of the Equation. That's still to fragile and requires you to build in a very specific way that might not benefit your other ships. Or you could just take a gladiator.
Recover 2 Shields and suffer from poor navigation problems or die the next turn.
So your raider survived the first volley through some miracle and sits there with damage on his hull and open shields. You can chose now to use an engineer command to move shields (heavily underused by A LOT of people) and then suffer from the bad maneuverability because you lack a nav command from SPD 3+, 3 Clicks at Speed 4 without navigate is not really what i call turning.
They are not good Support Ships
They lack Support Teams and therefore fall flat for Projection Teams, Engine Techs (engine techs are probably why they didn't receive the upgrade) etc. They do work somewhat against Corvettes with Tractor Beams to stop them a little bit. But the problem there is that the Corvette can react to quickly to Tractorbeams by giving itself a Navigate Command immediately. Which, if it has engine techs itself (which i personally use as rebel a lot) means a minimum speed of 3 WORST case. You need at least 2 Raiders to catch one Corvette which kinda defeats point efficiency (while risking to die in the process to the kiting fire).
If you want to count an extra activation as a support thing then you might have found a use for them. Take the Raider - I, slap your admiral on it and fly it to the bahamas (thats 60-80points floating around useless for one activation). Rebels can do much more by just slapping projection experts on the admiral floater and still contribute potentially a lot to the fight while staying safe. It's the cheapest ship option to get an extra activation as imperial but i'm not convinced it's a good thing, it's just the least worst option we have and more something from the category "ah well, ok then...".
To expensive for reliable Carrier Ships
Sure you could slap expanded Hangars on them, good times! You just spent 60 points for a subpar carrier to command squadrons that you could also just replace with firesprays. The problem there is that firesprays are just too good not to take, and they don't need a carrier ship that eat's it's points away. A relatively barebones raider costs you 4 Firesprays in points, thats serious firepower you're giving up. Not an option.
Rhymerball / Firesprays
The rhymerball teaming up with Firesprays means instadeath with little to no retaliation due to the weak defense tokens against squadrons. Pointswise it's not the biggest danger but if you rely on a raider to do something (like overload pulsing before you do fire with the big hitters) you're putting a lot of eggs in an extremely weak basket.
Another problem... ships move before squadrons. Wether you have the intiative or not, there will be this one turn where a good player can wait with his bombers and the rogue commands will make sure that you will eat the damage before you can shoot anything or simply evade the admittedly evil anti squadron armament from Raiders. Also taking raiders means normally that you have either not a lot of firepower in ships or a weak lineup with squadrons. Points are already tight and Raiders eat them normally after the corefleet is done.
ISD's with Gunnery Teams / Target Saturation (Raider Spamming) / Brawling
That alone makes them fall flat completely against Imp lists (which in 80% of the cases consist of 1 or more ISD's). ISD's are so deadly with Gunnery teams that Raiders can chose to Survive in Long Range and not do anything or go medium Range and die almost guaranteed, circling an ISD is not possible without spending a lot of turns going around and you STILL run into the danger of getting downed by the side arks with bad luck. Nevermind that if an ISD doesnt want you to get behind him it won't let you. You would have to run around with Spd 4 within Long Range otherwise it takes to long and that makes it very very risky. Mess up by 1mm and get into medium range, 80pts gone. You would have to be lucky to NOT die.
Target saturation is a concept where you bring so many targets that the enemy cannot shoot everything at the same time. The Problem is if you bring 3 Raiders and say a gladiator right into the front ark with a massive assault you will lose almost guaranteed 2 Raiders to the gunnery Team, thats roughly 140-150 points lost to one round fire depending on your upgrades which is almost as much as a lightly upgraded ISD II !!!! And then you need to take down the ISD with the remaining Raider and Gladiator. Good luck with that, the Raider has accuracy but no damage, the gladiator has lots of dice but cant block the brace reliably. Best case is you rip the shields open and deal 3-4 damage to the hull. And that's a scenario where you only have to deal with one ship. Realistically you can lose 3-4 Raiders in one round if you aren't carefull.
Why am i comparing them to ISD's ? You will face this ship in 50% of the matches on tournaments, almost guaranteed and they can't deal with it.
Without initiative you will have a bad time
Initiative is an important thing for the Raider. If you absolutely need this ONE hit with it to chase something initiative is the only thing that will give it to you before you die in a fire. The problem is, it only works for one ship. My experience was this, if you have this one raider that needs the last move- first move initiative trick then you cannot use your demolisher gladiator because one of the 2 will catch hell when the turn starts. And if i have to decide between the 2 i go like almost everyone with the Demolisher. It can project damage better, more reliable and actually survive much more mistakes.
Aside from their "low" cost, they can't do anything better that the other ships could
One of their other bigger problems is that they rival the gladiators spot as already mentioned before and they dont do it well. Gladiator has better defense tokens, one insane ship title and most importantly support teams which makes navigating so much more forgiving. Yes a gladiator can navigate better than a raider and not just by a little:
A Raider with Navigate Command can click 4 times at Speed 4.
A Gladiator with Navigate can click 5 times while the last Speed 1 Move at the end is perfect to let it align both fire arcs to the target.
Yes the Gladiator also costs more for that. But not THAT much. 2 Raiders are harder to keep alive than 1 Gladiator and they cost more.
It has a lot of Black Dice for it's point cost
On the cards yeah, i just never see them happen on the Battlefield reliably.
They work awesome with riekaan!
Ah wait...
Yeah but corvettes have the same problems dude whats your point
No they dont:
- They can fire with ackbar (which is very prominent atm) at long range very reliably and with the turbolaser reroutes they deal guaranteed damage. At this range 3 of their tokens remain effective. They can defend where they work best. This is huge.
- They can fit electronic countermeasures. Unless your enemy has XI-7's and even then, you're already 1 hp tankier from the get go. It also means that this shield redirect saves you against squadrons or other long range shots that try to finish you off while you stay with 3 damage on the hull around. The Raider is dead in this case. Nothing will save him even if he has full shields around the open zone.
- They can actually support with projection experts or with their ship titles. Tantive IV / Jainas LIght are extremely good and work well with a lot of scenarios.
- They can flank ISD's with engine Techs. They got the speed and while they circle it they can deal reliable damage to anything they circle. Engine Techs are sometimes the one bit that lets you adjust the final range so you dont end up in medium range as well.
- Corvettes almost always can chose the engagement. This is why against a good player you will have the problem that this pesky corvette is flying away with 2 damage on the hull to safety and there's not much you can do about it. That's the perk of being the fastest, most maneuverable ship on the field.
So what do you use them for ?
Honestly not a lot. I try to love them so hard, i love the model i love the concept (i even have 3 of them) but it just doesn't work in a strong current meta. Play them in fluff games for fun, sure.
Competitively, i'm still not convinced that they are viable. If you are wrecking your competition with it, chances are you could do it even better with other ships because you sir, are a badass (or your competition not so much).
Maybe for getting this extra activation and for separating the Admiral from a key ship. Maybe.
What i'm unsure yet is how big of a role they play in deployment, an additional Ship not only gives you an extra activation it also means that you can win the deployment game with nasty tricks. (Usually works against unexperienced players)
Ok we get it you're a grumpy dude, the raider isn't broken there's a dude here on the forums who plays it well competitive
I deny his existence! I still wish for FFG coming out and saying something like "OOPSIE, there was a printing error on the raider. it actually lacks a support team upgrade icon, sorry guys!"
But hey... i can dream can i.
Edited by Lancezh