Raider train

By Coldhands, in Star Wars: Armada

Hi folks!

Raider seems quite viable now with flechette torps and OE. I could imagine a fleet Where you Take two of them with some fighters. The tactic i would play is: Fighters or Raider jumps on an Enemy Fighter Wing your fighters shielding Raider and inflicting some damage. Turn two: Raider starts and deactivates the figthers and moves away. Your second Raider jumps to its place. End of turn: Fighters finish the rest/3rd turn your second Raider deactivates them again.

What do you Think, could this work? What fighters would you use? Defenders? Advenceds?

I'm actually really excited about the boost this gives to the Raider as an Anti-Squad platform. No, it won't be super easy to pull off, but if it can, a raider with Flechettes can really put a hurt on juicy, expensive squads.

58 points for a Raider 1 with Impetuous, Kallus, OE, and Flechettes is not a bad deal.

Hey that is the build I was looking at doing. It has great potential until the support ship shoots at your raider. I might be dusting off my 6 raider list.

The raider is the Kir Kanos of Armada. The big problem with the raider, and flechet torps does nothing to solve, is they just melt too fast. 2/3 of their tokens are useless at close range and they have no red dice. They want to be in the squad fight, but the squad war is usually in the middle of all the line ships. A gozanti and a few ties can kill a full health raider. Now we have decimators which have almost the same anti-ship as a raider 2 for less than half the points. I think this ship is over costed by like 10-15 points, putting more stuff on it doesn't help.

They spoiled the flachettes?

The same timing issues arise when using Raiders for anti-squad. You need ALL of the following to make it work: activation advantage, first player, no enemy rogue squads. Otherwise your Raider will have to move into an enemy squad swarm and get owned by them before the Raider can attack.

The required sequence is brutal to arrange: you need last activation to move into the enemy squad ball, the enemy can't have lots of rogues to crush your Raider, and you need to go 1st with that Raider next turn or the enemy will use a squad command from a high-squadron activation to kill/maul the Raider, then the squads can usually escape range 1. Not impossible, but tricky to setup and execute properly. Most Raiders rush into a ball and die before they can attack a squad, or the enemy squads run away before the Raider can fire.

Edited by Thraug

I'm actually really excited about the boost this gives to the Raider as an Anti-Squad platform. No, it won't be super easy to pull off, but if it can, a raider with Flechettes can really put a hurt on juicy, expensive squads.

58 points for a Raider 1 with Impetuous, Kallus, OE, and Flechettes is not a bad deal.

Personally I would drop Impetuous and Kallus and add Instigator. This way once squadrons are locked, they can't escape.

Some expensive, but interesting plays would be to use Tua+Cluster Bombs or Flight Commander + Rapid Lauch Bays

Edited by pt106

The same timing issues arise when using Raiders for anti-squad. You need ALL of the following to make it work: activation advantage, first player, no enemy rogue squads. Otherwise your Raider will have to move into an enemy squad swarm and get owned by them before the Raider can attack.

The required sequence is brutal to arrange: you need last activation to move into the enemy squad ball, the enemy can't have lots of rogues to crush your Raider, and you need to go 1st with that Raider next turn or the enemy will use a squad command from a high-squadron activation to kill/maul the Raider, then the squads can usually escape range 1. Not impossible, but tricky to setup and execute properly. Most Raiders rush into a ball and die before they can attack a squad, or the enemy squads run away before the Raider can fire.

I totally agree with this. Especially if the Raider is your only way of dealing with squads.

However, now with the Flechettes they do become a real threat that has to be dealt with. Pair the Raider with something nasty (maybe a legit Fireball) and the enemy must decide what to deal with.

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27.

Not cheap (91 points), however that may easily ruin someone's day.

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27.

Not cheap (91 points), however that may easily ruin someone's day.

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27.

Not cheap (91 points), however that may easily ruin someone's day.

Could be your day if your raider gets one shotted.

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27.

Not cheap (91 points), however that may easily ruin someone's day.

Could be your day if your raider gets one shotted.

Well.. if it was one shotted then you were either very unlucky or you didn't play it right (unless that was your intention). At least that's my experience with raiders - they usually survive one shot but are expected to melt on the second one.

I think the powerful thing about this combo is that if a ship gets too close to the raider sopping up the squads, that raider still has OE and some potent front arc to deal with said ship. I REALLY like the raider boost in this wave.

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27. Not cheap (91 points), however that may easily ruin someone's day.

Could be your day if your raider gets one shotted.

Well.. if it was one shotted then you were either very unlucky or you didn't play it right (unless that was your intention). At least that's my experience with raiders - they usually survive one shot but are expected to melt on the second one.
Edited by FourDogsInaHorseSuit

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27. Not cheap (91 points), however that may easily ruin someone's day.

Could be your day if your raider gets one shotted.
Well.. if it was one shotted then you were either very unlucky or you didn't play it right (unless that was your intention). At least that's my experience with raiders - they usually survive one shot but are expected to melt on the second one.
Six damage and an accuracy isn't unheard of.

Seven (I'm way too used to Motti ;) ) And in my mind this falls into "didn't play it right" category: why was it in the arc that has a significant chance to produce that kind of damage?

So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27. Not cheap (91 points), however that may easily ruin someone's day.

Could be your day if your raider gets one shotted.
Well.. if it was one shotted then you were either very unlucky or you didn't play it right (unless that was your intention). At least that's my experience with raiders - they usually survive one shot but are expected to melt on the second one.
Six damage and an accuracy isn't unheard of.

Seven (I'm way too used to Motti ;) ) And in my mind this falls into "didn't play it right" category: why was it in the arc that has a significant chance to produce that kind of damage?

... At close range, so the Evades don't mean anything?

There's a big risk to carrying squads, especially in a skinny raider. You could get a crit that changes your dial or slicer tooled. I think the squads are much safer on their own than in a raider.

Edited by Kristjan

I don't disagree.

But they're faster in a Raider... Especially if they've YVs...

for me the best use of flechette torpedos for me would be to go first and keep it close to an ISD your opponent wants to take out that big point value so they are forced to go in hit the isd then your raider locks them down with flechette torpedos.

There's a big risk to carrying squads, especially in a skinny raider. You could get a crit that changes your dial or slicer tooled. I think the squads are much safer on their own than in a raider.

In my mind given that Raider can only carry 1 squad, it can be offloaded with a squad token. The main reason to carry it is to be able to offload it in a precise location to protect Instigator from some rogue attacks.

I like using a Raider 1 Instigator with OE, EHB. have him fly with an Advanced and Soontir.

Raider banks a Manoeuver token first turn. I almost always use Ozzel now so gives me lots of rang from speed 2 to point and get where I want. Use the advanced and soonter to fly into the squads I wana lock down, have Instigator follow them in. Soontir is there to damage squads for shooting the raider if there's Intel there or damage ppl for shooting the advanced then his counter. this is 87 points all together. Add kalus and flechette if you would like. EHB really helps with the timing issues about getting the right squads in with a raider where needed.


So, Raider 1, Instigator, Flight Commander, Rapid Lauch Bays, OE, Flechettes = 64. Morna Kee = 27. Not cheap (91 points), however that may easily ruin someone's day.

Could be your day if your raider gets one shotted.
Well.. if it was one shotted then you were either very unlucky or you didn't play it right (unless that was your intention). At least that's my experience with raiders - they usually survive one shot but are expected to melt on the second one.
Six damage and an accuracy isn't unheard of.

Seven (I'm way too used to Motti ;) ) And in my mind this falls into "didn't play it right" category: why was it in the arc that has a significant chance to produce that kind of damage?

another interesting thought what would instigators interaction be with valen rudor?

so instigator reads enemy squadrons at distance 1 are treated as if they are engaged with 2 additional squadrons even if they are not currently engaged.

Valen Rudor reads while an enemy squadron is engaged with another squadron it can not attack you.

so lets say squadron x is engaged with Valen and Instigator is at distance 1 so squadron x is treated as if it is engaged with two additional squadrons because squadron x is treated as engaged with 2 other squadrons squadron x cant attack Valen, but because squadron x is engaged with Valen it cant attack instigator is that correct?

obviously it could be countered by giving Valen heavy but it would still be an interesting interaction.