Let's discuss Raider builds

By Shadow345, in Star Wars: Armada

12 minutes ago, Snipafist said:

Them's fightin' words 'round these parts, son!

Seriously, though, I wasn't an Ozzel believer until a few months ago. You need a fleet that likes the extra speed change but when used well it's quite good. Raiders, Gladiators, Gozantis, and to a lesser extent Arquitens and ISDs like that Ozzel effect. You need to play around with your speeds a bit differently than normal to really get mileage out of it.

Yeah, you've been playing that Ozzel fleet for what, like 4-5 months now? It can be TERRIFYING if used right....

2 hours ago, shmitty said:

I've found the closer I keep my Raider to my larger ships the more success I have with hit. It has an awesome maneuverability at Speed 2 and does well flying beside or just behind my main ships. Then it is able to use a token and/or a nav dial to boost to speed 4 and get out of trouble as needed. Once I stopped trying to fly them like a CR-90 I started having more success. I make sure to not lead with it in any way and they frequently get ignored as my opponent is already shooting at my Star Destroyers.

This is what I have found to be key: there has to be a bigger fish higher on the cook order than the Raider s when they make the approach. Whether that's hiding behind a larger ship, approaching at a high angle, what have you, they need that built into the fleet maneuver plan. That said, if you can pull it off, they are devastating once they are in something's non-optimal arc. I've had pairs slice open Nebs (I see your double brace and raise you six black and four blue), and once two shredded a Liberty 's shields. Said Liberty got away because of the geometry of the engagement (and that the GSDs and Arqs were beating up Home One ), but it was not happy when the Raider s moved on their way.

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It is beautiful :wub:

1 hour ago, GiledPallaeon said:

This is what I have found to be key: there has to be a bigger fish higher on the cook order than the Raider s when they make the approach.

This is exactly the key from my experience as well. And if the enemy is killing Raiders it means that they aren't killing your big fish . So its a win-win either way.

Quote

Them's fightin' words 'round these parts, son!

Seriously, though, I wasn't an Ozzel believer until a few months ago. You need a fleet that likes the extra speed change but when used well it's quite good. Raiders, Gladiators, Gozantis, and to a lesser extent Arquitens and ISDs like that Ozzel effect. You need to play around with your speeds a bit differently than normal to really get mileage out of it.



See and with both Arquitens and ISDs, and to a lesser extent gladiators its just really hard to pass up the Power of the Dark Side Vader, or the extra Durability from Motti. With good management of speed and a solid battle plan I find the need to change speed at all to be relatively rare *though of course, very important when it is needed!*

I respect that its a playstyle difference, but the Empire is so good at punching faces it seems a shame not to........ punch faces.

Edited by Grey Mage
11 minutes ago, Grey Mage said:



See and with both Arquitens and ISDs, and to a lesser extent gladiators its just really hard to pass up the Power of the Dark Side Vader, or the extra Durability from Motti. With good management of speed and a solid battle plan I find the need to change speed at all to be relatively rare *though of course, very important when it is needed!*

I respect that its a playstyle difference, but the Empire is so good at punching faces it seems a shame not to........ punch faces.

I mean for what it's worth my last 6 tournament games with my Ozzel fleet I've had three 10-1 wins, two 9-2s, and one 6-5 so please rest assured that punching faces is still on the menu :D .

If you primarily want to run ISDs and Arquitens as your other ships, Ozzel's not really strong enough there to merit use over another commander (many of which could do the job, like Motti or Vader as you mentioned, but also Jerry). If the meat of your fleet (...err) is Gladiators, Raiders, and Gozantis, Ozzel does a great job with speed control. Raiders jumping from speed 2 to 4 and back again (or the same with speed 1 to 4 if you're using a token and dial) and Gladiators going from 1 to 3 plus Engine Techs with a single nav dial/token provides for extreme speed and positioning control, which is great for both avoiding damage (by staying out of the worst places to be) as well as inflicting it (by setting your ships up in the best possible locations and double arcing). It definitely depends on fleet build, though - he really shines with the fast small-based black dice ships and flotilla support but that fleet type is pretty unforgiving and requires a bit of acclimation before you get the hang of it.

Want to read more about Ozzel? He is as clumsy as he is stupid, but I love the poor doomed bar steward.

3 hours ago, Snipafist said:

I mean for what it's worth my last 6 tournament games with my Ozzel fleet I've had three 10-1 wins, two 9-2s, and one 6-5 so please rest assured that punching faces is still on the menu :D .

If you primarily want to run ISDs and Arquitens as your other ships, Ozzel's not really strong enough there to merit use over another commander (many of which could do the job, like Motti or Vader as you mentioned, but also Jerry). If the meat of your fleet (...err) is Gladiators, Raiders, and Gozantis, Ozzel does a great job with speed control. Raiders jumping from speed 2 to 4 and back again (or the same with speed 1 to 4 if you're using a token and dial) and Gladiators going from 1 to 3 plus Engine Techs with a single nav dial/token provides for extreme speed and positioning control, which is great for both avoiding damage (by staying out of the worst places to be) as well as inflicting it (by setting your ships up in the best possible locations and double arcing). It definitely depends on fleet build, though - he really shines with the fast small-based black dice ships and flotilla support but that fleet type is pretty unforgiving and requires a bit of acclimation before you get the hang of it.

Want to read more about Ozzel? He is as clumsy as he is stupid, but I love the poor doomed bar steward.

Without question my favorite Imperial commander. You are essentially guaranteed to control when/where engagement will happen.

Barring Madine and his Bowl cut of course...

I just ran a Ozzel 2x Raider 2x Gladiator 2x Gozanti fleet against a Mon Mothma 2x TRC90 2x MC30 1x Transport list and pretty much did a table wipe.

The little guys are dangerous!

Deployment: objective is Salvage Run. I am first player.

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End of turn 2: both Rebel CR90s gone due to being boxed in and killed by raiders.

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End of turn 3: last MC30 is completely boxed in to a wall of black dice.

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Edited by IronCondor

Had another great day playing a 2x Raider 2x Gladiator 2x Gonzati Ozzel fleet.

Opponent was running a Rebel Squadron fleet with Biggsball, Bwings, Yavaris, etc.

Raiders managed to double-arc ships twice -- combined with two Gladiators doing the same this resulted in some ships going down quick. The rest of the time they supported with flak.

Didn't calculate MOV, but by the end I was down 1 Gozanti 1 Raider and the opponent only had his lifeboat and some squadrons on the table.

@Snipafist 's evangelism has me sold!

Bonus pic: end of turn 3. Opponent already down 1 CR90.

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@IronCondor glad to hear it's working well for you! Is that my tournament Ozzel fleet or is it just very close? I'm curious is all.

Edited by Snipafist
1 hour ago, Snipafist said:

@IronCondor glad to hear it's working well for you! Is that my tournament Ozzel fleet or is it just very close? I'm curious is all.

Yep - it's a modified version of your Ozzel list, adjusted to a 9 point bid. I even kept your versioning convention.

Ozzel 1.6

Faction: Galactic Empire
Points: 391/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 58 total ship cost

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Ozzel ( 20 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 94 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 51 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

6 TIE Fighter Squadrons ( 48 points)

Yeah one of these days I'll feel brave enough to lower the bid a bit. It's usually a huge points blowout but when I finally lower it a bit, that's when I hit a 14-point or 15-point bid and I'm kicking myself, haha.

That list is very similar to my JJ list.

Faction: Galactic Empire
Points: 391/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Navigational Hazards

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Chart Officer ( 2 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 85 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Chart Officer ( 2 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 78 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 68 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 55 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

4 TIE Fighter Squadrons ( 32 points)

@Undeadguy , do you find the Chart Officers necessary? I run a JJ Arquitens list and have never landed on a rock, even when running my Navigational Hazards objective.

Do you find it useful enough to ignore having to avoid rocks for a turn?

I'm also curious about that. In general I much prefer Skilled First Officer on non-Demolisher Gladiators and Intel Officer on Demolisher.

It's an interesting pick. It's probably not so much about "needing" it as about opening up your maneuver possibilities even more

I think they are great. In every game I've played, at least one of the CO was used. It allows me to be very aggressive with both Glads, but even more so with Demo. And with JJ, you have complete freedom of movement with a Nav dial and ET. It also opens up deployment a ton since you can place a Glad lined up with an obstacle and put the Arq or Raider on the clear path.

I also run CO because of Nav Hazards. JJ works well with it since I'd rather take a point than a face up, but it's also insurance.

It's just a great tech upgrade for 2 points.

7 hours ago, Undeadguy said:

I think they are great. In every game I've played, at least one of the CO was used. It allows me to be very aggressive with both Glads, but even more so with Demo. And with JJ, you have complete freedom of movement with a Nav dial and ET. It also opens up deployment a ton since you can place a Glad lined up with an obstacle and put the Arq or Raider on the clear path.

I also run CO because of Nav Hazards. JJ works well with it since I'd rather take a point than a face up, but it's also insurance.

It's just a great tech upgrade for 2 points.

This sounds remarkably like how I've started including Damage Control Officer in builds now, as it actually gets work done. It takes people trying things out and new builds and all, it's nice!

1 hour ago, geek19 said:

This sounds remarkably like how I've started including Damage Control Officer in builds now, as it actually gets work done. It takes people trying things out and new builds and all, it's nice!

DCO+Tagge is my next idea I want to try.

10 minutes ago, Undeadguy said:

DCO+Tagge is my next idea I want to try.

I've played against it. Shut down my mc30 with APTs. So aggravating hahaha.