I think having Ozzel helps or in lieu of that an extra Nav token and a nearby flotilla that can send one over. This is so that you can stay well out of range until you're ready then jump into the ball at speed four. The challenge, however, comes from slowing back down so you can stay in range OR if you are using two Raiders stagger them so as one jumps out the next one jumps in.
How to use Raider Heavy Lists vs Rhymer Ball
I want to support the "bring good squads" plans.
As was mentioned, Valen/Cienna is a potent combo. If those bomber balls are consistently bringing intel, then bring Saber, IG-88. Maybe Jendon. I think Valen/Cienna/IG/Saber is 63 points of hate against a bomber screen with intel. If they brought Chiraneau, then the story changes and you are just trying to lock down as many as possible
Against a big anti-squad screen, roll the raiders past where your screen is getting hit and splatter the whole mess with flechettes
I have to say my favorite when using raiders ( and glads) is ozzel, with a token you can wind yor raider up from speed 1 to 4, this really helps re playing raiders in an offensive anti squadron role ( rather than passive).
You also want instigator on one raider ( this is your key lock down unit) with a support of at least four ties/interceptors .
you are looking to use instigator late in the round and move him within one of the enemy Intel and use your ties to engage his bombers, at this point you have tied down his rymher ball, next round your aim is to tear it up before instigator dies...
13 hours ago, Jondavies72 said:I have to say my favorite when using raiders ( and glads) is ozzel, with a token you can wind yor raider up from speed 1 to 4, this really helps re playing raiders in an offensive anti squadron role ( rather than passive).
You also want instigator on one raider ( this is your key lock down unit) with a support of at least four ties/interceptors .
you are looking to use instigator late in the round and move him within one of the enemy Intel and use your ties to engage his bombers, at this point you have tied down his rymher ball, next round your aim is to tear it up before instigator dies...
Dream on. If you think a Rhymer Ball is tied down, just because you have a raider inside of it, you fool yourself. Or your opponent was stupid.
I had never any problems with Raiders or the Instigator when i was using a squadron list (so far). It was the other way around, They were a easy prey most of the time.
No... a Raider do not function well without a good fighter screen protecting you. The Raider does however work well if you have a strong fighter presence of your own though. The Raider can then reinforce and win you the squadron war faster.
You just can't rely on Raiders winning on their own against serious squadron presence.
Edited by jorgen_cab4 hours ago, Tokra said:Dream on. If you think a Rhymer Ball is tied down, just because you have a raider inside of it, you fool yourself. Or your opponent was stupid.
I had never any problems with Raiders or the Instigator when i was using a squadron list (so far). It was the other way around, They were a easy prey most of the time.
I'm not saying just using instigator and 4 ties as a single solution, there will be another hundred points of fighters in play, I was just commenting on how I use instigator and tie escort as a unit to tie down the core/Intel of a Ryhmer ball.
On its own it will be eaten alive by 134 points fighters but as part of whole fighter strategy it can really tip the balance. The trick is making sure it's used at the right time in the right place.
3 minutes ago, Jondavies72 said:I'm not saying just using instigator and 4 ties as a single solution, there will be another hundred points of fighters in play, I was just commenting on how I use instigator and tie escort as a unit to tie down the core/Intel of a Ryhmer ball.
On its own it will be eaten alive by 134 points fighters but as part of whole fighter strategy it can really tip the balance. The trick is making sure it's used at the right time in the right place.
I agree with this. I use instigator to tie down fighter balls, it requires some good flying and some precise orders but it can play merry havoc with a fighter ball.
I've had success with Instigator+OE+FT and 4 Tie/F. They didn't always survive the game but they did their job. Supporting them with AA from flotillas is extremely important to help whittle them down.
Sometimes overlapping a large ball of fighters can be very effective because you will split the force up. Intel and Escort could be displaced if there is not enough room around the ship. I've had it work a couple times but it's extremely risky.
Presently playing around with the latest iteration of my ozzel fleet, Full fat Demo 2, instigator raider 1 with OE, raider one with OE and Two expanded hanger gozantis controlling a big fighter ball, considering losing a bit of fighter coverage for a 3 gozanti ( for six activations).
Edited by Jondavies7211 minutes ago, Jondavies72 said:Presently playing around with the latest iteration of my ozzel fleet, Full fat Demo 2, instigator raider 1 with OE, raider one with OE and Two expanded hanger gozantis controlling a big fighter ball, considering losing a bit of fighter coverage for a 3 gozanti ( for six activations).
I tried this type of list, I found dropping the extra raider and having 3 gozantis gave me a really solid strong list. Did well with it at Euros too.
1 hour ago, Undeadguy said:I've had success with Instigator+OE+FT and 4 Tie/F. They didn't always survive the game but they did their job. Supporting them with AA from flotillas is extremely important to help whittle them down.
Sometimes overlapping a large ball of fighters can be very effective because you will split the force up. Intel and Escort could be displaced if there is not enough room around the ship. I've had it work a couple times but it's extremely risky.
Yes, this is what I do... I usually have at least one Gozanti with a Jamming field close by to add AA into any fighter group. The negative one die to Rebel fighters is huge against our weak Ties and with Howlrunner and Flight Controllers less of a problem for the Empire. The Rebels usually don't have as much access to Flight Controllers as the Empire does either so it is usually an advantage for the Empire side.
If my opponent go for bombing the Gozanti then I will not be very sad, they will not survive long if they waste time with that pretty much insignificant little ship. ![]()