Direction for a Ravager Build

By SaltGuy, in Star Wars: Armada Fleet Builds

I have been trying to decide what is the better approach for an SSD Ravager build: SDD plus two Gozantis or SSD plus one Gozanti and one Raider. Here they are.

Two Gozanti version:

Faction: Imperial
Commander: Moff Jerjerrod

Assault: Surprise Attack
Defense: Contested Outpost
Navigation: Hyperspace Migration

SSD Assault Prototype (250)
• Moff Jerjerrod (23)
• Intel Officer (7)
• Damage Control Officer (5)
• Director Krennic (8)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Point-Defense Reroute (5)
• Leading Shots (4)
• H9 Turbolasers (8)
• Quad Turbolaser Cannons (10)
• Ravager (4)
= 336 Points

Gozanti Cruisers (23)
• Repair Crews (4)
= 27 Points

Gozanti Cruisers (23)
• Repair Crews (4)
= 27 Points

Squadrons:
= 0 Points

Total Points: 390

Gozanti plus Raider Version:

Name: Untitled Fleet
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Suprise Attack
Defense: Contested Outpost
Navigation: Hyperspace Migration

SSD Assault Prototype (250)
• Moff Jerjerrod (23)
• Intel Officer (7)
• Damage Control Officer (5)
• Agent Kallus (3)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Leading Shots (4)
• H9 Turbolasers (8)
• Quad Turbolaser Cannons (10)
• Ravager (4)
= 326 Points

Raider I (44)
• External Racks (3)
= 47 Points

Gozanti Cruisers (23)
• Darth Vader (1)
• Comms Net (2)
= 26 Points

Squadrons:
= 0 Points

Total Points: 399

The raider version has a less powerful Ravager build (less dice control and extra Kallus die against squads instead of crit rerolls) but a secondary threat from the Raider.

The Gozanti version lacks the secondary threat, but has a more powerful Ravager and a decent 2nd player bid (which could become HIEs, I suppose).

I know that the base parts of these builds have been seen here and at events a fair amount. The base question, I think, is whether or not it is better to have the secondary threat of the Raider or better to have the more deadly Ravager.

Thanks!

I actually have a build list that morphed into a full blown blog post/article about the process of building a few multi-threat SSD lists that I'm going to post soon so its kinda funny that you post this right now. My advice is that if you want a second threat, you really should look to drop to a Command SSD. But if you want to keep the Assault SSD, then you should give real consideration to dropping the flotilla or just going all in on the SSD since the list is very all in already.

For your specific lists, I have a little feedback. The first is a pretty standard SSD list, the only real deviation is taking two repair teams over one comms net and one repair teams. If you are okay with your flotillas only contributing to preventing the SSD's cripple state then its fine but I feel you are losing a ton of flexibility if you can't give the SSD tokens. Remember a repair token is the equivalent of 2 damage mitigation from moving shields around and slicertools exists.

For your second list, I've seem Raiders being used with SSDs but they tend to get popped pretty easily unfortunately. I also don't really consider a single external racks raider much a threat in my book. Definitely not that concerned if it has to fly around all my dangerous arcs because it can't go first/last or atleast get into position by out activating my fleet. You also have to ask yourself how is it actually helping? Generally a second threat is useful because it either gives the opponent something else to have to factor in or enhances the threat of your first ship. Does an almost naked raider with 4 activations do anything like that?

Probably depends if you can fly the thing like a god. If you want to stick with the raider though, what might work is if you take the Vader Boarding Team. It can atleast try to rip the ECM off a big ship which really increases the potency of the H9 + QLT combo. You should also consider slapping on Skilled First Officer on the Raider for a Vader choke reroll. That's 1 point thing for a damage increase of .25 for each dice in the pool on average.

There is one decent ship option for a second threat if you are willing to drop the flotilla though:

Quote

SSD Assault Prototype (250)
• Moff Jerjerrod (23)
• Intel Officer (7)
• Agent Kallus (3)
• Captain Brunson (5)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Leading Shots (4)
• H9 Turbolasers (8)
• Quad Battery Turrets (5)
• Ravager (4)
= 321 Points

Gladiator I (56)
• Ordnance Experts (4)
• Auxiliary Shields Team (3)
• External Racks (3)
• Demolisher (10)
= 76 Points

:) Its a Costco Demo but Demo is generally the cheapest way for Empire to get a credible threat.

Edited by antisocialmunky

Thanks for the great, detailed feedback! I am leaning towards the first list, at this point, because my raider flying skills are sub-mediocre at best. The command version is quite powerful, but seems to be a pretty different beast, with the lack of certain doubled up upgrade slots.

In the games I've used these fleets so far, the small bid has been helpful, too.

Either way, flying ravager has been a lot of fun. I even had to pick up a third dice pack. :)

SSD And Glad (399/400)
Empire

Commander: Moff Jerjerrod

Objectives: Surprise Attack, Asteroid Tactics, Infested Fields

[flagship] Star Dreadnought Assault Prototype (250)
- Moff Jerjerrod (23)
- Ravager (4)
- Leading Shots (4)
- Quad Laser Turrets (5)
- Agent Kallus (3)
- Intel Officer (7)
- Damage Control Officer (5)
- Linked Turbolaser Towers (7)
- H9 Turbolasers (8)
- Gunnery Team (7)
= 323 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Projection Experts (6)
- Ordnance Experts (4)
= 76 total points