The ultimate squadron hunter

By Wetaas, in Star Wars: Armada

So I have been looking at the new wave and I think I have found the ultimate squadron killer.

Raider I Class Corvette

Agent Kallus

Ordnance Experts

Quad Laser Turrets

Flechette Torpedos

Impetous

This ship will attack 3 times at any squadron with 2 dice and reroll. If unique it attacks all ship with 3 dice.

If you get crit with the 2 black dice the flechette torpedos, it will deactivate all squadron from attacking or moving. If you have Screed as Admiral this will happen all the time.

If any squadron attacks it it has counter 1.

Now you only need to keep it away from the big ships :-)

Cheeky

Now if only your opponents would oblige by driving all their squadrons into short range of that obvious deathtrap!

Yavaris activates it's B-Wings next to Nora Wexley and the Raider dies before firing a shot.

Now if only your opponents would oblige by driving all their squadrons into short range of that obvious deathtrap!

Just use it to make a clear path for your bombers following behind :-)

Or let some fast aggressive fighters follow and clear up any surviving squadrons :-)

Yavaris activates it's B-Wings next to Nora Wexley and the Raider dies before firing a shot.

This what is great about the game it is allways a counter to all great things.

The difficulty is to know what build the opponent have.

You choose wrong and your fleet goes down. You choose the right build you will decimate your opponent.

Still you need to find a balance in your fleet and be ready for anything, or take a big chance.

Anyway a great admiral allways get the most out of any fleet build.

With only 2 dice if you screed for the crit you give up all damage.

Also screed only works once per activation.

More broadly, a raider in this scenario is doing max 1 damage to squadrons it shoots at Kallus excepted. So to kill them you still have to coordinate with your own fighters. Might be tricky in a real scenario.

With only 2 dice if you screed for the crit you give up all damage.

Also screed only works once per activation.

More broadly, a raider in this scenario is doing max 1 damage to squadrons it shoots at Kallus excepted. So to kill them you still have to coordinate with your own fighters. Might be tricky in a real scenario.

But still it may deactivate every squadron and give them one damage first rolll. Second attack the same on another side or two damage. And third attack because of impetuous you may give 2 more hts. Regardless of Screed.

Yavaris activates it's B-Wings next to Nora Wexley and the Raider dies before firing a shot.

Obiously, It does kill it, if you are stupid enough not to bring a couple of squadrons with you.

Yavaris activates it's B-Wings next to Nora Wexley and the Raider dies before firing a shot.

Obiously, It does kill it, if you are stupid enough not to bring a couple of squadrons with you.

As I said at my first post. You need to keep it away from the capital ships:-)

You don't need Yavaris. Almost any other ship will do:-)

Yavaris activates it's B-Wings next to Nora Wexley and the Raider dies before firing a shot.

Obiously, It does kill it, if you are stupid enough not to bring a couple of squadrons with you.

As I said at my first post. You need to keep it away from the capital ships:-)

You don't need Yavaris. Almost any other ship will do:-)

Indeed its the most fragile ship... I dont really like it. But hey, we have tua now, ECM to this bastard! (ofc joking). Anyway, I could imagine an Ozzel list with a demo, 2 raiders with oe, torpedoes, expanded hangars, 2 gozanties, and rougly 130 points in squadrons, containing colonel jendon, rhymer, rest is up to your taste (lets say stele, vader, saber, mauler, gamma, tempest). With the raiders, they should easily deal with fighters, so you wont need an intell, if there is no opposition, you have 4,5 bombers(vader ;) ) plus jendon triggering stele for a second run.

My favourite raider is a Raider-II with instigator and NK-7 ion cannons.

It's good enough at tying down and shooting a few squadrons, and good enough at being annoying by forcing your opponent to remove defence tokens. It's very deliberately not good enough at either job that it gets called primary, and is fast enough to not be in a situation whereby it is an opportunistic primary. It's also cheap enough that you can pair it with a Gozanti with Supressor, Director Isard, and slicer tools and it still be 99 points for 2 amazingly irritating ships.

The ship you have built is an amazing anti-squadron platform. Almost perfect. That means I am going to have to shoot it in the face with an ISD to protect my squadrons.

I also think your expectations of the raider are too high. it is very fragile. It's not supposed to be taking on a wing of B-wings and surviving. That's what TIE interceptors are for. Its for zipping round and grinding squadrons into the ground that have been left behind, or finishing off damaged capital ships.

It seems like you're going off of the assumption that you'll be getting a lot of double-arcs, which are not incredibly easy. Otherwise, you're hitting each squadron once and one squadron twice, via Impetuous. And Screed, as mentioned above, only gives you one auto-crit.

Now, not saying this is a bad build. It can tie up a large number of fighters for a while. But the chances of it tying squadrons down and destroying them is pretty low. Since you have to spend the crit die to trigger Flechette Torpedoes, you're likely doing one point of damage with the other die.

Personally, I would drop Kallus and QLTs. Run it with a handful of squadrons. The Raider keeps the squadrons activated and immobilized while the fighters chew away at them. The only issue you're going to face is that the Raider has to activate first. If not, the carrier pushing those enemy fighters around will make the torpedoes useless by already activating the squadrons. That's the problem with flechettes - you have to get to the squadrons before they've already activated.

Now if only your opponents would oblige by driving all their squadrons into short range of that obvious deathtrap!

Given the occasional poster who pops up declaring how overpowered Gallant Haven is because the OP runs their TIEs straight into an obvious deathtrap (the Gallant Haven surrounded by Rebel squadrons, many with Brace tokens available), I'm sure it would work against at least some people!

But yes, I think the OP Raider is over-engineered. Some elements of it wouldn't be bad in addition to the standard Raider-I+Ordnance Experts chassis, though. I expect Kallus' stock to go up with more unique squadrons about, for example, and Flechettes seem like a tempting inclusion when you have a few points free.

You could use a Victory i with Kallus and flechette torps, only 6 points and can hit uniques at medium range. Probably worth throwing on Ord. experts as well.

Edit: Glad ii with Kallus, Flechette Torps, Ord. experts is probably better. Demolisher optional.

Edited by Kristjan

I think I'd prefer to take a gozanti and 3 Interceptors or Defenders.