At 44 points for a Raider I and 48 for a Raider II, what is the best way to utilize and kit out a raider for an anti squadron role?
Edited by ForrestoBest way to utilize a Raider
I can't recommend this blog enough. Here's an in-depth look at the Raider:
http://cannotgetyourshipout.blogspot.com/2017/03/imperial-ship-review-raider-corvette.html
This thread discusses the article:
Ordnance experts, Kallus, impetuous, Flechette torpedo.
I am a loud and proud proponent of Impetuous , with Agent Kallus, Ordnance Experts, and Flechette Torpedoes. Dropping either unique part of that equation still leaves a nasty anti-squadron picket, though one less suited to raw damage output. Even just OE means that it can produce two damage per target pretty reliably. I don't like the Raider-2, mostly because while the range significantly improves, the reliability of the damage drops almost commesurately. My only other comment, one I believe the cited blog brings up, is that these Raiders badly need initiative to go first and lock down enemy bombers before they blow them away.
As with the others, I'm a big fan of the KOFI Raider (Kallus, Ordnance, Flechettes, and Impetuous). If it connects, you'll almost certainly shut down a big swath of your opponent's squadrons. Even if it doesn't connect, it's such a major threat that it will radically alter their squadron game until it's gone and that can be used to your advantage.
Also, it's an excellent option for using in Hyperspace Assault. Just drop it on top of a big squadron ball ready to run away after a turn of shooting.
Oe, flechettes, instigator, add Kallus as needed
That is the best way IMHO. If you cannot get every point at least you will get a good raider or just **** to your purpose if you don't get anyone.
1. OE and flechettes. Add Kallus and Instigator/Impetuous if you need it. They won't dissapoint you.
2. Activations: you want to delay the raider activation until your opponent activate his squadrons to engage them or the raider will pop.
3. First player: you want shoot to switch off his squadrons before he activate them or the raider will pop.
4. Don't go into the ball: or the raider will pop unless your opponent already activated his squadrons and even then. You don't want he put his squadrons around the 4 hull. You want all them into 2 hull arcs. Short range is long enough. Fly around the ball.
Other things...
5. Squadron screen to engage and stop some shots to prevent your raider pops.
6. Slicer tools help you if your activations are not enough. This ways you can prevent your opponent to activate his squadrons.
Alternative method is to use it as a cruise missle platform with APTs and Ordinance Experts. Get in close hit them with APTs and ram them. Taken out an ISD 2 with that maneuver.
4 minutes ago, chr335 said:Alternative method is to use it as a cruise missle platform with APTs and Ordinance Experts. Get in close hit them with APTs and ram them. Taken out an ISD 2 with that maneuver.
That is so anti-squadron...
Just now, ovinomanc3r said:That is so anti-squadron...
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No one said anti-squadron
41 minutes ago, chr335 said:No one said anti-squadron
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The OP:
9 hours ago, Forresto said:At 44 points for a Raider I and 48 for a Raider II, what is the best way to utilize and kit out a raider for an anti squadron role ?
15 minutes ago, ovinomanc3r said:The OP:
Then I can't read
10 hours ago, Yipe said:I can't recommend this blog enough. Here's an in-depth look at the Raider:
http://cannotgetyourshipout.blogspot.com/2017/03/imperial-ship-review-raider-corvette.html
This thread discusses the article:
Thanks for the recommendation!
And yeah, Raider-Is with Ordnance Experts and Flechettes have been doing very well by me lately. You don't always get much use from the Flechettes, but in the right circumstances they can be game-changers. You can add Kallus and Impetuous to double-down on the anti-squadron but be careful about it as savvy opponent squadrons will be running away from it as best they can as it's an obvious threat. I find I prefer to keep the Raider cheaper and invest those extra points into another Raider. Two of them work great together.
@Forresto
(or anyone else, I suppose), if you have any questions after reading the article regarding Raiders you let me know. I love Raiders, they're an amazing ship, and they're frequently misunderstood. I won the Adepticon tournament yesterday (it was a kind of weird two-round tournament, but I had two 10-1 games) with a fleet using 2 Raiders and the little guys were clutch. They just take a lot of practice to get the hang of.
3 hours ago, chr335 said:Alternative method is to use it as a cruise missle platform with APTs and Ordinance Experts. Get in close hit them with APTs and ram them. Taken out an ISD 2 with that maneuver.
Well, I guess that counts as anti-squadron if said ISD is the carrier. Not a bad little carrier hunter actually.
Why not both though? Send one after the carrier, send the other after the squadrons.
Not a fan of the cruise missile usage of Raiders. If you want to send a pointy pile of black dice nastiness barreling towards enemies, points invested into Gladiators go a lot farther than points invested into Raiders.