Screed's Raiders

By Norell, in Star Wars: Armada Fleet Builds

I started to do something different so I decided to make a Raider list with a big guy in the middle. I have not much experience with Raiders other than support/AA units so I'm not sure if this will ever work out but whatever :)

The point is that ISD deals the big blows while the Raiders make the thousand cuts. All the ships have two AA dices so I decided to get rid of fighters altogether. Nevertheless I added Impetuous with Kallus just to be sure...

Screeed's Imperials

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Opening Salvo
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory


[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Intel Officer ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 173 total ship cost


Raider-II Class Corvette (48 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Point-Defense Reroute ( 5 points)
= 60 total ship cost


Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost


Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 55 total ship cost


Raider-II Class Corvette (48 points)
- Admiral Titus ( 2 points)
- High-Capacity Ion Turbines ( 8 points)
= 58 total ship cost


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Fleet created with Armada Warlords

And here is an alternative variant with Interdictor in the middle :)

Screed's Raiders II

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Opening Salvo
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory


[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Screed ( 26 points)
- Interdictor ( 3 points)
- Intel Officer ( 7 points)
- Leading Shots ( 4 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 143 total ship cost


Raider-II Class Corvette (48 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Point-Defense Reroute ( 5 points)
= 60 total ship cost


Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost


Raider-II Class Corvette (48 points)
- High-Capacity Ion Turbines ( 8 points)
= 56 total ship cost


Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 55 total ship cost


Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Slicer Tools ( 7 points)
= 32 total ship cost


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Fleet created with Armada Warlords

So an ISDMSU, essentially. If going that route I'd honestly go Raiders with OE only and Motti on an ECM/LS/XI7 ISD II to maximize the number of Raiders you can pack in, plus two black anti squadron with OE rerolls is nasty. If you've got left over points after maximizing activations, look at APTs on the Raiders.

Give this one a shot. I've found having multiples of the same ship makes for a much less stressful deployment, as you have fewer ships that NEED to be in a certain place to be effective, and instead any ship is capable of performing the same job. This is especially important when you are going squadronless as you have less delay deployments. 4 raiders with OE don't need any additional anti-squadron upgrades, and APT on all of them ensures that whenever they are in range of a larger ship, it will hurt. PE is not needed on the dictor as raiders have no redirects, just Bank an engineering token to move shields to the exposed area. This let's you take engine techs to keep in range of your raiders for targeting scramblers.

Fleet Summary Page (386 of 400 pts) Faction: The Empire Commander: Admiral Screed (26 pts)

Flagship: (118 pts) Interdictor Combat Refit (93 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Engine Techs (8 pts) MS-1 Ion Cannons (2 pts) Targeting Scrambler (5 pts)

Fleet Ship 1: (53 pts) Raider I-class Corvette (44 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 2: (53 pts) Raider I-class Corvette (44 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (53 pts) Raider I-class Corvette (44 pts)Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 4: (53 pts) Raider I-class Corvette (44 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 5: (30 pts) Gozanti-class Assault Carriers (28 pts) Comms Net (2 pts) Squadrons (0 of 134 pts):

Objectives: Most Wanted , Hyperspace Assault , Intel Sweep

You also will want an aggressive bid for first player. Relying on your raiders means you need to be able to get them into position for the opening volley on the next turn so they can zip out of danger

I haven't found an Interdictor useful yet. Tanky, yes, but really holding no sway in an aggressive list with its slow speed.

I haven't found an Interdictor useful yet. Tanky, yes, but really holding no sway in an aggressive list with its slow speed.

It's quite slippery when you put engine techs on it

I haven't found an Interdictor useful yet. Tanky, yes, but really holding no sway in an aggressive list with its slow speed.

An Interdictor always needs Engine Techs, especially if it's the flagship. But then it's just as maneuverable as an ISD.

Ps: My goal is also to find out how many useful builds a Raider can have, hence I have several variants in my build. Of course I would need to buy two more Raiders before I can try them out...

An Interdictor always needs Engine Techs, especially if it's the flagship. But then it's just as maneuverable as an ISD.

Ps: My goal is also to find out how many useful builds a Raider can have, hence I have several variants in my build. Of course I would need to buy two more Raiders before I can try them out...

Engine techs is great when you plan on using it as a beater ship and it needs to be able to flank/keep up with the rest of the fleet. If you are playing it as an anchor/healer it's perfectly happy hiding behind an ISD or Vic while using projection experts to send shields to the ship that's getting wailed on

An Interdictor always needs Engine Techs, especially if it's the flagship. But then it's just as maneuverable as an ISD.

Ps: My goal is also to find out how many useful builds a Raider can have, hence I have several variants in my build. Of course I would need to buy two more Raiders before I can try them out...

Engine techs is great when you plan on using it as a beater ship and it needs to be able to flank/keep up with the rest of the fleet. If you are playing it as an anchor/healer it's perfectly happy hiding behind an ISD or Vic while using projection experts to send shields to the ship that's getting wailed on

In the healing role Projection Experts works better.

I'd be concerned at the lack of fighter screen. Maybe squeeze some quad laser turrents on some raiders with Kallus on one of them?