Raider Run take 3

By emsgoof, in Star Wars: Armada Battle Reports

Came in for another round of Raider fun using info obtained from @Snipafist , we're calling this "Take 3" (we don't talk about Take 2 from last week...)
Basically, 2 Gladiator 1, 2 Raider 1, 2 Gozanti, 6 TIE Fighters. I've dropped Intel Officer from Demolisher to make room for Flechette Torpedoes on the Raiders.
Tonight I had the pleasure of going up against @CyborgNinja at the local gaming store. He was running (going from memory) Cracken, AF2B carrier, 2 CR90 including Jainas Light, 2 GR75 including BCC and Comms Net, and various fighters.

I had the bid, so opted to go first, and picked his Capture the VIP mission

Deployment- I've gone ahead and put my Raiders in position to support my TIE Fighters, which will be run off the Gozantis. The Gladiators were placed last, and ended up just being there because I didn't want to chase his fleet for the entire game, and didn't have any room left in the middle.
FEFE743E-5043-46C5-93C3-CC47D0C8C315_zps

End of turn 1- I've slow rolled it, and CN has positioned himself to take Ackbar (you can see the mini he's painted up to go with the mission to be used as an objective if you look closely).
80C98C86-7294-4592-B6FE-0156523F40BD_zps

End of turn 2- I've made what I think is a terrible mistake with Demo (the Gladiator on the left), by rushing him forward while the enemy fighters aren't engaged yet. Fortunately the CR90 has taken 2 damage from Demo this turn, and I'm hoping to kill it and do some more damage before it dies. I've also turned Insidious too sharply on it's engine tech move (the Gladiator on the right), being too cautious about getting out of the AF2B side arc, and now I only have a front arc shot on the AF.
1F64209D-6C1A-4B76-B8DF-DC7AB15CAA7A_zps

End of turn 3- Demo died... shocking I know. But he took out 2 Corvettes and did 2 damage to the flotilla with Cracken on it in the process (the one in the middle of the table). Insidious only did minimal damage to the Assault Frigate, and my fighters and Raiders are managing to hold their own on the enemy fighter force, with the Flechette Torpedoes working rather well to shut down the enemy activations.
F055351C-7223-4E31-8B06-9046EF01F9E3_zps

End of turn 4- Insidious is about to pick up Ackbar to take him to Lord Vader for a "discussion". The Raider in the center is in a bad spot, with a lot of bombers around it, no shields, and a couple of damage cards, but I'm still rocking 4 TIE fighters. I also goofed with the other Raider, and slowed down too much trying to keep it on the enemy fighters, and landed the rear of the ship on an asteroid... Oops!
52D1265A-901A-4990-A391-078CDACA612D_zps

End of turn 5- Insidious picked up Ackbar, Jan killed the damaged Raider in the middle with the last shot of the fighter phase on a "barely in range" boosted comm command from the AF2B, then hopped over to the station to heal a point of damage. My TIE Fighters are still surprisingly in good shape overall, and now it's just a matter of playing keep away from the AF2B
E3DB1863-CCDE-4D76-A9AD-B930B2293881_zps

End of the game (we called it about half way through 6)- The rebel scum fighter screen is down to Jan and Nym vs my 3 TIE Fighters, and Admiral Ozzel is about to jump into hyperspace in Insidious with Admiral Ackbar to deliver him to Lord Vader. The Assault Frigate has turned to rejoin the fight, but it is too late. Victory for the Empire!
C28928C2-A950-41F0-A085-39A9D24E6E75_zps

The game was a lot of fun, and gave me some good feedback for how to run the list for the 2 store championships coming up in this area over the next 2 weeks. It was a lot of fun tonight (as usual against CN), and I got to use my new Command Mats!

Edited by emsgoof

My current list is also rocking Flechettes on the Raiders and they help a lot. It's going to be tough come wave 6 to decide between those and External Racks, but when the Flechettes work they REALLY work. It's also extremely helpful tech for the Rieekan aces match-up.

Thanks for the post!

1 hour ago, emsgoof said:

Came in for another round of Raider fun using info obtained from @Snipafist , we're calling this "Take 3" (we don't talk about Take 2 from last week...)
Basically, 2 Gladiator 1, 2 Raider 1, 2 Gozanti, 6 TIE Fighters. I've dropped Intel Officer from Demolisher to make room for Flechette Torpedoes on the Raiders.
Tonight I had the pleasure of going up against @CyborgNinja at the local gaming store. He was running (going from memory) Cracken, AF2B carrier, 2 CR90 including Jainas Light, 2 GR75 including BCC and Comms Net, and various fighters.

I had the bid, so opted to go first, and picked his Capture the VIP mission

Deployment- I've gone ahead and put my Raiders in position to support my TIE Fighters, which will be run off the Gozantis. The Gladiators were placed last, and ended up just being there because I didn't want to chase his fleet for the entire game, and didn't have any room left in the middle.
FEFE743E-5043-46C5-93C3-CC47D0C8C315_zps

End of turn 1- I've slow rolled it, and CN has positioned himself to take Ackbar (you can see the mini he's painted up to go with the mission to be used as an objective if you look closely).
80C98C86-7294-4592-B6FE-0156523F40BD_zps

End of turn 2- I've made what I think is a terrible mistake with Demo (the Gladiator on the left), by rushing him forward while the enemy fighters aren't engaged yet. Fortunately the CR90 has taken 2 damage from Demo this turn, and I'm hoping to kill it and do some more damage before it dies. I've also turned Insidious too sharply on it's engine tech move (the Gladiator on the right), being too cautious about getting out of the AF2B side arc, and now I only have a front arc shot on the AF.
1F64209D-6C1A-4B76-B8DF-DC7AB15CAA7A_zps

End of turn 3- Demo died... shocking I know. But he took out 2 Corvettes and did 2 damage to the flotilla with Cracken on it in the process (the one in the middle of the table). Insidious only did minimal damage to the Assault Frigate, and my fighters and Raiders are managing to hold their own on the enemy fighter force, with the Flechette Torpedoes working rather well to shut down the enemy activations.
F055351C-7223-4E31-8B06-9046EF01F9E3_zps

End of turn 4- Insidious is about to pick up Ackbar to take him to Lord Vader for a "discussion". The Raider in the center is in a bad spot, with a lot of bombers around it, no shields, and a couple of damage cards, but I'm still rocking 4 TIE fighters. I also goofed with the other Raider, and slowed down too much trying to keep it on the enemy fighters, and landed the rear of the ship on an asteroid... Oops!
52D1265A-901A-4990-A391-078CDACA612D_zps

End of turn 5- Insidious picked up Ackbar, Jan killed the damaged Raider in the middle with the last shot of the fighter phase on a "barely in range" boosted comm command from the AF2B, then hopped over to the station to heal a point of damage. My TIE Fighters are still surprisingly in good shape overall, and now it's just a matter of playing keep away from the AF2B
E3DB1863-CCDE-4D76-A9AD-B930B2293881_zps

End of the game (we called it about half way through 6)- The rebel scum fighter screen is down to Jan and Nym vs my 3 TIE Fighters, and Admiral Ozzel is about to jump into hyperspace in Insidious with Admiral Ackbar to deliver him to Lord Vader. The Assault Frigate has turned to rejoin the fight, but it is too late. Victory for the Empire!
C28928C2-A950-41F0-A085-39A9D24E6E75_zps

The game was a lot of fun, and gave me some good feedback for how to run the list for the 2 store championships coming up in this area over the next 2 weeks. It was a lot of fun tonight (as usual against CN), and I got to use my new Command Mats!

Dude that mat is nice! Where'd you get it at?

It's one of the store mats.

Great report! Gives a real feel for where things went right and wrong.

I'm working on a similar GladGlad/RdRd/GozGoz (call it Three By Two) list myself.

Would love to see the particulars of the list you ran.

We've had a few guys in the past few months running my Adepticon/Regionals fleet or a close variant thereof. Here's what I use anyways, I'm sure @emsgoof 's build is a little different:

Ozzel 1.4
Author: Snipafist

Faction: Galactic Empire
Points: 384/400

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

[ 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

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)

The core point of contention is the size of the bid. I'm comfortable at 16, for most people it's too much. I've been considering making some minor alterations for the upcoming store championship season but we'll see...

@Snipafist I was wondering if you kept intel on Demo to get the Flechettes. I'm actually considering dropping Comms Net because I don't seem to get a use out of it for the one I have. Now I see you are running 2 of them! Are they getting any use? I've actually found the Suppressor / Slicer tool combo to be an effective deterrent for ships coming too close to it. I also like your objectives although I'm not completely sold on Solar Corona.

My list in it's current form (may get some more tweaks)

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Ozzel ( 20 points)
- Insidious ( 3 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 97 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 51 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)
- Suppressor ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost

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

6 TIE Fighter Squadrons ( 48 points)

Edited by emsgoof
24 minutes ago, emsgoof said:

@Snipafist I was wondering if you kept intel on Demo to get the Flechettes. I'm actually considering dropping Comms Net because I don't seem to get a use out of it for the one I have. Now I see you are running 2 of them! Are they getting any use? I've actually found the Suppressor / Slicer tool combo to be an effective deterrent for ships coming too close to it. I also like your objectives although I'm not completely sold on Solar Corona.

Re: Intel Officer on Demolisher
He's been a real super star due to the defense token screwage and the ability late game to chase down flotillas when better targets are gone.

Re: Comms Net on Gozantis
Comms Net is usually useful in the very early game for loading up Gladiators with an extra token (usually a navigate so they can snag a repair token on turn one but it still gives Demo the option to pounce turn one due to the token if my opponent got reckless with moving too close) and in the later game when tossing an extra repair or nav token on a Raider or Gladiator helps them focus on more immediate priorities. I don't think more than one is strictly necessary and I could see dropping one if I needed the extra points. Dropping both could be tough for me.

Re: Suppressor/Slicer Tools
One of my earlier wave 4 builds for the fleet had this in it, but I found it was infrequently useful and often rather expensive. It had a tendency to get destroyed earlier on because it needs to get close and I found I preferred a less aggro Gozanti I could get more consistent use from.

Solar Corona is in there because in the rare event I get outbid, it's likely by a similar kind of fleet. Getting completely outdeployed with this kind of fleet is AWFUL. It's also handy for if you choose to go second against a Strategic fleet, as they're usually rocking fewer but more potent ships and removing an accuracy from a long-ranged attack at one of your lighter ships can be quite helpful for keeping them ticking an extra turn or so. I've tried Dangerous Territory with the fleet before and I found it's helpful but it can make some of your moves predictable, which I endeavor above all not to do.

Great report @emsgoof ! I've been secretly following your threads (and yours too @Snipafist ) as I'm just 'defecting' from the Rebel Alliance and I'm looking at Imperial lists for the first time. My last tournament saw a lot of high activation lists and I'm thinking that it may well be the same for an upcoming Store Championship. This type of list really caught my eye and your reports really give the reader a feel for how the list flies... And now you've both posted your lists and your chosen objectives I can work on an even better understanding as to how this sort of list can work. :D

2 minutes ago, HoundsTooth said:

Great report @emsgoof ! I've been secretly following your threads (and yours too @Snipafist ) as I'm just 'defecting' from the Rebel Alliance and I'm looking at Imperial lists for the first time. My last tournament saw a lot of high activation lists and I'm thinking that it may well be the same for an upcoming Store Championship. This type of list really caught my eye and your reports really give the reader a feel for how the list flies... And now you've both posted your lists and your chosen objectives I can work on an even better understanding as to how this sort of list can work. :D

I'll warn you at first you're going to screw up A LOT. If you're familiar with more maneuver-dependent Rebel fleets you should pick it up more quickly but the fleet lives and dies by positioning and it punishes mistakes pretty hard. I wouldn't recommend picking it up unfamiliar right before a competitive event, but once you've figured it out it's a lot of fun.

3 minutes ago, Snipafist said:

I'll warn you at first you're going to screw up A LOT. If you're familiar with more maneuver-dependent Rebel fleets you should pick it up more quickly but the fleet lives and dies by positioning and it punishes mistakes pretty hard. I wouldn't recommend picking it up unfamiliar right before a competitive event, but once you've figured it out it's a lot of fun.

I'm just toying with ideas at the moment, so I'm not sure whether I want to go for a more 'traditional' Imperial list or something a little more 'left-field'. I've been flying Rebel MSU type lists for a while, usually a couple of Mc30's, CR09's and flotilla's with a really small fighter screen (usually Tycho and Shara or just a handful of A-Wings). I'm not sure if I want to go for something similar again or try something totally new. Got a couple of months to come up with something and playtest it... I'll let you know how it goes! ;) :D

I'll second the comment that it punishes errors. Raider Run take 2 ended with me losing all but one of my ships, and all of my TIE fighters, and not killing a single enemy.

30 minutes ago, HoundsTooth said:

I'm just toying with ideas at the moment, so I'm not sure whether I want to go for a more 'traditional' Imperial list or something a little more 'left-field'. I've been flying Rebel MSU type lists for a while, usually a couple of Mc30's, CR09's and flotilla's with a really small fighter screen (usually Tycho and Shara or just a handful of A-Wings). I'm not sure if I want to go for something similar again or try something totally new. Got a couple of months to come up with something and playtest it... I'll let you know how it goes! ;) :D

As one of @Snipafist 's usual opponents, I'll third the "know your stuff" argument, as I've seen people try it out and things can go badly if you don't play cautiously with it. Game is 6 turns, use em all if you can. Also, Raiders are not CR90s, ALWAYS keep that in mind that they don't have a redirect token. Don't land them near bombers that haven't activated, else you gonna have a bad time.