Knight and squire

By NairoD, in Star Wars: Armada

Hi all

Just struck me an idea how to resurect Raider II. To this wave he was almost dead to play. I love card art so was trying to use him many times till now.

New cards make him alive. Before i introduce my idea I will describe how I use him erlier(wave II era) before I switched to 3 Victory and squadron set.

I played Screed in that times alot. Usually I deploy Glad, Victory, 2 Raiders and some fighters (with Bobba Fet!). Usually he make shooting with Overloaded pulse on big fish prepareing it for Demo run (Clonisher - who remembwr him?). At that time I didnt own Imperial (I was fresh to the game). Usually one in two times I managed to use OP once per game (once twice in one shooting). Usually clonisher manage to deal about 6-7hits in his post manuver second attack.

Now I own Imperial (I was defending to buy him for a long time till my friend presented me model). In wave 6 players are fascinating in useing Avenger with boarding troopers and sloane. What if we switch off those random tie strikes for sure all exhausted tokens on 2 ships once a trun? How to do this?

We put to pur roster two ships. Quite expensive but very effective. In my idea Screed is obligatory as admiral to make sure that at least one ship will have exhausted tokens (sith power sometime fail to roll crit on 3 or 4 blue dice)

Build:

Raider II (48p)

Overloaded pulse (8p)

Gunnery team (7p)

Disppsable capacitors (3p)

It cost 66p and that is lot for Raider but will grant us 2 shots from the front with 3 and 4 blue dices on long range.

This is our squire who gratn our knight chance to kill 2 small ships (2 arquitenes for example).

Knight is known to all. Ladies and gentelmens I present you Knight Avenger

Imperial II (or 1 if someone prefer)

Avenger (5p)

Needa (2p)

TRC (7p)

SW7 (5p)

Gunnery team (7p)

And that is all. Didnt tested it yet as I have no idea what to take to the rest of the fleet. Maybe 2 gozanti and some fighter cover.

Enjoy (any comments of this idea is welcome)

Edited by NairoD
Phone typos,
54 minutes ago, NairoD said:

Hi all

Just struck me an idea how to resurect Raider II. To this wave he was almost dead to play. I love card art so was trying to use him many times till now.

New cards make him alive. Before i introduce my idea I will describe how I use him erlier(wave II era) before I switched to 3 Victory and squadron set.

I played Screed in that times alot. Usually I deploy Glad, Victory, 2 Raiders and some fighters (with Bobba Fet!). Usually he make shooting with Overloaded pulse on big fish prepareing it for Demo run (Clonisher - who remembwr him?). At that time I didnt own Imperial (I was fresh to the game). Usually one in two times I managed to use OP once per game (once twice in one shooting). Usually clonisher manage to deal about 6-7hits in his post manuver second attack.

Now I own Imperial (I was defending to buy him for a long time till my friend presented me model). In wave 6 players are fascinating in useing Avenger with boarding troopers and sloane. What if we switch off those random tie strikes for sure all exhausted tokens on 2 ships once a trun? How to do this?

We put to pur roster two ships. Quite expensive but very effective. In my idea Screed is obligatory as admiral to make sure that at least one ship will have exhausted tokens (sith power sometime fail to roll crit on 3 or 4 blue dice)

Build:

Raider II (48p)

Overloaded pulse (8p)

Gunnery team (7p)

Disppsable capacitors (3p)

It cost 66p and that is lot for Raider but will grant us 2 shots from the front with 3 and 4 blue dices on long range.

This is our squire who gratn our knight chance to kill 2 small ships (2 arquitenes for example).

Knight is known to all. Ladies and gentelmens I present you Knight Avenger

Imperial II (or 1 if someone prefer)

Avenger (5p)

Needa (2p)

TRC (7p)

SW7 (5p)

Gunnery team (7p)

And that is all. Didnt tested it yet as I have no idea what to take to the rest of the fleet. Maybe 2 gozanti and some fighter cover.

Enjoy (any comments of this idea is welcome)

As a veteran pulse tapper... I'm gonna tell you that a raider is the worst way to deliver that overload pulse.... just... the worst...

This is a one trick pony that can do it's one trick only once.... if that..

As nice as that low cost to overload pulse is, it comes at the cost of high vulnerability.

You'll want to consider a ship that can take a hit. The VSD, while slow, pairs very well with ISD avenger to deliver PTs. Especially with upgrades such as d-caps and QBTs.... With QBTs and a confire, you can screed that result long range every shot... though, still vulnerable to evades, but with the sensor team upgrade you have the ability to deliver that tap with fair success.

It may also me worth your time to take a second Imperial class... though to fully kit it, you'll likely have to be sparse or empty in either activations or squads... however, two ISDs are a threat many players know to take seriously, PT or no...

Also consider the Interdictor, it can take hits like a champ and can keep up with the ISD with ETs, with the right objectives or a solid deploy, it can be a mean combo.

Lastly, you may want to consider forgoing the overload pulse. Sloan when paired with defenders and BCC can farm accuracies or deliver solid damage totals to soften the ship of avenger.


Of course, these are just suggestions from someone who using the pulse tap regularly, if you can make that raider work, go for it! :D

Edited by Darth Sanguis
18 minutes ago, Darth Sanguis said:

you can screed that result long range every shot.

Except Screed is once per activation.

3 hours ago, ForceGhostofNobodyInParticular said:

Except Screed is once per activation.

But with a gunnery team and CF dial you throw 3 blue at long range, if no crit then CF, if still no then Screed it and take a chance on 3 blue for the second shot. If you get a crit on the first 3-4 blue attack then keep the Screed for the guarantee on the second shot.

You have a 68.4% chance of a crit on the first attack of 4 dice and a 57.8% chance of getting a crit on the second 3 blue shot if you had to Screed the first.

@Mad Cat thanks for the math. Usually on 4 dices i roll one crit. The only thing that I afrayd that on long range defender may use evade to force me to reroll those crit. Only solution is to roll two crit or use screed to guarantee second one. All depend of target importance.

@Darth Sanguis I know that Raider is a fragile ship but if you field him on long range he have big chances for survival. Usually he is attacked by 3-4 red dices and with 2 evade and 1 brace he have big potential for survival. When I fly my Raider swarm i learned that when you are on long range to the target you may easily avoid his main firing arcs when fly with speed 4 as a flanker. If you run hed on like ISD or liberty you vaporate quickly.

The problem is that, D-caps aside, you do have to come into medium range to actually be useful with a Raider. I play a fair amount of Raider swarms, in various different guises from OP Raider IIs supporting Avenger, to just straight up 6x Raider I/1x Arq ball. No matter how survivable they may be at long range, they eventually have to come into medium and close range to start actually throwing some dangerous dice around.

D-Caps let you do that from long range, sure, but only for a turn, and you're not really throwing enough of them to be truly worrisome. On the other hand, as @Darth Sanguis mentioned above, Vics are great at it. A combination of QBT and a CF command means you have a good chance of hitting someone every turn, which means D-caps are just icing on the cake for when you really want to punch your target.
I ran a pair of Vics the other day with Intel Officer, D-caps, QBT, GT, and NK7 Ion Cannon as a token removal idea. It was all fairly sedate until turn 4 when my opponent finally strayed just barely into long range of both Vics; pop D-caps and I have a CF queued for both. Long story short, I destroyed a full health Liberty and Hammerhead, and took a CR90 to brown trousers territory. A Raider won't do that for you. Several Raiders won't even do that for you.

Now, that was NK7, but it would have worked just as well with OP (arguably better, but I wanted to try it out). The fact that it was triggering with so many red dice bolstering it is what made each attack so successful. If those were just a 2-3 long range blue dice, that Liberty would have shrugged it off without issue.

I love me some Raider flying, but they're not the glorious pulse tappers any of us want them to be.

7 hours ago, NakedDex said:

they're not the glorious pulse tappers any of us want them to be.

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