Tie Punisher

By kagemushaclan, in X-Wing

A single point for six more green manoeuvres? What more could you possibly need?

TONIGHT THE DEFENDERS DINE ON REBEL FLESH

autothrusters :P

While we're wishing, I'd like a mechanized pony that breathes fire.

But seriously, ten green manoeuvres and a white K-Turn, I am totally on board. Large turrets already have a hard time punching through three AGI guarding three shields, Focus helps, and now that PTL is an option? BLOOD AND THUNDER

we'll call him Twinkles

though I disagree about turrets having any reliable difficulty punching through greens. you need thrusters for that, else you're just tossing the game to rngesus (which is basically what happens when you run into PWTs anyway, but eh)

the greens are very nice, but I'm not super enthusiastic about them on the defender. I already have no room for them in my double flechette Delta + soonts list, and since I run generics I don't really care about the PTL synergy.

speaking of, I don't see PTL being very important without the evade action or Super Dash's necessity of being able to book it. Sure you can roll and focus, but you're still limiting your maneuvers afterwards. AS for the TL + focus possibility, Predator (or vessery) does much the same and far more flexibly.

call me a pessimist, but I never found a defender's dial to be a problem. You get used to it; you don't get used to green dice making it go pop :(

I wonder why the K wing is the only ship without the spoiled dial?

Every move is a K-Turn!

I wonder why the K wing is the only ship without the spoiled dial?

Could it be so bad they fear it'll put off people who are already 50/50.

call me a pessimist, but I never found a defender's dial to be a problem. You get used to it; you don't get used to green dice making it go pop :(

The dial isn't the Defenders only problem, but its not doing it any favors either. There are so many things that hand stress out like candy now, that the limited greens really hurt it badly. It is still way over-priced but now it can be a little more flexible.

I wonder why the K wing is the only ship without the spoiled dial?

Could it be so bad they fear it'll put off people who are already 50/50.

They don't spoil every dial in every preview. This has been true in other waves, as well. They want to hold stuff back for anticipation or something.

I love how Deathrain's Barrel-Roll allows it to get out of Range 1 from a front-launched Seismic Charge or Proton Bomb as well.

I just fired up Vassal and played around with that. If a target of opportunity unexpectedly lands in front of Deathrain before he activates he can get out of the AoE regardless of what his dial is set to. He may need to boost after his move but he can always get clear. This assumes that no obstacles and other ships are blocking him.

I doubt the k-wing has a bad dial. I'm actually thinking something like the decimator to encourage slamming.

So just like PtL and green maneuvers, you could boost + EI drop bomb + BR + maneuver green! Definitely need to see all the possible bomb positions in echo-location, I can't visualize this many possibilities!

Wow a preview thread that HASN'T erupted into a rules argument?? Keep up the good work guys :D :D

Seriously though, the Interdictor is looking good.

This isnt the Armada forum, we dont care about gravwells. Stick to punisher discussion.

speaking of, I don't see PTL being very important without the evade action or Super Dash's necessity of being able to book it. Sure you can roll and focus, but you're still limiting your maneuvers afterwards. AS for the TL + focus possibility, Predator (or vessery) does much the same and far more flexibly.

call me a pessimist, but I never found a defender's dial to be a problem. You get used to it; you don't get used to green dice making it go pop :(

Mostly I'm thinking PTL/EU Rexlar Brath, ± Cannon or Missile. Probably HLC muahaha.

But you're completely right, the dial had never been..."limiting " for me, just uniquely particular. I would K-Turn three rounds in a row, then take a 1-Bank to get a new target, and K-Turn some more. It's glorious. But now I can bust out that 1-Turn every once in a while and not feel like my hands are tied the following turn. I can 3-Bank port, 5-Straight, or 1-Bank starboard! Options make it less predictable, which makes fewer arcs converge on the same Defender at a time.

Odds are good I'll be looking at Lone Wolf, HLC, MkII Brath more than anything else, depending on his pals, but that's still 47 points. He needs to do some serious work.

Edited by Tsiegtiez

So will 4 Cutlass Squadrons with Accuracy Corrector and MKII engine mods be a thing? It has the same hitpoints as BBBBZ but without as much firepower. However, they will be considerably more mobile especially with boost and a lot more greens.

Edited by Jo Jo

The Advance Homing Missiles remained to be the unspoiled card???????????????

NOOOOOOOOOOOOOOOOOOOOOOOOooooooooooooo

darth-vader-no.jpg

Anybody notice with the new Mk2 upgrade it gives the defender a total of 9 green maneuvers while an awing has only 8?

Yup. Which makes it really plausible to use PTL on every HLC shot and maximize your offense. I'm not quite sure that "fixes" the Defender, but it goes some way towards doing so.

This may be my favorite of the new ships
So many possibilities
I can't wait to test out setting up a mine-field mid battle
4 proximity mines is delicious

Haha .. Deathrain with AS, EI, Proton Bombs, Cluster Mines, Extra Munitions is ...

...

far too expensive...

... but the possibilities .... :D

I'm still gonna call it the TIE DoubleDown, but they done good.

Trying to convince myself I don't need three of each of the small ships...

Why would you need 3 of each?

To put three Conner Nets/Cluster Mines on the Andrasta, for a start...

Regarding Experimental Interface:

Remember that you must first perform an action, then you may take a free action _from an equipped upgrade card with the ACTION header_.

So if you put EI on a Punisher, you can only get 4 uses out of it. Which may well be good enough. But it's definitely something to keep in the back of your head while both squadbuilding and playing.

I'm still gonna call it the TIE DoubleDown, but they done good.

Trying to convince myself I don't need three of each of the small ships...

Why would you need 3 of each?

To put three Conner Nets/Cluster Mines on the Andrasta, for a start...

5 for Andrasta + Slave 1.

12 for 3x K-Wings or Punishers, with 2 each and Extra Munitions.

I love this diagram:

swx34-enhanced-scopes-diagram.jpg

... looks like a plan.

I love this diagram:

swx34-enhanced-scopes-diagram.jpg

... looks like a plan.

"Hey, Goldenrod. I hope you can count to six."

I love this diagram:

swx34-enhanced-scopes-diagram.jpg

... looks like a plan.

I just realized, if you had Push the Limit, and cluster-mined a ship to death thusly, you could immediately Boost into the space where it used to be...

:D

I love this diagram:

swx34-enhanced-scopes-diagram.jpg

... looks like a plan.

they said 6 dice right?

going by mines, they'll have no modifiers

so, roughly 3 damage?

I think the missile version will be more effective :(

I love this diagram:

swx34-enhanced-scopes-diagram.jpg

... looks like a plan.

they said 6 dice right?

going by mines, they'll have no modifiers

so, roughly 3 damage?

I think the missile version will be more effective :(

I believe the math is somewhere around 2.25 hits. Like a prox mine with a focus.

Really not bad when it doesn't give a chance to evade. Mainly good against large ships or formation flying. Also useful for blocking an area of the map.

Missile version has to deal with the Falcon's damage cancellation.

The Cluster AC Tempest swarm'll probably chew up a Falcon but that's a whole list.

People seem to underestimate the utility of mines when you're not just dropping them right onto someone.

Forcing your opponent to break formation or break off an attack can be just as valuable as landing one or two free hits on a ship.