Fighters vs Raider

By Stoneface, in X-Wing

In a fighter vs a 150 point Raider, what do you recommend for a squad point value for the fighters? My initial thought was 150 points but I'm not sure that would be a fair matchup.

Working on a couple of scenarios for a mini campaign and could use some input.

It's fine if you do the fighters in waves. If you let a 150 points worth of fighters at the raider at once, it's gonna blow up in no time

Edited by RufusDaMan

150pts of TIE fighters equates to Howl and 11 academies, or Howl and 8 black cracks with 1 academy. Each TIE (assuming it evades, so lowballing the estimate here) will do 1.5h of damage with the howlrunner reroll, and howl will do 1h of damage. That's 17.5 damage from the academy swarm, and assuming the corvette player reinforces the front, the corvette will actually only take 5.5 damage (since reinforce removes 1 hit per TIE). So 150pts of academies + Howl will not do much. However, the black cracks are another matter. If they evade, then the damage dealt will be 14.5 - and the corvette can only reinforce against 2 of them, because the evade will be crack-shotted. So it'll take 12.5 damage that round.

Basically, 150pts of TIE should be an even match for the corvette if it reinforces or removes TIEs before they shoot (assault missiles, proton torps, cannons etc). I'd want to test it out, but the corvette is maybe on the weaker end of the matchup because we aren't accounting for crits.

In my experience, 150 pts of small bases vs a loaded Raider is funny but not equal fight. Agi 2 small ships are quite equilibrated to engage Epic Ships. Agi 1 cannon fodder against the Single Turbolasers and Agi 3 Red 2 fast ships not the best vs Reinforced Raider.

So perhaps 5 X Wings (130-135 pts)...

You'd actually be better off going with 200+ points per side, because then the Raider can have a bit of a fighter escort, which it needs. Any capital ship without a fighter escort is going to fall to a swarm of fighters dedicated to taking it down- this is true in X-Wing, Armada, and fluff.

58 minutes ago, Herowannabe said:

You'd actually be better off going with 200+ points per side, because then the Raider can have a bit of a fighter escort, which it needs. Any capital ship without a fighter escort is going to fall to a swarm of fighters dedicated to taking it down- this is true in X-Wing, Armada, and fluff.

Also in real life. Thinking Repulse and Renown.

The scenario I have in mind is for an unescorted Raider. I need it to be a somewhat "fair" fight. Looking at 3-4 scenarios for a mini-campaign.

200 points would be better for and escorted Raider but the first scenario is for a naked capital ship.

1 hour ago, Hexdot said:

In my experience, 150 pts of small bases vs a loaded Raider is funny but not equal fight. Agi 2 small ships are quite equilibrated to engage Epic Ships. Agi 1 cannon fodder against the Single Turbolasers and Agi 3 Red 2 fast ships not the best vs Reinforced Raider.

So perhaps 5 X Wings (130-135 pts)...

This may be a good level to start. The idea is to get the Raider off the board. I don't want the Rebels or S&V to kill it only damage it.

4 minutes ago, Stoneface said:

Also in real life. Thinking Repulse and Renown.

The scenario I have in mind is for an unescorted Raider. I need it to be a somewhat "fair" fight. Looking at 3-4 scenarios for a mini-campaign.

200 points would be better for and escorted Raider but the first scenario is for a naked capital ship.

I reckon a Raider could take 6 Black Cracks & Howlrunner, which is 108pts - maybe make it 7 for a nice 8 TIE swarm.

11 hours ago, Stoneface said:

In a fighter vs a 150 point Raider, what do you recommend for a squad point value for the fighters? My initial thought was 150 points but I'm not sure that would be a fair matchup.

Working on a couple of scenarios for a mini campaign and could use some input.

I'd do 150 points for the fighters and work on the Raider's tactics.

An epic ship should be making use of every tool it has at its disposal, longer initial range to pick of weak fighters, munitions repair droids, shield boosts.

And ramming. Ramming is never cheap, it is never cheesy. Ramming is to Epic ships as Autothrusters are to Arc-dodgers.
Ramming is using that ship like it was made to be used, and every fighter that you mange to pancake on your hull or prevent from shooting you when it flies into you is a feather in your cap.

I would play a few games, tweak the losing side; see if you can get a style of play down for the Raider that makes it worth its points. If you really must bring in other ships with the Raider I think this:

swx65-minefield-mapper.png

Could be interesting. The mines restrict movement. Predictable movement means better ramming. It also means making the most of your 4-5 range weapons.

Pen them in? Shoot fish in a barrel?

4 hours ago, OneKelvin said:

I'd do 150 points for the fighters and work on the Raider's tactics.

An epic ship should be making use of every tool it has at its disposal, longer initial range to pick of weak fighters, munitions repair droids, shield boosts.

And ramming. Ramming is never cheap, it is never cheesy. Ramming is to Epic ships as Autothrusters are to Arc-dodgers.
Ramming is using that ship like it was made to be used, and every fighter that you mange to pancake on your hull or prevent from shooting you when it flies into you is a feather in your cap.

I would play a few games, tweak the losing side; see if you can get a style of play down for the Raider that makes it worth its points. If you really must bring in other ships with the Raider I think this:

swx65-minefield-mapper.png

Could be interesting. The mines restrict movement. Predictable movement means better ramming. It also means making the most of your 4-5 range weapons.

Pen them in? Shoot fish in a barrel?

I think that 150 pts for the fighters is too much. You could take 9 Zs with IPM and have points left over. Not that I think it's a good idea.

You also need to balance your weapons loadouts. With a zero agility you don't want a R1 donut hole. And once in your baffles there's little you can do to shake a fighter.

You're right about the builds. Every trick needs to be used to extend the life of the ship. I'm not sure if the standard setup of running the map edge would be worthwhile. It does provide protection for one flank but makes you predictable for turns.

This should provide an interesting version of the game.

Your scenario could be fun. Consider a slight point reduction for the Rebel side (140) and I'd restrict to the OT movie fighters A/B/X (T-65)/Ys but no Biggs. This will make list building fun for both sides and it'll look cool on the board. :D For the Rebel side I'd perhaps allow an initial deployment of 100 points with 40 points reinforcements on turn 3 - each list has to be discrete (this was good in the Gozanti campaign).

Edited by Sasajak