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Berosin

Moff Jerry's Raiders

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Hello everyone! Been a rebel player most of my career, but I've been thinking about switching sides for a change of pace. Comments and criticism please!

Moff Jerry's Raiders: 393/400.

Objectives: Most Wanted, Contested Outpost, Navigational Hazards.

   ISD-II

  • Moff Jerjerrod
  • Skilled First Officer
  • Gunnery Team
  • Electronic Countermeasures
  • Leading Shots
  • X17 Turbolasers
  • Relentless

   Raider 1

  • Ordnance Experts
  • External Racks

   Raider 1

  • Ordnance Experts
  • External Racks

   GozantiCruiser

  • Comms Net

   Gozanti Cruiser

   Squads:

  • Howlrunner
  • TIE Fighter x7
Edited by Berosin
typos

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Perfectly adequate little list, relatively straighforward and will boom or bust based on your ability to enter the fight with the ISD, draw fire and targets to him, and then slam the door shut with the raiders before scooting them off.

If you start losing raiders fore they loose their racks, you are going to have a hard time crawling back into the game.

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5 minutes ago, BrobaFett said:

If you start losing raiders fore they loose their racks, you are going to have a hard time crawling back into the game.

That's mostly what I'm concerned about. I have an alternate build of this fleet that drops one raider and a TIE + Howl for a kitted Demolisher. I was concerned about that lists ability to handle bomber swarms though. Six TIEs and a Jamming Field (instead of comms net) is not a lot of cushion. But Demo is a serious upgrade to firepower.

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If you want to handle bombers you need slicer tools. Cut the squad commands, and bombers become a lot lot less scary. It also makes a 30pt flotilla target #1 for said bombers instead of the ISD or Glad, which also works in your favor.

Jamming hurts ties more than it helps them IMO, unless you are timing it unbelievably well to alpha strike with them, bring in jamming, weather the counter, zoom out with jamming, and resume attacking.

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