The Raider. Long has it been called "useless" and "too fragile" and everyone just thought of it as a very bad CR90 copy that sucks at ship-to-ship combat. First off: The Raider is the best dedicated flak-boat in the game. Thats a undeniable fact. Flechette Torpedoes and External Racks have only improved its capabilities in this regard, but it has already been great since Wave 2 due to Ordance Experts, the titles, ruthless strategists, etc. And now you can even have some pretty insane combinations like Instigator title combined with Tua-Clusters Bombs and Quadlasers + External Racks for effective Counter 3 or Counter 4 if you take Kallus over Tua. You can even put a Decimator next to your Raider and use Ruthless Strategists on the Counter Attack. That means 1 garantueed Damage for RS, approximately 3 damage from clusters bombs and counter 3 with QLT and ExRacks. Goobye AcePilot. Sure, you gotta take that Bomber hit, but you can usually survive 2 or sometimes 3 B-Wing Hits. Possibly 4 with Motti, so take him for that extra bit of survivability. Repair Commands to move shields are generally probably the best command you can give on the Raider, but we are gonna get to that later.
So the Raiders role as a dedicated flak-boat is pretty much unquestioned. We all know it can absolutely wreck squadrons, especially non-aces. Its the ship-to-ship combat that proves to be a problem. Back in Wave 2, there werent that much bomber fleets and most players went with a bare minimum of 4 A-Wings/Interceptors or Yt-2400s/Agressors or some other unique Rogues. So it is understandable that the Raider was considered bad at the time. Though that impression was and is pretty wrong in my opinion. The Raider is simply put a high risk - high reward ship.
So thats what i wanted to talk about - or rather write this guide about. Its pretty simple actually, there are 4 Steps for success with the Raider in a SHIP-TO-SHIP role.
In Order of importance.
1. NEVER APPROACH ON HIGH SPEED. There are some exceptions to this rule, for example if you want to drop off a Boba Fett with Rapid Launch Bays, or if you for some weird reason decided your Raider to be the objective ship, but generally the Raider is NOT MADE for a guns blazing-full speed assault. Thats what a CR90 can do, but a Raider is pretty much the Armament of a Gladiator put onto a Hammerhead or CR90. You cant shoot enemies at longe range while closing in and you arent that maneuverable at high speeds. Instead the whole design purpose of the Raider is about "catching" enemy ships, aka let them move into your weapons range instead of moving into their weapons range. At longe range your evades work optimal and you can brace incoming damage more reliably. So dont go on the hunt like a Gladiator, let them walk into your trap. Start a Speed 2.
2. CHOOSE UPGRADES THAT FIT FOR AN ONE TIME-ALL OUT ATTACK. The Raider is a glass cannon. If you fly it skillfully, you can get a better result with it than with a Gladiator but only ONCE. External Racks and Concentrate Fire Command can give you 3 Blue and 4 Black Dice as opposed to the same amount of dice from a Gladiator but composed of black and red dice, which lack good chances of getting accuracy. You can have success with Expanded Launchers (i have used it with Sensor Teams) but you really need to be in a perfect position for it, like in front of an ackbar conga line or blocking any other ship that cant fire back with much firepower from that arc. Yes you can get usage out of your Raider for multiple turns, but never build your Raider around that strategy unless you are very experienced with it. For example, the Raider can profit a lot from Redundant Shields (via Tua) because it lacks Redirects and can get in and out of the fight quickly, but you have to time your attacks perfectly in order to take SOME damage to use it, but not too much damage so that you are pretty much dead next turn. The Raider is not as forgiving as Lord Vader and im sure even the emperor would be impressed by this ships unforgiveness. So unless you are a absolut pro with the Raider, plan for one good attack and be happy if you get another one. Which leads me to my next point.
3. EITHER PLAN FOR HIT-AND-RUN OR KAMIKAZE SELF SACRIFICE. I guess its a no-brainer to say that you cant do both. But hear me out. Most of the time, if you approached the enemy correctly (see 1 and 4) you will find yourself in a good position to unleash all your Dice and Upgrades on one or possibly two targets. (Gunnery Team is in fact a great upgrade for the Raider II, especially with Disposible Capacitors and an Ion-Cannon Upgrade) Thats the moment you have to decide what your Raiders fate will be. There are two options: Either give the target all you got and then get out there as quickly as possible with no desire to get back into the fight for the rest of the game or stay (and in most cases ram the enemy) to get one final attack next round. The second option is only worth it if its pretty safe that your Raider will still be alive next round to get that final attack. And thats the relevant point: Dont take risks with this ship unless you can estimate them pretty reliably. It may sound inefficent to only get one attack with a 50+ points ship but think about how many times you only got that one double arc with your Gladiator and crippled a enemy ship with it. It is worth it. Especially since, once your Raider got safely out there, it will be pretty safe for the rest of the game unless its chased by fast squadrons or a Corvette. Dealing out your ships worth in damage while not giving your enemy the same amount of points for killing your ship is all a ship needs to do. Its the best way it can go actually and thats something to remember while flying your Raider.
If you are gonna sacrifice him, make sure it is worth it. Otherwise, surviving is victory. Which leads me to my final point.
4. USE OZZEL AS YOUR COMMANDER OR EMULATE A OZZEL-STYLE OF FLYING. There is a reason the Raider comes with Ozzel as its commander. Every ship has a commander that provides synergy for that specific ship and that alone is sometimes reason enough to choose that commander. (On a sidenote, that might be the reason why the Nebulon B is so bad without Titles: There is no commander in the Nebulon B Pack that would compensate the ships weaknesses) Of course there are quite a few options and commanders like Jerjerrod and Vader both work well with this ship. But Ozzel is still the best candidate. And you can see this at the ships speed chart, it is basically designed around the usage of Ozzel, the same way the Arquitens is desigend for Jerjerrod. So as i meantioned in 1, you should start your approach at Speed 2. (Sometimes Speed 1 can be useful/necessary for objectives like Station Assault or for specific ambush tactics, but most of the time it will be Speed 2) So the idea is to approach the enemy at Speed 2, let the enemy ships fly into your weapons range, attack with everything you have and then accelerate to speed 4 and get behind the enemy. If you are running Jerjerrod as commander it may be possible to get a nice turn towards the side of the battlefield at speed 4, but usually you end up behind your enemy. But anyway, the point is: Switch from attack speed (Speed 2) to escape velocity (Speed 4). You can either do it with Ozzel and even go from 1 to 4 if you are at Speed 1 for some reason, or you can do it with a Nav Token and Command. So your first command should almost always be nav to get that token and your command at the time of your attack (usually turn 3) should be nav too.
BONUS TIPS:
Commands
At turn 2 (or generally any turn you get shot at but cant fire back with all dice) a REPAIR command is vital. The Raider has no Redirects, but actually better shields than a CR90, so use that command to redirect shields. If you run Ozzel and use a Token to go from Speed 2 to 4 after your attack, you can use a Repair command to make sure your escape is covered by shielded hullzones. THINK ABOUT WHERE YOU WILL END YOUR MOVEMENT BEFORE REDIRECTING SHIELDS. I cant emphasize this enough. So many times i had my perfect escape plan layed out, unleashed all my guns at the enemy and was ready to get out of the trouble but then redirected all my rearshields to the front while ending up right in the rear or side arc of the enemy ship at the same time. As you can image, the Raider was indeed not very forgiving... luckily for me my opponent was. But i think you get my point. Think about movement before executing Repair Commands.
The Raider can function as a mini carrier, so squadron commands CAN be useful. Im not saying that a Gozanti wouldnt be much more efficent at that, but sometimes you really want that first actication to be your Flechette-Torps Raider while also not loosing out on a small squadron alphastrike (max. 3). Situational, but worth mentioning IMO.
Concentrate Fire Commands at first glance really seem to cater towards the Raiders style of striking once but hard. And they do. But sometimes maximum efficency is not optimal efficency and with time i found Repair commands to be more helpful than Concentrate Fire commands. Completely depending on the situation of course, but if you go wounded into a fight chances are that you wont get out of it alive.
I dont think i have to say much more about Nav Commands, other than that you NEED them if you want to have any chance of escape. Of course if your initial tactic is the kamikaze self-sacrifice tactic then well, you dont really need that ****. Spam ConFire until you get sick of it.
Upgrades
I think i already mentioned all the popular goodies you can equip on your Raider. Of all the slots it has the officer slot is probably the least used one (aside from Tua and Kallus) .
One card i have found to be quite useful is the
Chart Officer
. It costs only 2 points and helps the Raiders already fragil 4 hull. Often, after changing from Speed 2 to Speed 4 i landed on a debris field or asteroid because of the bad maneuverability at Speed 4. That extra hull damage or loosing those 2 rearshields can make make quite a difference for such a fragil ship and i often wished i had equipped a Chart Officer after yet again landing on a obstacle. It can also be helpful to "take cover" on a obstacle to obstruct your opponents shots without having the negative effect.
Admiral Montferrat can also be helpful, although i would not recommend using his effect for the approach. I tried it multiple times and most of the time i ended up ramming the enemy. Which both makes your 5-point investment useless and gives you a damage card. On the escape however, he can be quite handy. That extra die missing from the already weak rear arc of enemy ships can be the difference between survival and destruction. So dont use him on approach unless you really figured out the movement of all relevant ships. Remember, you dont loose him if the ENEMY rams you. Only if YOU ram the enemy. As i said, the Raider is not very forgiving towards its captains.
The Great Inquisitor might be useful for the Raider too, since he really wants to change its Speed, but i havent tried it out yet and im not sure if it does not rely too heavily on your opponents actions. Might be fun, if you use it additionally and dont rely on it.
So thats my Guide to the "worst" ship in Armada, i hope you enjoyed it and also had success with the Raider. Pardon my crappy, random capitalization, German here, so blame it on that
I know someone here in the forums already wrote a Guide about the Raider and i read that some time ago, so i know this is not really something that new but i wanted to share my thoughts anyway.
Next up: The Nebulon B without Titles!
Now THAT's gonna be a tough one...