How to use Raider Heavy Lists vs Rhymer Ball

By Lancezh, in Star Wars: Armada

I'm experimenting currently with raider (I) heavy lists and i was wondering 2 things as at the moment they seem unsolveable to me, is there a way to deal with rhymer ball lists while not having to dump 134 points into squadrons myself when i run raider heavy ? Assuming i don't make navigational mistakes and neither the enemy i don't see how i can deal with that threat in any way with Raider I heavy lists. The problem is that the Rhymer Ball is relatively widespread in our meta and i would like to fly the Raider in big numbers but i'm not capable of seeing a good solution right now as a single squad activation from an ISD can hurt bad while i essentially can't shoot back.

Any input would be appreciated.

15 minutes ago, Lancezh said:

I'm experimenting currently with raider (I) heavy lists and i was wondering 2 things as at the moment they seem unsolveable to me, is there a way to deal with rhymer ball lists while not having to dump 134 points into squadrons myself when i run raider heavy ? Assuming i don't make navigational mistakes and neither the enemy i don't see how i can deal with that threat in any way with Raider I heavy lists. The problem is that the Rhymer Ball is relatively widespread in our meta and i would like to fly the Raider in big numbers but i'm not capable of seeing a good solution right now as a single squad activation from an ISD can hurt bad while i essentially can't shoot back.

Any input would be appreciated.

To the Raider article, Batman! Put up the @Snipafist signal!

http://cannotgetyourshipout.blogspot.com/2017/03/imperial-ship-review-raider-corvette.html

3 minutes ago, geek19 said:

I know the article but it doesnt deal with my specific question sorry - aside from the obvious which is to have initative and jumping into the ball head on, and then activating first to shoot as much as possible, i'm aware of that, one activation although is not enough to deal with anything though.

Edited by Lancezh
Just now, Lancezh said:

I know the article but it doesnt deal with my specific question sorry - aside from the obvious which is to have initative and jumping into the ball head on.

Aw man, my bad! I thought Eric had it in there, but the best way I've seen him do it is to use 6 TIEs to lock down parts of the ball and keep it in place. Which then... I suppose the right answer is a combination of the Raider article with my own bit about using a Small Fighter Coverage group. Jump your TIEs in, lock down the Rhymerball/force them to engage your TIEs (and not fire on your ships), and then have the Raider(s) move in later in the turn when they're stuck in place. Activate them first next turn and flak the crud out of the Rhymerball. You have Flechette Torpedoes, I'm guessing?

Answers:

1: No, Raider has a decided disadvantage vs Rhymer.

2: Flechette Torpedoes are obviously the bee's knees in dealing with this, especially with Kallus and Impetuous.

3: A good idea might be to take a small durable fighter compliment, such as a Defender or TIE Advanced, and have it lock down the enemy squadrons for you. This will also prevent your opponent from immediately jumping you.

4: Hyperspace Assault also works for putting these into position, as you can drop a token into the squadron ball, then lock it down with 1-2 squadrons on deployment.

23 minutes ago, Lancezh said:

I'm experimenting currently with raider (I) heavy lists and i was wondering 2 things as at the moment they seem unsolveable to me, is there a way to deal with rhymer ball lists while not having to dump 134 points into squadrons myself when i run raider heavy ? Assuming i don't make navigational mistakes and neither the enemy i don't see how i can deal with that threat in any way with Raider I heavy lists. The problem is that the Rhymer Ball is relatively widespread in our meta and i would like to fly the Raider in big numbers but i'm not capable of seeing a good solution right now as a single squad activation from an ISD can hurt bad while i essentially can't shoot back.

Any input would be appreciated.

From my experience, it is perfectly doable.

1. Bring some squads to engage bombers. My personal favorite nowadays is Valen/Ciena combo (30 points total).The ideal time to catch Rhymerball is during repositioning, as it usually has only one Intel ship (Dengar) and can't move him without leaving some bombers locked down (or being unable to shoot at Raider in their new location)

2. Spread out. Make it so by engaging the Raider, Rhymerball will require repositioning to engage a different ship.

3. Don't be afraid to lose these Raiders. If Rhymerball is killing Raiders, it is not killing your important ships and Raiders are cheap.

4. Kill the carriers with the rest of your fleet.

P.S. Motti helps ;)

I tried something similar which doesnt work because my (very competent ) oponent usually has Intel and the ISD's in medium range so they damage / shoot down anything cheap i send in to engage. In general TIEing (what wordplay) down anything does not prove fruitful due to escorts providing support to rhymer.

The list includes the standard squadron murder with which would be the Jump-into-the-fray and die horribly after ship:

Ships (6 Activations)

Raider I
Impetous
Kallus
Ordnance Experts
Flechette

+ 2 more Raiders I
Ordnance Experts
External Racks (Wave 6, replace with Expanded Launchers for legality atm)

Arquitens I
Projection Experts
Redundant Shields
Hand of Justice

Gozanti (Flag Ship)
Suppressor
Repair Crews

Gozanti
Slicer Tools


Squadrons:

Mauler Mithel
Saber Squadron
IG-88


Commander
Screed (to make a guaranteed flechette hit)
Grand Moff Tarkin (i know everyone hates on him but i like the idea of swimming in tokens, probably just wishful thinking

Here's an idea i had: Activating through the Arquitens: Mithel deals 1 unavoidable damage to rhymer. IG-88 deals ideally 1-2 damage ignoring escort. Saber can shoot from outside of escort ships hopefully putting more pressure to Rhymer adding 1 more damage. That way the jump in and out trick with the Anti Squadron Raider could work to kill rhymer for good or at least put him on the activated side essentially making him stationary but i fear it's to many points with to little squadron support.


Edit: the idea is, if Rhymer is dead the squadrons fall apart as they have to either flee or engage in a very bad engagement with the raiders and their ordnance experts.

Edited by Lancezh
9 minutes ago, PT106 said:

From my experience, it is perfectly doable.

1. Bring some squads to engage bombers. My personal favorite nowadays is Valen/Ciena combo (30 points total).The ideal time to catch Rhymerball is during repositioning, as it usually has only one Intel ship (Dengar) and can't move him without leaving some bombers locked down (or being unable to shoot at Raider in their new location)

2. Spread out. Make it so by engaging the Raider, Rhymerball will require repositioning to engage a different ship.

3. Don't be afraid to lose these Raiders. If Rhymerball is killing Raiders, it is not killing your important ships and Raiders are cheap.

4. Kill the carriers with the rest of your fleet.

P.S. Motti helps ;)

Thank you for that input.
Yeah motti... everytime i take him i eyeball Screed or Ozzel, i can't make myself take him over them... maybe i should get over myself :P I'll try the Valen / Ciena Combo together with Mithel

Edited by Lancezh
3 minutes ago, Lancezh said:

Ships (6 Activations)

Raider I
Impetous
Kallus
Ordnance Experts
Flechette

+ 2 more Raiders I
Ordnance Experts
External Racks (Wave 6, replace with Expanded Launchers for legality atm)

Arquitens I
Projection Experts
Redundant Shields
Hand of Justice

Gozanti (Flag Ship)
Suppressor
Repair Crews

Gozanti
Slicer Tools


Squadrons:

Mauler Mithel
Saber Squadron
IG-88


Commander
Screed (to make a guaranteed flechette hit)
Grand Moff Tarkin (i know everyone hates on him but i like the idea of swimming in tokens, probably just wishful thinking

The main problem that I see with this fleet is that it lacks damage dealers. Raiders are too squishy to act as tanks and Arquittens just doesn't produce enough damage and given his low maneuverability will be dead in no time.

Also, if you want to experiment with Projection Experts, GSD2 may be a better platform in my opinion.

2 minutes ago, PT106 said:

The main problem that I see with this fleet is that it lacks damage dealers. Raiders are too squishy to act as tanks and Arquittens just doesn't produce enough damage and given his low maneuverability will be dead in no time.

Also, if you want to experiment with Projection Experts, GSD2 may be a better platform in my opinion.

Yeah i came to terms with this when running raider heavy. It's just what it is, in tournaments however i'm not afraid to avoid conflict so the oponent overextends and i at least can kill more squadrons. Kiting ships is hardly if not impossible. Having a GSD2 as a shield projector takes him out as Damage Dealer but maybe this could work as a Suicide list with:

Demolisher / Tua / Redundant Shields / Ordnance Experts / Projection Experts / ACM

The issue i see is that the GSD2 will be focussed even more like this otherwise it just patches the Raiders back up that aren't one hitted. But maybe that's a good thing because the Raiders actually do damage. With Motti this might be a quite "tanky" list actually. Looks like fun either way.

Edited by Lancezh

Ok, I've done this a few times. There's a few specific things to keep in mind.

1) You will lose at least one Raider in the initial volley. That's just going to happen. Rhymerballs are scary for a reason, and they're worse when you have so little hull.

2) Run multiple flechettes. If you're using a heavy Raider list, you'll have some to spare. Minimum two, possibly three. I've run it successfully with two a few times.

3) You will lose a Raider. It's fine. They're cheap meatshields. Think of them as fifty-odd points of delay.

4) Bring squadrons with Snipe and damage effects. Mauler and Soontir are great. Anything that removes the Intel, which is usually just Dengar. Black squadron is a cheap Escort delay.

5) You. Will. Lose. A. Raider. Not only be prepared for this, actively use it to your advantage. Try to position the ship so they have to go for multiple arcs or take obstructed shots. They have to take you out, so while they may strike first, you control the engagement terms.

6) OE and Flechettes. Kallus on one, Impetuous on the other. That spreads out your advantage and gives no clear target to the opponent. Screed makes sure at least one of them is locked down. If you want to throw cash around, Quad Laser Turrets will at least give you a retaliation shot with a potential boost from Kallus, but it's not really worth it.

7) You... may already know what I'm going to say here. Moving on.

8) Dart the rest of your fleet into the carriers. Flotillas are easy pickings for double arcs at this stage, and the outside chance it's a VSD carrier is all the jucier target for a couple of APT Raiders to swoop in and cause havoc.

9) I'm not joking. Raider. First pass. Pretty much deleted, barring amazing luck. Your second might be stressing on some damage too. Be brave. Raiders are for heroes.

10) Once you've started the first Felchette salvo with the OE backup, your job becomes to simply do circles around the squadrons until the end of the game, or until all their activators are dealt with, then boogie the hell out of there with all due haste. Stack engineering commands to repair everything in the mean time.

2 minutes ago, NakedDex said:

Ok, I've done this a few times. There's a few specific things to keep in mind.

1) You will lose at least one Raider in the initial volley. That's just going to happen. Rhymerballs are scary for a reason, and they're worse when you have so little hull.

2) Run multiple flechettes. If you're using a heavy Raider list, you'll have some to spare. Minimum two, possibly three. I've run it successfully with two a few times.

3) You will lose a Raider. It's fine. They're cheap meatshields. Think of them as fifty-odd points of delay.

4) Bring squadrons with Snipe and damage effects. Mauler and Soontir are great. Anything that removes the Intel, which is usually just Dengar. Black squadron is a cheap Escort delay.

5) You. Will. Lose. A. Raider. Not only be prepared for this, actively use it to your advantage. Try to position the ship so they have to go for multiple arcs or take obstructed shots. They have to take you out, so while they may strike first, you control the engagement terms.

6) OE and Flechettes. Kallus on one, Impetuous on the other. That spreads out your advantage and gives no clear target to the opponent. Screed makes sure at least one of them is locked down. If you want to throw cash around, Quad Laser Turrets will at least give you a retaliation shot with a potential boost from Kallus, but it's not really worth it.

7) You... may already know what I'm going to say here. Moving on.

8) Dart the rest of your fleet into the carriers. Flotillas are easy pickings for double arcs at this stage, and the outside chance it's a VSD carrier is all the jucier target for a couple of APT Raiders to swoop in and cause havoc.

9) I'm not joking. Raider. First pass. Pretty much deleted, barring amazing luck. Your second might be stressing on some damage too. Be brave. Raiders are for heroes.

10) Once you've started the first Felchette salvo with the OE backup, your job becomes to simply do circles around the squadrons until the end of the game, or until all their activators are dealt with, then boogie the hell out of there with all due haste. Stack engineering commands to repair everything in the mean time.

Thank you very much i'm glad i'm thinking along the same lines.
There's only one Snipe option we have right now though, right ?

Adjusted the list and i think i'm going to run it like this, makes it hard to focus on any ship for the enemy:

Anti Squadron Fuckery
Author: Lancezh

Faction: Galactic Empire
Points: 384/400

Commander: Admiral Screed

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

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

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Screed ( 26 points)
- Repair Crews ( 4 points)
= 53 total ship cost

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

Raider-I Class Corvette (44 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 54 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Projection Experts ( 6 points)
- Redundant Shields ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 99 total ship cost

1 "Mauler" Mithel ( 15 points)
1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)

Yup, one Snipe option, but it's cheap and effective. Mauler will pretty much do an auto damage, and that Black Squadron might buy you a few extra points of damage soak, which in turn will do auto damage from Soontir. Between them, they can cause all kinds of hassle.

Honestly, with that list, I'd ditch repair crews immediately and put in Boosted Comms for the same price. The list is fragile, and you'll want your Gozanti commands for squadron activations. The flotillas do become less useful once the small squadron wing is gone, but since one is a lifeboat, the other can be outfitted with Slicer Tools and/or Suppressor to further disrupt the Rhymerball activations.

Try this, for example. The bid isn't as high, but it feels more rounded.

Anti-squadron

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 96 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)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 54 total ship cost

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

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Screed ( 26 points)
- Boosted Comms ( 4 points)
= 53 total ship cost

1 Saber Squadron ( 12 points)
1 Black Squadron ( 9 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)

I feel like everyone else has covered it pretty well already. I just wanted to stress that you need a squadron presence of your own for sure. I personally prefer bringing generic TIE Fighters to provide a quantity of different fighters that can overheat Intel coverage but others prefer to go with aces instead. Whatever works for you. Last+first versus Rhymer is going to be imperative and Flechettes are your best friends there. You should be able to use the Flechettes about half the time if you're playing it safe and only rerolling blanks and 2/3 of the time if you're going win big/lose big and rerolling everything that's not a hit+crit. You're going to definitely take at least some damage on a Raider from a Rhymerball and you may even lose one early if things go poorly. That's okay. That's why you run at least two ;). Being able to get in a crucial round of flakking (or two, Flechettes help keep you alive) in tandem with your fighters can have very impressive results. Just keep an eye on the Rhymerball and its threat range and don't skimp too much on your own fighters.

So my take on the raider is that it's great.

Firstly I just got 10th at Euros with it and in all fairness I was a bit annoyed it wasn't higher I didn't capitalize on a couple of things and top 5 was only 2 points higher than me or close to that so this really could have been a top 5 list.

I know people rave about impetuous and Kalus but my favoured build is instigator, OE and flechettes. You have to couple it with a high activation list and a big BiD. I tried higher numbers of raiders but they do just wilt and die.

The ideal is to go first and last but first is imperative my bid was 22 points.

Just wait till nearly everything is activated, fly it in with a couple of squads on a squad command and sit it in the middle of the ball, they are pinned ragrdless of intel and they have to shoot the fighters if they have an attack left.

It moves first next time. You can fire once and fly off but that one turn stall is all I have ever needed.

Takes some practice to not let it get melted but it is a solid build.

9 minutes ago, Benji1980 said:

So my take on the raider is that it's great.

Firstly I just got 10th at Euros with it and in all fairness I was a bit annoyed it wasn't higher I didn't capitalize on a couple of things and top 5 was only 2 points higher than me or close to that so this really could have been a top 5 list.

I know people rave about impetuous and Kalus but my favoured build is instigator, OE and flechettes. You have to couple it with a high activation list and a big BiD. I tried higher numbers of raiders but they do just wilt and die.

The ideal is to go first and last but first is imperative my bid was 22 points.

Just wait till nearly everything is activated, fly it in with a couple of squads on a squad command and sit it in the middle of the ball, they are pinned ragrdless of intel and they have to shoot the fighters if they have an attack left.

It moves first next time. You can fire once and fly off but that one turn stall is all I have ever needed.

Takes some practice to not let it get melted but it is a solid build.

Thanks for sharing! Would you ever take External Racks over Flechettes or do you find the activation effect for Flechettes to be too valuable to give up in tournament play?

I am yet to use it in any significant way against a ship and that one or two turns of screwing with a huge fighter wing is priceless.

I had 5 activations and max squads in this list too though.

There is another way. A Raider can run away from the bombers as well.

But rhe besr way is to spend 1-2 turns withganging on the bombers. A Raider swarm with 2-3 ships can wear down a bomber ball even if one of thrm falls off.

Plus you can trick the Rhymerball into staying outside of your flak range. In which case you may use your evade tokens ;)

hhhhmmmmm that's not the best "trick" with 4 hull, 2 shields and no redirect.

I didn't say you should do it. I played several games with a Raider swarm and it was useful maybe twice. But it is hilarious when the opponent activates his ball and you keep rerolling all the hit/crits. Then you fly away into the other cornwr of the table where he can't reach you next turn but where just his lifeboat is happened to be.

Thanks everyone for this very productive discussion, i shall test it for science!

9 hours ago, NakedDex said:

Yup, one Snipe option, but it's cheap and effective. Mauler will pretty much do an auto damage, and that Black Squadron might buy you a few extra points of damage soak, which in turn will do auto damage from Soontir. Between them, they can cause all kinds of hassle.

Honestly, with that list, I'd ditch repair crews immediately and put in Boosted Comms for the same price. The list is fragile, and you'll want your Gozanti commands for squadron activations. The flotillas do become less useful once the small squadron wing is gone, but since one is a lifeboat, the other can be outfitted with Slicer Tools and/or Suppressor to further disrupt the Rhymerball activations.

Try this, for example. The bid isn't as high, but it feels more rounded.

Anti-squadron

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 96 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)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 54 total ship cost

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

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Slicer Tools ( 7 points)
= 34 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Screed ( 26 points)
- Boosted Comms ( 4 points)
= 53 total ship cost

1 Saber Squadron ( 12 points)
1 Black Squadron ( 9 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)

So do i see this right? You are using ~200 points to hunt down 134 points of squadrons? Nice deal :)

Sure, the Raider can as well do damage against ships. But they do not last really long. And they still die to the alpha strike from the squadrons.

I said it earier, and will say it again. If you want to deal with squadrons, use squadrons. Do not use ships for this. It will not work as well as squadrons do.
And if the opponent does not has squadrons, you wasted 70+ points that do near to nothing to ships.

Building a counter list against a specific fleet will not be good in the long run. It works against the list it is build for, but fail to many others.

10 hours ago, Lancezh said:

Thank you very much i'm glad i'm thinking along the same lines.
There's only one Snipe option we have right now though, right ?

Jendon can make it two.

Thats what he is there for, doubling down on the power of unique squadrons.

Plus you then don't need boosted comms etc either.

23 minutes ago, Tokra said:

So do i see this right? You are using ~200 points to hunt down 134 points of squadrons? Nice deal :)

Sure, the Raider can as well do damage against ships. But they do not last really long. And they still die to the alpha strike from the squadrons.

I said it earier, and will say it again. If you want to deal with squadrons, use squadrons. Do not use ships for this. It will not work as well as squadrons do.
And if the opponent does not has squadrons, you wasted 70+ points that do near to nothing to ships.

Building a counter list against a specific fleet will not be good in the long run. It works against the list it is build for, but fail to many others.

The Raider last pretty long if you know what to do with it and I don't think you should see them as an anti-fighter platform as much as a general purpose nuisance. It should be easy enough to keep them safe most of the time. A Rhymer ball attacking a cheap Raider is OK in my book, that mean one more turn for me to rip them apart with my fighters. Granted I never play games other than Rebel vs Imperial the premise are the same with the Rebels versus Rhymer. I pretty much deal with him in the same way I deal with any other bombers. You lock them down with clever positioning and nibble down a corner so you can attack their Intel ship or snipe it with E-Wings depending on what resources you have. As the rebels I make **** sure they MUST attack my Nebulon-B in the front, they rarely will one shot that one and have plenty of fighter screens up in their grill forcing the bombers to spread out and not able to attack cohesively. At that point you can just rip that ball apart with flak and fighters. The Nebulon-B will repair and gain shields back from a support ship. Rince repeat...

The Raider I are best left cheap with Ordnance Experts only and one with Kallus is nice and one with Flechette torpedoes perhaps. If you go with a Raider II I would take a cheap Ion cannon and just call it a day. With the new Wave-6 you could add the External racks for that one extra punch on the Raider I and or Boarding Troops/Engineers.

Cheap ships must stay cheap or they loose their purpose.

About Rhymer... the only real difference between Rhymer and a regular bombing wing is that with Rhymer you have a bit more freedom to choose your targets. But with the speed of Tie bombers 4-5 (depending on what activates them) and Intel ships Rhymer is sometimes superfluous anyway, especially if you play with more than 400p. The defenses against either are the same and it is generally impossible to cover all your ships from at least one or two dedicated bombing runs in a game, you just have to deal with it.

In my Imperial list I have just dropped Rhymer all together for just four bomber and an Intel Ship. The VSD Corrupter can move the bombers pretty far and my Intel ship can later jump in and move them to a new bombing position. Most of my squadron list are about anti-fighter capacity with Howlrunner and Valen Rudor as my Aces and then mostly Tie-fighter/interceptor for massive amounts of anti-fighter damage. If the opponent take in the Bombers I counter attack with my fighters, if they come at me I simply attack them with my fighters and ships together. I usually keep my Tie-fighter/interceptor under a Jamming field until I release them against the Rebel scum. :)

Raiders are pretty useful to support those fighters and that is best with a cheap one.

Edited by jorgen_cab