Punisher Pilots "lightly" spoiled by spanish distributor!!!

By Fuego Estelar, in X-Wing

Can't check the pics at work but a three point torpedo has me intrigued and I soooooo want to know what the tie engine mod does. My Tie Defenders are getting restless.

Hopefully the 21pt cost does not leave this ship in the same position as the X-wing. I understand the fears of five mooks as a dominant list but seems unlikely.

At least they fixed the cost inflation for the named pilots. Redline costs a single point as Rhymer for the same PS even though the PS2 Punisher is 3 points more expensive than a Scimitar.

Scimitars are 16 and the PS2 Punisher is 21. That's a 5 point difference.

Good catch. I shouldn't math before my morning coffee.

Rhymer is just absurdly over priced. There is a five point tax on his ability.

I've always thought that Rhymer and Jonus should have had their PS reversed (so that Jonus could use Squad Leader to let Rhymer get a TL) and let Jonus benefit from his own ability. Jonus would still be a little overpriced at 27 but not as much a Rhymer is.

Rhymer might be worth the 5 point ability tax if his ability affected friendly ships in range 1 as well.

Going to need 6-8 of these for the upgrades and bombs. Especially if there is a tie engine upgrade for 1 point.

The TIE thingy is a modification. There are arrows on it, but too blurry ATM to differentiate between banks or turns.

Well, the more i try to see something on those 'TIE only' cards, the more I'm convinced that it makes all turns white.

That's my guess. Getting white hard turns on a Defender and Bomber (and likely the Punisher) would be pretty sweet.

The TIE thingy is a modification. There are arrows on it, but too blurry ATM to differentiate between banks or turns.

Well, the more i try to see something on those 'TIE only' cards, the more I'm convinced that it makes all turns white.

That's my guess. Getting white hard turns on a Defender and Bomber (and likely the Punisher) would be pretty sweet.

I've gone through all tie moves together and the only two logical candidates are white turns or green banks, and they're arguably equally likely. They both help the same ships in about the same ways, though I think green banks is a more interesting solution since it gives more options without removing restriction, and restriction makes things interesting to play with.

21 Points??!!????!!?!?!?!!??!!!!!

OMG!

4 of them really don't make any sense ......................

But I want to have 4 Extra Munitions ... WTF

They will fit in our 150 point casuals nicely. Can see flying 5-6 decked out.

But not sure I would fly more than 2 decked out in a tournament.

The TIE thingy is a modification. There are arrows on it, but too blurry ATM to differentiate between banks or turns.

Well, the more i try to see something on those 'TIE only' cards, the more I'm convinced that it makes all turns white.

That's my guess. Getting white hard turns on a Defender and Bomber (and likely the Punisher) would be pretty sweet.

I've gone through all tie moves together and the only two logical candidates are white turns or green banks, and they're arguably equally likely. They both help the same ships in about the same ways, though I think green banks is a more interesting solution since it gives more options without removing restriction, and restriction makes things interesting to play with.

Heck, even if it only worked on 3-banks, it'd be pretty solid for one point.

Green Banks is my bet. FFG don't usually do cards that are only usable on certain ships, yet available to all.

White turns is useless on most TIE craft, Green Banks is useful on all.

The TIE thingy is a modification. There are arrows on it, but too blurry ATM to differentiate between banks or turns.

Well, the more i try to see something on those 'TIE only' cards, the more I'm convinced that it makes all turns white.

That's my guess. Getting white hard turns on a Defender and Bomber (and likely the Punisher) would be pretty sweet.

I've gone through all tie moves together and the only two logical candidates are white turns or green banks, and they're arguably equally likely. They both help the same ships in about the same ways, though I think green banks is a more interesting solution since it gives more options without removing restriction, and restriction makes things interesting to play with.

Both?

The TIE thingy is a modification. There are arrows on it, but too blurry ATM to differentiate between banks or turns.

Well, the more i try to see something on those 'TIE only' cards, the more I'm convinced that it makes all turns white.

I don't know. I think I indeed see the turn left and turn right symbols. But I believe I see the last word in the card being "verde" (green).

The TIE thingy is a modification. There are arrows on it, but too blurry ATM to differentiate between banks or turns.

Well, the more i try to see something on those 'TIE only' cards, the more I'm convinced that it makes all turns white.

That's my guess. Getting white hard turns on a Defender and Bomber (and likely the Punisher) would be pretty sweet.

I've gone through all tie moves together and the only two logical candidates are white turns or green banks, and they're arguably equally likely. They both help the same ships in about the same ways, though I think green banks is a more interesting solution since it gives more options without removing restriction, and restriction makes things interesting to play with.

Both?

I'd never complain about that, that'd be a ton of value for 1 point

For defenders to be solid it really kind of has to be both. A mod removes the option for engine.

PS 6 pilot looks to be named "death dealer"

For defenders to be solid it really kind of has to be both. A mod removes the option for engine.

I don't know about that. Banks going green means that you get stress from tight hard turns but **** near everything else clears it. Hard turns going white gives you a dial with no red on it.

Translation of the persons comments, lists Frag torps, Plasma torps, Cluster missiles, Crawlers(?), ion pumps?. this is based on the google translator

So the PS2 Punisher is 21 points. Yikes. This thing will need upgrades to be anything close to worthwhile. Luckily it has plenty of slots for upgrades!

21 points for 3 more shields than a bomber, or I could flip it around and say 21 points for 3 more hull than a Tie Defender.

PS 6 pilot looks to be named "death dealer"

PS6 "Lluvia de Muerte" = Death Rain

So the PS2 Punisher is 21 points. Yikes. This thing will need upgrades to be anything close to worthwhile. Luckily it has plenty of slots for upgrades!

21 points for 3 more shields than a bomber, or I could flip it around and say 21 points for 3 more hull than a Tie Defender.

+3 shields, -1 agility, +1 bomb slot, sensor slot, barrel to boost and some unseen dial changes (probably not extreme) for 5 points. Not bad going, although I think the TIE punisher'll be the other way around to the TIE bomber in the sense that the named pilots are the pilots of choice.

Edited by TIE Pilot

That would be Cluster Mines (minas de racimo), Ion Bombs (bombas de iones), and Homing Missiles (misiles rastreadores).

Google was mistranslating rastreadores, tracking, as crawler.

Edited by Tvboy

Green Banks is my bet. FFG don't usually do cards that are only usable on certain ships, yet available to all.

Proton Rockets.

So the PS2 Punisher is 21 points. Yikes. This thing will need upgrades to be anything close to worthwhile. Luckily it has plenty of slots for upgrades!

21 points for 3 more shields than a bomber, or I could flip it around and say 21 points for 3 more hull than a Tie Defender.

I think you are underestimating the value of going from one agility and two attack to three agility and attack.

Note: my comment here is based on something you wrote in another thread.

So 21 points for the Tie Punisher. That sounds reasonable when comparing it to the Bomber. Now the Defender good luck seeing one of those in the game again. You trade a white 4K 1 firepower and 2 agility for 3 more hull and a load of weapon slots.
Edited by WWHSD

Green Banks is my bet. FFG don't usually do cards that are only usable on certain ships, yet available to all.

Proton Rockets.

What?

Green Banks is my bet. FFG don't usually do cards that are only usable on certain ships, yet available to all.

Proton Rockets.

Yup - For just 3 points a Firespray can get a 4 dice attack at range one, but only in their front arc. For the same 3 points any of the named YT-1300 pilots can get a 3 dice, range one attack in their front arc.

Also see Stygium Particle Accelerator on anything but a Phantom, Engine Upgrade on anything with Boost, Advanced SLAM on anything without the SLAM action, Munitions Failsafe on anything without secondary weapon slots, and Extra Munitions on any ship that only has a single Torpedo slot. I'm sure there are a bunch I'm missing but those were just the ones off the top of my head.

I'm curious about that Plasma Torpedo. The Attack requirement is different. It's not Target Lock as that fits on one row, they needed to go down to the second row to fit. It's two words, what could it be?

Proton Rockets can be equipped by any ship with a missile slot. However, it's useless to the Firespray, Falcon and Kihrax as it does the same or less damage than their primary attack at Range 1. It's also pretty weak on the Z-95 and TIE bomber where it's 4 dice relative to a primary of 3 and the TIE defender where it's 5 versus 4. Pretty much the only ships that can use it properly are the TIE advanced x1, Scyk and A-wing. The Scyk and A-wing pay 5 points for it and the TIE advanced has a slight antisynergy due to Advanced Targeting Computer which only affects primaries and would grant a three dice + autocrit attack at Range 1 assuming TL.

Therefore, it's not unreasonable that FFG would release a TIE only card that doesn't have an appreciable function on all TIEs.

Or, to put it another way, if they did want to make a card that only affected TIEs with poor turns (TIE defender, TIE punisher, TIE bomber and any future TIEs with turning issues) what would they put on the card? TIEs With Red Turns On Their Maneuver Dials Only? TIE only restricts it from ships you don't want it to go on (Y-wings, Lambda Shuttles, HWKs) and is efficient with card space. They don't need to write a restriction on for the TIE fighter, interceptor, advanced and phantom because it's already restricted by having no effect, a la Engine Upgrade on an A-wing.

It's not Target Lock as that fits on one row,

Does it in Spanish?

Edited by TIE Pilot