Can't seem to clutch with the Raider

By flyboymb, in X-Wing

Try gunner and tactician on the raider. Works for me.

Lately I've been deploying my Raider in a corner, tilted inward, to do a grand sweep of the battlefield. If I find they've set up a lot of ships to come in hard at the flank of the Raider, I put some jousters next to it and fly past to engage; if they don't then the jousters go in the middle to redeploy as necessary.

But the worst thing you can do, I think, is dump too many points into it because, and here's the weird thing:

It's not very effective .

It's a big, awkward ship that moves slowly and only has target locks for its dice modification and has weird arcs that are hard to use and a big blind spot that draws the attention of everyone who's had to face a CR90 and its big turret. It has five shots total and 26 HP for 130-150 points: for that price you could easily afford an attack wing of 4-5 Defenders with 24-30 HP behind 3 green dice.

Putting more points into it to try and MAKE it effective is dumping good points after bad.

But on the other hand, if they don't kill it, bad things happen to them - not the least of which is that it's half of your list in score that they won't be able to remove unless they make a very dedicated effort.

So play into that. Go durable, yes, but go budget most of all: Maximize your investment and make it an urgent target to take out, but don't make it the centerpiece of your list. Emphasize the strengths of the Huge ships (shield regen, auto-destroying ships, long-range weapons) while avoiding the pitfalls of their use (no Focus means each die rolled only has a 50% of hitting!) and draw them in.

Remember, only rookies try to fill up every upgrade slot.

This has been my build of late, coming it at 126 points.

AFT: Shield Technician, Weapon Engineer, Quad Laser Battery, Ion Cannon Battery, Instigator

FORE: Quad Laser Battery

Instigator is best title. With the Shield Technician it's basically one free energy every turn. Weapon Engineer is more cost effective than Captain Jonus for helping the offense, though Captain Needa is very tempting to laugh at rocks - I've taken him as well, but regretted it in the end.

If I were to add things, it'd be a Comm Booster, WED Repair Droid, Automated Protocols, and Engineering Team. That together lets you build up more energy on straights, repair with the Droid, while still using Recover actions boosted by the title and Shield Technician. It would be impressively bulky, but would come into the 150 point range - particularly because you'd probably want Tibanna Gas to make sure you don't run OUT of gas after using the Droid a lot.

With this setup you'd want a TON of other very killy ships and use the Raider as a point bank - "Oh, gee, you killed 150 points of my list, and I killed 190 of yours? This regenerating Raider says that you'll never earn the other 75 points you need to win..."

Frankly, I'd prefer a Gozanti at this point over a Raider. There are much more efficient and effective builds for a Gozanti that play to the strengths of Epic cards, which get too expensive if placed on a Raider. Suppressor + Grand Moff Tarkin + Comms Booster + Broadcast Array is horrifically disruptive, giving and/or removing multiple actions per turn, while still leaving space for Shield Technician + Automated Protocols and the freaking turret, at half the price or less of a Raider.

All very good advice and much appreciated. I'm definitely going to bring up the blue line rule next time I'm at the LGS as every CR90 player I've gone against has had their ship firing through the wazoo. That alone should be a major game changer as I now have a blind spot to nestle into.

I'll certainly try to keep the nose of my ship pointed towards the corvette but it rather bites that utilizing the 'sweet spot' that FFG was so keen on advertising opens you up to getting your ship rendered useless.

Still, ought to hike my W:L ratio back up to its former glory until the next big synergy build for the Rebels comes out and they can all of the sudden give the CR90 evade tokens.

Guess I'd better get ready for the C-ROC as I'm sure there will be at least one Scum player wanting to get in on the Epic games.

One thing I noticed with each of the huge ships there seems to be a weak side. For the GR-75 the fore damage sections seem to be more punishing with tall the direct hits on the front. As for the CR-90 the Aft section tends to be the Achilles heel. I kind of imagine the same for the raider.

However the funny thing the raider does is it switches the defensive (re)actions (recover reinforce) with the operative (other) actions. For the CR-90 the target lock and coordinate are in the front while the recover and reinforce is in the back. These are switched which might make you think the front is more vulnerable than it actually is. However it does make the raider a complete arrow. The CR-90 is more of a broadside ship but the raider is well a ramship.

Here's a fun video of a corvette clash (huge ships only). Not giving to much away since the game is in time-lapse but as you see as soon as the CR-90 got behind the raider it was game over for the imperials.

Edited by Marinealver
6 hours ago, flyboymb said:

All very good advice and much appreciated. I'm definitely going to bring up the blue line rule next time I'm at the LGS as every CR90 player I've gone against has had their ship firing through the wazoo. That alone should be a major game changer as I now have a blind spot to nestle into.

Yes, it is a big deal. They have to get to the right angle to fire at the back section. That is pretty important. Hopefully that helps you.

17 hours ago, EdgeOfDreams said:

Two ideas:

1) The non-Raider part of your Epic list is weak. With only five ships, you don't really have enough jousting power or bodies on the board to provide an effective screen for your Raider. Replace those Onyx Squadron pilots and Mauler Mithel with something more like a Howlrunner TIE Fighter swarm. That will give you a block of ships that can fly out in front of the Raider, throw a lot of dice at the enemy, and block the enemy from easily maneuvering in to attack your Raider.

Yes! That's what I was thinking. For some people, you give them a large chunk of points and they load up with as many expensive pilots and toys that they can. Other guys tend to load up with as many generics as they can. I'm more of a generic guy, because if you get enough cheap generics, you can kill the most hard-to-kill elite in a single turn with enough dice rolling at it. What are the ships I'd recommend:

Tie Bombers = Just get a few Scimitar Squadron guys with Proton Torpedoes, Extra Munitions, and Long Range Scanners. Just a few of these guys can do brutal damage. Personally, I'd send them to fight the incoming fighters that are trying to get to your Raider. If your opponent has a few expensive aces/heavy hitters, then these guys will strip them down fast! If you are going with LRS, you might be able to swap to either Plasma Torpedoes or Ion Torpedoes. If you are facing vs. snub nosed fighters, then Ion Torps are soooo good in epic. You can do full damage (you should have TL and Focus) and Ionize everyone at R1. Enemy formation is slowed down for a turn and easy to focus fire down the next. Plasma is cheaper and will do extra damage to heavy shielded enemy. I tend to like the Crit on Proton Torps due to the ability to hit an Epic ship with a crit is.....good. Then again, you can always change up what you use on each one. One with Plasma, one Proton, and another Ion. I have to say, if you have some Tie Bombers and the Raider moving in on the enemy, they have many things to worry about. If they focus on the Raider, you can cripple either their incoming ships OR the CR-90 with just 3 of these guys.

Tie Interceptors = Avenger Squadron w/ Auto Thrusters. These guys are cheap at 22 pts, fast, evasive, and they can bring the pain. If you drop out all your ships, you could get 7 of these guys and they would do more damage. Bump them up to Saber and give them Crackshot if you want for 2 more pts. You have to think of these guys different in Epic. They don't arc dodge. Fly them like jousters. They are hard to kill and can lay down a lot of firepower in one turn. I only have 5, though.

Tie Fighters = These guys are better vs. other fighters, but not so much vs. the CR-90. That Reinforce token will ruin your day with them. Still, get them in front of enemy fighters and you can wear them down....as well as block them.

Tie Adv V1 = They are pretty cheap and rather durable with the title. They get the TL and a free Evade that makes them good in offense and defense. They only have 2 attack dice, but they will stick around. You can also give them missiles which makes them a very good alpha strike option.

Tie Adv X1 = A decent option if you have the X1 title. The Advanced Targeting Computer can put the hurt on a lot of things. They are pretty resilient with 5 hits and 3 agility. With adding a free Crit to whatever they TL, they can take out small fighters as well as the CR-90. If you have a squad of 4 of these guys you can do a lot. They also take missiles if you want the alpha strike. You can take something like Concussion Missiles and GC on them for an alpha strike to blast through the enemy fighter screen and then get up to the CR-90 to use the ATC for all those crits. These guys' strength is that they are multi role fighters. They take out the snub nosed fighters AND the CR-90. Not as fast as the Interceptors, but not as fragile, either.

Edited by heychadwick
51 minutes ago, heychadwick said:

TIE Interceptors = Avenger Squadron w/ Auto Thrusters. These guys are cheap at 22 pts, fast, evasive, and they can bring the pain. If you drop out all your ships, you could get 7 of these guys and they would do more damage. Bump them up to Saber and give them Crackshot if you want for 2 more pts. You have to think of these guys different in Epic. They don't arc dodge. Fly them like jousters. They are hard to kill and can lay down a lot of firepower in one turn. I only have 5, though.

Tie Fighters = These guys are better vs. other fighters, but not so much vs. the CR-90. That Reinforce token will ruin your day with them. Still, get them in front of enemy fighters and you can wear them down....as well as block them.

All good thoughts, Jim. Any particular reason to spring for Avengers when they still don't out-PS the CR90? The only reason I can think of is to not take double rerolls from Predator when defending. I might just stick with Alphas at PS 1 to be sure to block and get actions. But if he has the points, Sabers are ideal.

R.e. TIE fighters, they are great when you can flank a huge ship, so you shoot at whichever section isn't reinforced. Other than that scenario, I completely agree with your thoughts, especially...

Epic = bring more ships! Not necessarily all generic. Be wise about squad interactions and abilities. If you've got a really good unique ship, maybe save him for a different squad instead of adding him to the two other expensive uniques you already have.

1 minute ago, Parakitor said:

All good thoughts, Jim. Any particular reason to spring for Avengers when they still don't out-PS the CR90? The only reason I can think of is to not take double rerolls from Predator when defending. I might just stick with Alphas at PS 1 to be sure to block and get actions. But if he has the points, Sabers are ideal.

I guess it comes from my area using more generics. So, I'm used to the Rebels having a fair amount of PS 2. If you don't have that, then I agree that either going PS 4 to fire at same time as CR-90 or PS 1 is the way to go.

300pts can also get you 2 Gozantis plus 8 Royal Guards...with 3 pts of upgrades each. 8x PS8 Interceptors with Autothrusters? Or Predator?

I haven't tried them as a list yet, but I want to!

1. Not to hijack this thread too much, but having read some of this discussion; anybody have tips for the best way to fly the gozanti? (not just builds but also general strategy ?)

2. Have any of you got thoughts on what the strengths and weaknesses of the C-ROC will be when it comes to flying, arcs, playstyle, etc?

25 minutes ago, Gibbilo said:

1. Not to hijack this thread too much, but having read some of this discussion; anybody have tips for the best way to fly the gozanti? (not just builds but also general strategy ?)

The Gozanti can be a stellar support ship. Instead of worrying about the docking mechanic, focus on what you can do with upgrades. Dual Laser Turret and Automated Protocols should be stapled to the ship card. Stacking cards like Suppressor title, Tarkin, and Comms Booster to get a very effective support+disruption ship that can also dish out some damage.

If you're going to use the docking mechanic, you need to figure out how to actually take advantage of it. One method is to load it up with Bombers carrying missiles or torpedoes. Since you move the Gozanti and deploy your ships after everything else, you can slingshot your Bombers into position where they can target lock a priority enemy after it's done moving, then light it up with an alpha strike.

I want to like TIE/Ds with Ion Cannons as my generics, but the problem is that at PS1 they tend to get blown away by any huge ships they're hunting, and at PS6 they're starting to get TOO expensive, as in double the cost of a generic Interceptor pair... RGPs with Autothrusters and Scimitars with Plasma Torps/Extra Munitions are becoming my go-to generics. One of the Bombers usually becomes Deathfire with Clusters.

I fully agree that the TIE/x1 is very worthwhile, and the Inquisitor is one of the few aces that works great in Epic - he's squirrely as all get-out, and if you have your big ship with a Comm Relay nearby he can freely boost+TL and get a focus while removing his stress. Solid.

32 minutes ago, Gibbilo said:

1. Not to hijack this thread too much, but having read some of this discussion; anybody have tips for the best way to fly the gozanti? (not just builds but also general strategy ?)

*ahem* As I said earlier in the thread, "Suppressor + Grand Moff Tarkin + Comms Booster + Broadcast Array is horrifically disruptive, giving and/or removing multiple actions per turn, while still leaving space for Shield Technician + Automated Protocols and the freaking turret, at half the price or less of a Raider."

Suppressor lets you take away a Target Lock, which in an ordnance-heavy game can be a fatal pain. Grand Moff Tarkin can remove Focus tokens or give them based on what you need. Comm Booster lets you take stress away while giving another Focus (I'd call that the equivalent of 2 actions there). I knew the Jam action sucked, but I didn't realize how MUCH it sucked until my friend kept nailing the K-Wing I'd borrowed with Jam over and over again.

It is a force multiplier.

If you have to use ordnance, I'd echo what Edgeofdreams above said about bombers. Deploying them last takes all the problem out of the PS1 Scimitars and lets you use Guidance Chips instead of LRS. I still like Plasmas, but Protons for more damage would be good too - especially if you've slungshot them at an opposing Huge ship. Those big ship criticals are nasty....

Bombers are interesting, but I prefer more agile ships on it. Ramming the thing in and getting good RNG 1 shots on a model's flank is a lot easier when you have access to a lot of hard turns.

49 minutes ago, EdgeOfDreams said:

The Gozanti can be a stellar support ship. Instead of worrying about the docking mechanic, focus on what you can do with upgrades. Dual Laser Turret and Automated Protocols should be stapled to the ship card.

Single Turbo Laser is not bad, either.

Reason I use Defenders is that they have the trifecta of >2 red dice, great agility, and ample shielding on top of that. Before Ordnance tubes used to be a thing, ST used to be a favored upgrade for my opponents' Aft sections because they could cause heavy damage to my Raider without being shot back at for at least one turn. Problem was that those same heavy hitters caused me to have to reroll green dice multiple times (I believe additional Evade dice at range 4-5 was still a thing) and they'd invariably wind up with 3 Defenders hitting them at close range and only 1 quad laser cannon up front to hit me with. Needless to say I wasn't getting much turbolaser fire after a few games (especially with an ST on my crippled Fore still pegging away at them).

At the present, there's just too many examples of ships and builds that can nova an Interceptor of Fighter in one turn while dancing around the Fighters' 2 dice attack and keeping at range 2. One guy used to mass TLT Y-Wings which only x7 Defenders could hope to survive and even then I was draining my Raider every turn used Shield Projector to try to mitigate damage on whatever fighter he was trying to focus fire on. Interceptors are nice and I really want to use them, but the current meta is just as valid in epic as it is in 100/6. TAPs and Advanced are a viable cheap alternative (though I'll have to purchase some more models).

Here's a thought, If I put Kylo Ren on the Raider, and field Lt. Colzet with FCS, if Kylo puts out a Blinded Pilot, and it gets turned face down, Colzet can come in attack and turn that BP back face up. I'm thinking something along the lines of Troll Patrol or Lt. Trollzet. Would it be worth it to base a list off of the ability to take two consecutive ships out of the fight for as long as you'd like? Only thing with epic is that unless it's a heavy hitting ace or B-Wing there's going to be a lot of other fighters on the board while your Advanced is focusing on the one. Might keep that idea for 100/6 though as it might just flip a table or two.

Lt. trollzet .. lol great one.

On 4/14/2017 at 2:16 PM, flyboymb said:

At the present, there's just too many examples of ships and builds that can nova an Interceptor of Fighter in one turn while dancing around the Fighters' 2 dice attack and keeping at range 2. One guy used to mass TLT Y-Wings which only x7 Defenders could hope to survive and even then I was draining my Raider every turn used Shield Projector to try to mitigate damage on whatever fighter he was trying to focus fire on. Interceptors are nice and I really want to use them, but the current meta is just as valid in epic as it is in 100/6. TAPs and Advanced are a viable cheap alternative (though I'll have to purchase some more models).

If your opponent is just loading up with as many TLT ships as he can, then he's a scruffy nerf herder. That's one of the most Utini moves you can make in epic. It will just wreck any epic game.

Besides that, Interceptors should do fine. The only way your opponent should be blasting an Interceptor a turn is if he is concentrating fire on it. That's OK, though, as you should have more ships to concentrate fire back at him. 3 attack die for Interceptors is pretty good. What do the Rebels have that can withstand that?

On 4/14/2017 at 10:08 AM, heychadwick said:

Single Turbo Laser is not bad, either.

With the Gozanti's arc? Are you joking? It barely covers 40 degrees of the Gozanti's overall area, sucks down a ton of Energy, and no R1-2 shots allowed. Yeah, IF you can keep it facing towards the enemy it MIGHT be okay, but it'd be silly as taking a Lambda against Soontir.

I'm growing less and less fond of the STL, myself. The strongest thing in Epic is swarms of small ships, which usually have at least 2 Agility - and get Focus tokens as well. It SEEMS okay on paper, with dice mod built into a Huge Ship weapon, but that double AGI clause is a dealbreaker.

Edited by iamfanboy
5 hours ago, heychadwick said:

If your opponent is just loading up with as many TLT ships as he can, then he's a scruffy nerf herder. That's one of the most Utini moves you can make in epic. It will just wreck any epic game.

Besides that, Interceptors should do fine. The only way your opponent should be blasting an Interceptor a turn is if he is concentrating fire on it. That's OK, though, as you should have more ships to concentrate fire back at him. 3 attack die for Interceptors is pretty good. What do the Rebels have that can withstand that?

Not necessarily the Rebels that I'm worried about... And scruffy nerf herders make up a significant portion of my LGS simply because the game sees infrequent play and lots of folks like to get a win at any cost.

On ‎4‎/‎14‎/‎2017 at 0:28 PM, iamfanboy said:

I want to like TIE/Ds with Ion Cannons as my generics, but the problem is that at PS1 they tend to get blown away by any huge ships they're hunting, and at PS6 they're starting to get TOO expensive, as in double the cost of a generic Interceptor pair... RGPs with Autothrusters and Scimitars with Plasma Torps/Extra Munitions are becoming my go-to generics. One of the Bombers usually becomes Deathfire with Clusters.

I fully agree that the TIE/x1 is very worthwhile, and the Inquisitor is one of the few aces that works great in Epic - he's squirrely as all get-out, and if you have your big ship with a Comm Relay nearby he can freely boost+TL and get a focus while removing his stress. Solid.

*ahem* As I said earlier in the thread, "Suppressor + Grand Moff Tarkin + Comms Booster + Broadcast Array is horrifically disruptive, giving and/or removing multiple actions per turn, while still leaving space for Shield Technician + Automated Protocols and the freaking turret, at half the price or less of a Raider."

Suppressor lets you take away a Target Lock, which in an ordnance-heavy game can be a fatal pain. Grand Moff Tarkin can remove Focus tokens or give them based on what you need. Comm Booster lets you take stress away while giving another Focus (I'd call that the equivalent of 2 actions there). I knew the Jam action sucked, but I didn't realize how MUCH it sucked until my friend kept nailing the K-Wing I'd borrowed with Jam over and over again.

It is a force multiplier.

If you have to use ordnance, I'd echo what Edgeofdreams above said about bombers. Deploying them last takes all the problem out of the PS1 Scimitars and lets you use Guidance Chips instead of LRS. I still like Plasmas, but Protons for more damage would be good too - especially if you've slungshot them at an opposing Huge ship. Those big ship criticals are nasty....

On ‎4‎/‎14‎/‎2017 at 0:19 PM, EdgeOfDreams said:

The Gozanti can be a stellar support ship. Instead of worrying about the docking mechanic, focus on what you can do with upgrades. Dual Laser Turret and Automated Protocols should be stapled to the ship card. Stacking cards like Suppressor title, Tarkin, and Comms Booster to get a very effective support+disruption ship that can also dish out some damage.

If you're going to use the docking mechanic, you need to figure out how to actually take advantage of it. One method is to load it up with Bombers carrying missiles or torpedoes. Since you move the Gozanti and deploy your ships after everything else, you can slingshot your Bombers into position where they can target lock a priority enemy after it's done moving, then light it up with an alpha strike.

Interesting thoughts. Any other good things you can besides slingshotting bombers? Does it help you set up flanking arcs or anything after a deployment or not really?

15 hours ago, iamfanboy said:

I'm growing less and less fond of the STL, myself. The strongest thing in Epic is swarms of small ships, which usually have at least 2 Agility - and get Focus tokens as well. It SEEMS okay on paper, with dice mod built into a Huge Ship weapon, but that double AGI clause is a dealbreaker.

I have used it as support and with STL when there was a Raider on the table, too. So, the Gozanti hung out on the flanks and was pretty much ignored until it was too late.

Raider? Cool ship, lots of ways to build and fly her, just know your booty is unavailable for view by those cheeky bastards, stay angled in as you sweep the board edge until you know you can spear in without the CR getting her ugly mug around. Don't fill her out, but don't run lean either, she needs to use those wicked arcs as much as she can. Remember, she's your big lance, but she needs swords around and in front of her; spend points there for as many ships as possible.

Here's my thumbnail backbone rules to building one:

Yes to: Engineering Team and TurboLasers!!

Maybe to: Shield Technician crew + the Instigator title.

No to: Gunnery Crew (oddly enough)

Then season the bird to taste....

The best support ship, in homage to the master @heychadwick truly is Gamma Squadron Veterans. I like mine with Deadeye, Homers, Extra Munitions, and Guidance Chips. Expensive? Yeah, kinda; you can put some different missiles though to gain back a few points. Hit like a truck? Yep. Survivable? Pretty much.....then get some TIES to keep their fighters off your Bombers; or, again you can run some PS 4+ Interceptors to do pretty much both.

I think of the Raider as the escort ship! Its there to tackle fighters and support the smalls!

Where are yout bombers/Punishers? Those are the ships with the ordnance to bring down a Tantive!

We play EPIC epic, where I have a Raider, THREE Gozantis and waves of smalls. One Gozanti is usually loaded with four bombers and is tasked with the mission of taking out the Tantives rear.

The Raider hangs back and delivers range 4-5 shots. I let the smalls get in close and mix it up.

38 minutes ago, Plainsman said:

One Gozanti is usually loaded with four bombers and is tasked with the mission of taking out the Tantives rear.

I've never run Bombers under my Gozanti, always 3 TIEs and Howlie, but.....interesting ?

And, off topic, woops!!

Edited by clanofwolves
I'm old....

A wing of Bombers deployed from a Gozanti can unleash some serious havoc.

Well just played an epic match however didn't finish it because store always insist on using the same 3 hour block they use for regular X-wing night instead on a weekend. Anyways Team epic, ended up being 3 with a total of 400 squadron points 6 epic points per team (so similar to your 2 v 2). I wen straight for big ships and big ships only.

Raider Front

  • Single Turbolaser
  • Tibana Gas Cylanders
  • Gunnery Team

Raider Rear

  • Darth Vader
  • Shield Technician
  • Engine Team
  • Sensor Team
  • Quad Laser CannonS
  • Quad Laser Cannons
  • Backup Shield Generator (In case front got blown up)
  • Optimized Generators
  • Instigator

and also with it

Captain Jonus

  • Decoy
  • TIE Shuttle
  • Systems Officer
  • Ysane Issard

so a total of 182 for me. The rest was split among my team, one took Qucikdraw and named Strikers, the other took Backdraft and a Howlrunner crack swarm.

So we were up against a Scum list with a G-roc (Gozanti proxied for a C-Roc, uses same dial, damage deck, and base but used the C-ROC card and treated as a scum ship), The C-Roc had Jabba, Azmorgon and HLT. One person brought Ventres, Eval (with HLC), and Dengar, and another brought Big@$$ Kath, Kavil with TLT and expertise, a couple of protectorate and a Black Sun Klingon (Kihrax) with a cloaking device.

Anyway they started with their G-Roc in the center leaning towards the far table edge to our right, I deployed my raider leaned at an angle in the corner at our left table edge to pull up side by the G-Roc, Asteroids were simply split mat down the long half (not too thrilled but oh well). The howlrunner swarm deployed towards the center. They deployed all the large ships except for Kath on my side of the table to face off and rush the rear end of the raider. Kath was on the other side of the G-Roc along with Kavil, Klingon, and Protectorates, The Strikers were deployed of the back end. Quick Draw was deployed behind the Raider to challenge the large ship and I deployed jonus off the side for fire spotting.

Took a few turns before the Raider got in any position to fire. Was able to make target locks but the front arc is narrower than it looks. We sent the howlrunenr swarm and Quickdraw to deal with the 3 big ships coming down on the raider. When I finally got to shoot (skill 6 thanks to decoy jonus) it was on Kath (who was doing a good job keeping the back-blast area anything but clear) and Eval came up on the side at range 2 (through a rock though). So Kath, took a primary weapon hit which scored 2 hits and a crit evaded all 3, spend 2 energy to make another attack, wiffed, spent target lock (from systems officer) for 2 hits and a crit. Took off some shields. Single turbolaser fired, one focus to hit and spent energy for blank to hit for 3 hits and a crit, got passed shields and did a face up, vader for another face up. The was quad cannon range for Moral Eval through a rock though. Fired 1 Quad Laser, jonus, did 1 damage, fired second quad laser, jonus, wiffed spent energy to repeat, did 3 damage one was face up. In that single turn I spend 8 energy tokens firing everything. Only lost 3 shields of the rear. One was thanks to range 3 reinforced the other Vader damage. So ended up doing a 3 energy maneuver, charged up all my weapons, got another 2 from optimized generator, recover 2 energy to 3 shields,and wasback and ready for the next action. The Howlrunner swarm finished off Eval and Fentres and left Kath down to 1 health.

Next turn didn't do much but coordinate a TIE Fighter off a rock, and took some pot shot at the G-Roc, Dengar was shooting at the rear section taking off another shield token from a freshly recovered section, then the store started to close.

I'd still say the Howlrunenr swarm did most of the heavy lifting finishing off 3 ships. The Raider helped but it wasn't the star. Although for a raider it did fairly okay. It had one good turn of attacking but that one turn did burn through a lot of energy and forced to make a recover action (so in reality a total of 10 energy). But to be fair that is kind of what you want to do with gun ships. Have 1 turn of shooting everything and then one turn to reload and recharge. Still Best idea is to put as many fighters between the huge ships and its largest threats. The quad laser cannon broadside was just in case something got too close and was heading to the rear section (the weakest section of all corvettes), which was used in full effect against a YV-666. single Turbolaser allowed Vader to Reach out and Choke a Kath. ALthough you can count on players always trying to deploy immediately against your huge ship since they deploy first.

Also don't underestimate coordinate action. Having system officer on jonus allowed me to give double actions to Howlrunner, quickdraw and even get a Black Squadron off a rock.