How about Flechette Raiders?

By Wraithdt, in Star Wars: Armada

Just now, Truthiness said:

Ok seriously, what were the odds of this? If sounds like a huge chunk of the tournament was Rieekan Aces. How did the three of you collectively only get ONE game against them?! CONSPIRACY!!!

Well, for me it is explainable. My ISD caught a flock of black swans in his engines on takeoff ;) After getting 1`-10 loss first round, I was too low in the ratings to get those matchups.

3 minutes ago, pt106 said:

I also opted for a flechette raider (in a squadron light fleet with heavy AS flak) in my Worlds fleet but unfortunatelly didn't encounter any squadron heavy fleets (I think the most I saw in my games was 70 or 80 points of squads). So I agree that flechette raider is a solid tool as long as it has at least some squadron cover and is used right.

Flight Commanser + RLB + Ciena + Intigator

I cannot recommend this setup enough.

1 minute ago, ovinomanc3r said:

Flight Commanser + RLB + Ciena + Intigator

I cannot recommend this setup enough.

I would respectfully disagree here. I think this setup makes the raider too expensive and a properly flown Cienna most of the time can join the party later in a squadron phase given her speed 5.

9 minutes ago, ovinomanc3r said:

Flight Commanser + RLB + Ciena + Intigator

I cannot recommend this setup enough.

Why not add Flight Controllers as well? 6 points more or less does not matter anymore :P

But you are right, this is a good idea. Everyone should play this raider. Makes it easier for me to win :D .

Just now, pt106 said:

I would respectfully disagree here. I think this setup makes the raider too expensive and a properly flown Cienna most of the time can join the party later in a squadron phase given her speed 5.

The raider go up to 64. But engage and lock is as easy as click and done.

Of course you can save some points flying Ciena without RLB but raiders need practice what people actually don't have with them.

I can fly without this setup and probably you will do too. But it makes things really easier. You just need to bank a squadron token, fly into the enemy ball, let him place and then lock with Ciena far enough from the enemy intel, locked by instigator. Really hard for the enemy to focus more than 2-3 shots over the same hull. And free rerollings to Ciena.

1 minute ago, Tokra said:

Why not add Flight Controllers as well? 6 points more or less does not matter anymore :P

OE for flechettes.

My friend always deploy rather expensive version of raider I. He fly him well. His best action was when he parked raider in the Riekan aceholes and turn them all off. As greater part of them where named one the receive severus damage from him. Beacause of all stop action he managed to kill them all (meantime Gallant heaven Yavaris and flotillas vaporised by joined effort of ISD and Arquiteness.

Raider I

OE, FT, Impetous, Kallus, QLT

2 minutes ago, NairoD said:

My friend always deploy rather expensive version of raider I. He fly him well. His best action was when he parked raider in the Riekan aceholes and turn them all off. As greater part of them where named one the receive severus damage from him. Beacause of all stop action he managed to kill them all (meantime Gallant heaven Yavaris and flotillas vaporised by joined effort of ISD and Arquiteness.

Raider I

OE, FT, Impetous, Kallus, QLT

Yes, this one does make sense but will require some precision flying and activation order to pull it off and not to lose it in squadron phase.

I don't see Demolisher with Flechette Rounds come up in these conversations very much. Yes, it only works with Kallus, but it seems like another tool worth considering. And against non-uniques, Gladiator IIs can do a lot of damage with two blues.

12 minutes ago, comatose said:

I don't see Demolisher with Flechette Rounds come up in these conversations very much. Yes, it only works with Kallus, but it seems like another tool worth considering. And against non-uniques, Gladiator IIs can do a lot of damage with two blues.

Well the conversation is about raiders with flechettes :P

Actually if aces are really so ubiquitous I would like try VSD h9 warlord kallus flechettes. Maybe with ruthless strategist.

Too many points of course but when I am trying something new I like go all in and then remove whatever was excessive.

22 minutes ago, comatose said:

I don't see Demolisher with Flechette Rounds come up in these conversations very much. Yes, it only works with Kallus, but it seems like another tool worth considering. And against non-uniques, Gladiator IIs can do a lot of damage with two blues.

It's just not worth it usually with that setup. You're giving up the officer and the ordnance upgrade slots that Demolisher normally wants to help it do its primary job (killing ships) and in return you get a setup that 7 in every 16 times gets to make unique (and only unique!) squadrons sleepy (assuming you're rerolling anything that's not a hit+crit on the Kallus-added black die). Not worth it. I don't dispute that Gladiator-IIs and Kallus (usually with Captain Jonus to help that Glad-II produce accuracy against ships) can be helpful for adding decent circumstantial flak, but trying to exploit Flechettes there is a bridge too far.

Raiders deliver the same kind of thing much more reliably, cheaper, and against non-uniques is the short version.

I'd be highly interested in seeing if anyone else is having success with multiple Flechette Raiders. I've been running 2x Flechette OE Raiders in my fleets and they've done pretty well against Rebel squadron balls. And in the turns they're not flakking, they're pouring front arc 2 Black 2 Blue into enemy ships for a solid 5 average damage.

12 minutes ago, IronCondor said:

I'd be highly interested in seeing if anyone else is having success with multiple Flechette Raiders. I've been running 2x Flechette OE Raiders in my fleets and they've done pretty well against Rebel squadron balls. And in the turns they're not flakking, they're pouring front arc 2 Black 2 Blue into enemy ships for a solid 5 average damage.

Its solid and can't be mitigated by one round of bombing. I did run 2 raiders in my fleet but decided to use flechettes only on one of them due to cost constraints.

23 minutes ago, IronCondor said:

I'd be highly interested in seeing if anyone else is having success with multiple Flechette Raiders. I've been running 2x Flechette OE Raiders in my fleets and they've done pretty well against Rebel squadron balls. And in the turns they're not flakking, they're pouring front arc 2 Black 2 Blue into enemy ships for a solid 5 average damage.

I have it.

The fleet where I am trying them is:

(382/400)
====================
Gladiator I-class Star Destroyer (56 + 30)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Rapid Reload (8)
+ Demolisher (10)
Gladiator I-class Star Destroyer (56 + 23)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Rapid Reload (8)
+ Insidious (3)
Raider I-class Corvette (44 + 20)
+ Flight Commander (3)
+ Ordnance Experts (4)
+ Rapid Launch Bays (6)
+ Flechette Torpedoes (3)
+ Instigator (4)
Raider I-class Corvette (44 + 14)
+ Agent Kallus (3)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
+ Impetuous (4)
Gozanti-class Cruisers (23 + 25)
+ Moff Jerjerrod (23)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 7)
+ Slicer Tools (7)
Ciena Ree (17)
Most Wanted
Capture the VIP
Solar Corona

It needs more games, however. But I am happy with their performance at that moment. I am focused on non-squadrons builds right now so two raiders seems a logic piece to work with.