Epic List with Raiders

By Stefan, in X-Wing Squad Lists

What ya all think?

Raider-class Corvette (Fore) (50)
Homing Missiles (5)
Ordnance Experts (5)
Ordnance Tubes (5)

Raider-class Corvette (Aft) (50)
Emperor Palpatine (8)
Quad Laser Cannons (6)
Quad Laser Cannons (6)
Engineering Team (4)
Tibanna Gas Supplies (4)
Automated Protocols (5)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Royal Guard Pilot (22)
Crack Shot (1)
Royal Guard TIE (0)

Royal Guard Pilot (22)
Crack Shot (1)
Royal Guard TIE (0)

Scimitar Squadron Pilot (16)
Plasma Torpedoes (3)
Extra Munitions (2)
Seismic Charges (2)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Plasma Torpedoes (3)
Extra Munitions (2)
Seismic Charges (2)
Guidance Chips (0)

Total: 300

View in Yet Another Squad Builder

Can't take a modification on both sides of the Raider. Only one modification per ship, just like any other ship. Not sure why the squad builders haven't corrected this yet.

I probably wouldn't take ordnance tubes with only one tube loaded. If you can keep your Raider alive and that homing missile firing, it'll buy back it's worth but it's going to take a while. You also lack that frightening thump of a well armed missile Raider, or the long range punch of turbolasers. I think you'll find yourself lacking in firepower. My recommendation is to pick one type of firepower and build around it.

The fighter screen is brutal in its simplicity and effectiveness. The bombers might be a tad overloaded, they are clearly threat number one in the list as they represent your first strike and a lot of points in a vulnerable frame.

Overall though, it looks to be fun to fly.

Better?

TIE Fighter: •"Howlrunner" (19)
Crack Shot (1)

TIE Interceptor: Royal Guard Pilot (22)
Adaptability (+1) (0)

TIE Interceptor: Royal Guard Pilot (22)
Adaptability (+1) (0)

Raider-Class Corvette: Raider-Class Corv. (Aft) (76)
Ordnance Tubes (5)
•Emperor Palpatine (8)
Cluster Missiles (4)
Homing Missiles (5)
Engineering Team (4)

Raider-Class Corvette: Raider-Class Corv. (Fore) (59)
Homing Missiles (5)
Gunnery Team (4)

TIE Fighter: Black Squadron Pilot (15)
Crack Shot (1)

TIE Fighter: Black Squadron Pilot (15)
Crack Shot (1)

TIE Fighter: Black Squadron Pilot (15)
Crack Shot (1)

TIE Fighter: Black Squadron Pilot (15)
Crack Shot (1)

TIE Bomber: Scimitar Squadron Pilot (21)
Plasma Torpedoes (3)
Extra Munitions (2)

TIE Bomber: Scimitar Squadron Pilot (21)
Plasma Torpedoes (3)
Extra Munitions (2)

Total: 300/300

I like it. 100% would fly without further changes. It's similar but not the quite the same as what I've used in the past and enjoyed. I think you'll like it.

Thanks a lot. I'll do that. The only thing I'm a bit unsure of is whether I'll be getting the TL out consistently enough, but I'll see about that.

Edited by Stefan

With the way the Raider is set for actions, I was pretty much grabbing a target lock each turn and reinforcing with the second. Action-fore, action-aft. Because of the pilot skill and the order of movement, you'll never miss a fighter and could only run into troubles against another Raider or CR90 that moves after you, or if you're already in trouble and half crippled.

So, the game went...meh. Played against 4 Z95 (one Blount, rest PS4), 3 T70 (PS4), Biggs, Kanan in Ghost (TLT/FCS), Transport.

I made the mistake going after the transport first; it was Bright Hope, so it cancelled to hits with its Reinforce, and given the lack of dice mitigation for the Raider I only shot down two shields with three four-dice-shots in the first round. After that the Raider fared better, destroying one T70, but generally, the ordnance underperformed a bit. It was ok, though. It proved crippling that the Z95 managed to destroy three of the five TIE with a First Strike with Assault Missiles (the other two survived only thanks to the Empereror) and the TLT destroyed one other TIE and one Interceptor. Howlrunner never triggered once, most TIEs didn't shoot. It was a Rookie mistake because I didn't know that the **** Thracers could be fired without a TL, so I deemed myself safe for the turn and didn't disperse the TIE.

After that, the midgame went back and forth, but ended rather decisively for the Rebels when the Ghost got in Range of the Raider and turbolaserturreted (which totally is a verb) its aft section, crippling it in concert with the surviving T70. Ghost died one round later to concentrated fire from my forces, but the Raider never fired again and was killed several rounds later by the Z95 and Biggs. In the end, it came down to the Transport and a 1-health Attack Shuttle and my two spent bombers. We flew around the board inconclusively for 10 turns trying to force a decision before calling it a day.

I feel I should kick out the Emperor, take in a Weapons Engineer (two TL allow much more efficient firing) and spend the remaining five points...more wisely. Any idea?

Tarkin. Tarkin to remove the tracer focus and smile coldly at his opponent. Drat, he's six points. Yes, weapons engineer should help.

Yeah, sounds like target priority and that costly mistake with the tracer did you in. I would have hammered the Ghost because that TLT is a pain. It's also an easy target at range four with your primary weapon system. Two shots of four red vs one green. Of course, easy for me to say from my living room after the fact.

Sounds like it was a close game though, way to tough it out.

Raider-class Corvette (Fore) (50)
Homing Missiles (5)
Gunnery Team (4)
Ordnance Tubes (5)

Raider-class Corvette (Aft) (50)
Weapons Engineer (3)
Grand Moff Tarkin (6)
Cluster Missiles (4)
Homing Missiles (5)
Engineering Team (4)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Saber Squadron Pilot (21)
Adaptability (0)

Saber Squadron Pilot (21)
Adaptability (0)

Scimitar Squadron Pilot (16)
Plasma Torpedoes (3)
Extra Munitions (2)
XX-23 S-Thread Tracers (1)
Guidance Chips (0)

Scimitar Squadron Pilot (16)
Plasma Torpedoes (3)
Extra Munitions (2)
Guidance Chips (0)

"Howlrunner" (18)
Crack Shot (1)

Total: 300

View in Yet Another Squad Builder

Raider-class Corvette (Fore) — Raider-class Corvette (Fore) 50
Ion Cannon Battery 6
Ordnance Experts 5
Ship Total: 61
Raider-class Corvette (Aft) — Raider-class Corvette (Aft) 50
Emperor Palpatine 8
Quad Laser Cannons 6
Quad Laser Cannons 6
Engineering Team 4
Tibanna Gas Supplies 4
Automated Protocols 5
Assailer 2
Ship Total: 85
Black Squadron Pilot — TIE Fighter 14
Crack Shot 1
Ship Total: 15
Black Squadron Pilot — TIE Fighter 14
Crack Shot 1
Ship Total: 15
Black Squadron Pilot — TIE Fighter 14
Crack Shot 1
Ship Total: 15
Black Squadron Pilot — TIE Fighter 14
Crack Shot 1
Ship Total: 15
Gozanti-class Cruiser — Gozanti-class Cruiser 40
Grand Moff Tarkin 6
Tactician 2
Quad Laser Cannons 6
Docking Clamps 0
Shield Projector 4
Vector 2
Ship Total: 60
Commander Alozen — TIE Advanced 25
Deadeye 1
Homing Missiles 5
Sensor Jammer 0
Experimental Interface 3
TIE/x1 0
Ship Total: 34
gozanti to hold TIEs