Counter raddus advice

By Zulu2k, in Star Wars: Armada Fleet Builds

Hello dear people, I need advice.

next week we will play a battle of 2v2 1600 points. now I know that our opponents will play heavily on admiral raddus and try to get behind us with several mc 30's and then throw in the rest of the fleet.

that's what I know.

our list is not finished yet. now I had the idea to counter the mc 30s with several gladiators or raiders but I have no idea if that is the best tactic.

do you Guys have Some ideas?

kind regards,

jos

You and your mate need to take a Interdictor each with

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Make sure the tokens are in a position that makes it so that if they drop ships on you they are dropping at speed 0 with no use of defense tokens, and you adopt a fortress tactics staying in the token bubble. This token does not leave play until all ships have entered the field, including those held in reserves.

At 1600 Points being 800 each you could both look at possibly taking 2, meaning you can make a very big anti-drop zone with 4 tokens.

Just a suggestion.

Edited by grunnax93

With 7X Gravity Well token the arriving ship from Profundity just plots a nav command so will be less vulnerable - although if second player it can still hurt. Raddus arriving ships however will feel the wrath for one activation at least but may still take the risk if a good position offers itself. Being behind several VSDs or ISDs for example won't be too bad without defence tokens for a short time.

Rieekan can be a good counter giving you one last chance to retaliate if a deep striking ship double arcs you.

A large swarm fighter force can sometimes do the trick especially if it is a large base ship in Raddus Reserve. In the squadron phase examine potential arrival points and move a TIE fighter, even a damaged one into the most harmful areas that the enemy ship could use. If you don't desperately need to with the squadron battle then keeping a few unengaged fighters back to use in the squadron phase of turns 1,2 or 3 can keep ships safe or at least shut down those deadly arrival points where a MC75 double arcs an MC80A for example but sits completely in its front arc safe from effective retaliation and unlikely for the MC80 to be able to hop over to get to freedom. Obviously with small ships in Raddus Reserve like MC30s you will need a lot more spare squadrons.

Playing an MSU fleet can mitigate the impact. The arriving large ship cannot activate first so you can get one of your threatened ships away as long as it keeps the speed up. If two small ships are threatened then save one and you don't necessarily loose the game by the destruction of the other.

my plan is to move our entire fleet tightly into arrowhead formation that requires some coordination but it can be done. the ISDs are guarded on the flanks by several raiders and gladiators, so that we can intercept the fast MC30s when they try to get behind our ships.

I Will post the fleet lists asap:) and tnx for the comments:)

Edited by Zulu2k

536 pts of squads preventing Raddus from dropping anywhere

This those points limits raddus isn't that good a choice, it is still only 1 or 2 ships, go for admirals that scale well. Or you could try getting Konstantine to work with all the victories and interdictors in the world...

1 hour ago, anothermorat said:

This those points limits raddus isn't that good a choice, it is still only 1 or 2 ships, go for admirals that scale well. Or you could try getting Konstantine to work with all the victories and interdictors in the world...

100% this, Raddus is a bad choice for such a big battle.

If you’re worried, bring 2 Comms Net Gozantis and 11 Vader + Jerry/Motti Cymoons with XI7s, Spinal Armament, Gunnery Teams, and the useful fleet commands. One ship behind you is no big deal if all the ships in front are dead...

Edited by The Jabbawookie