Raiders, are they worth it ?

I believe the Mongoose fluff on the Delta V has it originating from the belt alliance.

I think the raiders ought to be allowed Pak ships as the Pak fleet wasn't around when SFOS made that determination.
 
Romu said:
Hm i have a noob question but can a ship with speed 0 still turn or not ?

I guess it can't but it's not really specified in the rules. (At least the one i have right now, still waiting on that SFoS and Arma books to arrive ^^)

Might sound stupid but a friend who's playing with me was asking and well i'd like to be really clear on that as i suppose you can't turn anymore.

No you can't, unless somehow you can stioll perform Special actions, in which case you may be able to try all stop and All Stop & Pivot

Little rusty in my recollection though.

LBH
 
Just recently a group of us finished up with a campaign that was dwindling to an end. (I'm sure you all know what it's like when schedules change and a game breaks up because of it.)

Anyway, being new to the game, I wanted to limit the factors I had to concern myself with, so I decided to play a Raider's fleet. (Limited ships, limited weapons, I could focus on learning the basics without being flooded with all the options.)

Right from the beginning, I played the Raiders "in character" and started off Turn 1 with an uncontested attack on the Trade Route. (Each subsequent turn, I did nothing but attack the trade route. You'll see why in a moment.)

Keep in mind, the benefits to winning the Trade Route are spelled out for you. (More points!) Also keep in mind, that whether or not you're the "attacker" or the "defender," there are more points to be had! (assuming you can pull out a victory.)

The disadvantage to this strategy, is your lack of strategic targets to gain resources. On the flip side, that lack of strategic targets in your possession can also be seen as an advantage. (No possessed targets means no penalty to initiative rolls during target allocation. Plus, no targets means you don't get attacked.)

Depending on the agreed upon objectives within the campaign - (this one had nothing spelled out) - taking no official presence within the system, is totally in keeping with the Raider "character." Other fleets are forced into defensive stands to safeguard their strategic holdings. Raiders are left with options.

Here are the top five "words of wisdom" that I would offer to anyone considering the Raiders for a campaign:

1. The trade route whenever possible!
2. Keep an eye on all the opposing fleets. - If someone is being attacked on multiple fronts - exploit that weakness! Go after them on yet another front!
3. Negotiate with other fleets. - A well timed Raider attack on another front can force a fleet commander to split his forces in the face of the enemy, or else risk losing one, or MORE, strategic targets. (My best negotiation revolved around me pulling away some of the attack by the Centauri against the Humans, in one turn. In exchange, the following turn, the Earth Alliance agreed to square off against me, and immediately retreat - letting me get my ENTIRE FLEET into the battle, so as to gain experience points!)
4. Squadrons! Squadrons! Squadrons! - Remember, there are advantages to grouping your ships together in squadrons. (Raider Battlewagons do have fairly impressive weapons, all things considered. If you can line up 3 or 4 ships - you can usually deal some serious damage to the unlucky target.)
5. Retreat is a perfectly acceptable battle strategy! - Remember, a destroyed ship is worthless. A ship that retreats from battle still gets 1 Experience Point!

All in all, it's a bit long winded, but I hope it offers up some advice on the playability of the Raiders.
 
I too am a Ghosts of Omelos player...err...well not yet at least. I am still looking into it. Extinction Wagons are very fierce. I think you can do more damage with them than Battle Wagons.

Also....

I have heard of people using Massive amounts of smaller Raiders ships to overwhelm larger craft. Could that be a tactic to use as well....use dozens of Delta V, V2, or Double Vs to out number your opponent.

Also will Mongoose consider a separate book or a revised section on points for the use of scrapped ships from other races? I love the kit bashing we are all planning, doing, and have already done on our ships (Fellow Raiders that is) and I would like to see a point scale using FAP to do improvements or variations.

With the Ghosts of Omelos, if I use a Omelos, can i use Dart Fighters as Raider choices or do they have to be Endangered Dilgar?

One last thing, there could be some use of Raiders for the Psycops Special Opps fleet. Maybe use them as a support?
 
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