Get your Raider game flying blisteringly fast with this aggressive flank attacker in Star Wars Armada. The Rebels can’t repel speed of this magnitude!
The Raider-II is a great platform for a vicious flank attacker that can catch your enemy off guard. The normal Raider strategy involves the Raider-I, set-up in a trap style of play; essentially waiting for your opponent’s ships to come into range before blasting them with black dice a flying away at top speed.
This is most evident in the Raider defensive suite of 2 Evades and 1 Brace. While equipped to engage at close to medium range, it can be vulnerable and prefers to weather attacks while it is a long range. Disposable Capacitors can make the Raider-II an ideal aggressive flanker.
Disposable Capacitors allows the Raider-II to engage at long range with 3 blue dice or 4 with a concentrate fire command. This keeps the Raider-II safe at longer ranges and allows it to approach at higher speeds. The Raider’s best speed is 2 for all of its yaw options, but speed 3-4 will be the ideal speed for the Raider-II in this build, most notably since our Officer on deck helps while flying high.
Admiral Montferrat allows the Raider-II to be treated as obstructed while defending if your speed is 3 or higher. This can further protect the fragile Raider frame from enemy return fire. The higher speeds can also allow the Raider-II to get into the flanks and rear of your enemy fleet more effectively and bring those blue dice to bear.
With 4 possible blue dice in your attack, SW-y Ion Batteries will make your dice hit, no matter what you roll. Since there are no Weapons Team options that work like Ordnance Experts for blue dice (yet) its best to make your blue dice with whatever you roll since your unspent accuracy results count as hits. This can keep your damage consistent while you concentrate on positioning and maneuvers, and you can also bring a Firespray squadron escort!
Your opponent may see your flanking strategy, and attempt to intercept your Raider with squadrons. Although powerful in anti-squadron armaments, the Raider-II pales in comparison to the more fearsome Raider-I. Firesprays can do double duty of engaging enemy squadrons with 3 blue anti-squad dice and can handle return fire with a healthy 6 hull.
Having Rouge can also help your Firesprays engage squads or ships independent from squadron commands, but a nice surprise squadron command from the Raider-II can act as a starting jab on an enemy ship with 2 blue anti-ship dice with Bomber!
Grab your Raider-II and Firesprays and ride the flanking firestorm in Star Wars Armada!