As ugly as the model is, the stat lines are BEASTLY. It's strangely elusive with boost and AT. I'm wondering if Redline can use his extra TL to modify dice on ordinance. You could get some awesome alpha with Jendon.
Tie Punisher
As ugly as the model is, the stat lines are BEASTLY. It's strangely elusive with boost and AT. I'm wondering if Redline can use his extra TL to modify dice on ordinance. You could get some awesome alpha with Jendon.
I think that's the whole point of his ability is to modify his ordnance attacks.
not to nitpick, but the stat-line seems pretty horrible for what you pay
it's fairly chunky, sure, at +1 health over the B-wing but its 2 die offense leaves it dead in the water as a naked ship.
the Punisher and the K are both ships you basically need to upgrade in order to justify them at all, otherwise there's very little reason to take them over Bombers (or AC advances, which cost the same as the cutlass) and B-wings respectively
AT and boost, though, I agree are a nice set of assets. ATs won't make them anywhere near soonts level of dodgy, though, it's just 75% of that one evade canceling a damage (basically, a **** c3po but so is everything else)
The biggest advantage, though, is range 3 against primaries. I've seen ties routinely pick apart B-wings like piranhas at range 3; you can bet your ass the poor Punisher won't fair any better until the magical mod kicks in. It'll also prove to be a decent lifeline against Han and Chiri, even if you have to sit out of CM range. Against HLCs and stuff, though, prepare to die in 3 shots ![]()
To me, the punisher is the polar opposite of the K and I don't just mean faction-wise. The K's cool SLAM action + advanced SLAM mod make it a shoe-in for a mine layer, which generally favors low PS pilots (which is good, because imo the high PS are not incredibly impressive). The Punisher, meanwhile, gets some hilarious sounding pilot abilities, scopes for low PS and sensors for shenanigans, and stiff competition from the far cheaper and more efficient bomber
Edited by ficklegreendiceComparing the PS2 Tempest w/ Accuracy corrector to the Cutlass Squadron is crazy, it's laughable.
As much I like bombs and such, I do have a hard time seeing them making up the efficiency deficiency.
I'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
Apparently the 2 turn, 3 turn, 3 bank will always clear. The 4k and 2 bank will clear if you roll forward .
I don't think that is correct. Someone can correct me if I'm mistaken but wouldn't the cluster mines detonate if the maneuver template overlapped the tokens?
I think that is the impetus for the free barrel roll after deployment otherwise you would always hit them no matter what maneuver you performed.
I don't think that is correct. Someone can correct me if I'm mistaken but wouldn't the cluster mines detonate if the maneuver template overlapped the tokens?Apparently the 2 turn, 3 turn, 3 bank will always clear. The 4k and 2 bank will clear if you roll forward .I'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
I think that is the impetus for the free barrel roll after deployment otherwise you would always hit them no matter what maneuver you performed.
I was talking specifically about the bombs (seismic, proton, ion), which go off at the end of the activation phase.
As for the mines, you'd ideally be dropping them in front when they immediately overlap and go off. You could still likely get away from cluster mine by barrel rolling back.
Edited by Deadwolf
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I'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
Apparently the 2 turn, 3 turn, 3 bank will always clear. The 4k and 2 bank will clear if you roll forward .
I don't think that is correct. Someone can correct me if I'm mistaken but wouldn't the cluster mines detonate if the maneuver template overlapped the tokens?
I think that is the impetus for the free barrel roll after deployment otherwise you would always hit them no matter what maneuver you performed.
I was talking specifically about the bombs (seismic, proton, ion), which go off at the end of the activation phase.
Between his free barrel-roll and boost, he can get out of the blast radius no matter what his dial is set for (assuming there are no ships or obstacles in his way).
http://i.imgur.com/tZGCRY9.jpg
Courtesy of Antigrapist on TC
But yes, that is without boost. With boost, I think anything but the 1 forward would be fine.
Edited by Deadwolfhttp://i.imgur.com/tZGCRY9.jpg
Courtesy of Antigrapist on TC
But yes, that is without boost. With boost, I think anything but the 1 forward would be fine.
Wonder if the 4K clears?
I want this because the punisher pilots have the most metal-sounding names; tonight only, Red line, featuring Death Rain, with special guests Cutlass and Black Eight!
I think this expansion will see me pick up an additional bomber and really try to use bombs, which I have never done before. Deathrain seems like a good starting point for bombing 101
As ugly as the model is, the stat lines are BEASTLY. It's strangely elusive with boost and AT. I'm wondering if Redline can use his extra TL to modify dice on ordinance. You could get some awesome alpha with Jendon.
I think that's the whole point of his ability is to modify his ordnance attacks.
It's never safe to assume anything around here. ;p
http://i.imgur.com/tZGCRY9.jpg
Courtesy of Antigrapist on TC
But yes, that is without boost. With boost, I think anything but the 1 forward would be fine.
Wonder if the 4K clears?
If you don't barrel-roll, no. Yes if you do.

http://i.imgur.com/tZGCRY9.jpg
Courtesy of Antigrapist on TC
But yes, that is without boost. With boost, I think anything but the 1 forward would be fine.
Even the 1 straight clears with the boost.

Using bombs and mines in outer space, well I guess it is one way to take flying out of the game, now we can just lay minefields all over the place.

http://i.imgur.com/tZGCRY9.jpg
Courtesy of Antigrapist on TC
But yes, that is without boost. With boost, I think anything but the 1 forward would be fine.
Thanks for that! This will make predicting Deathrain a bit easier (sadly, since I love him! If only Bombadier would be his ability to drop bombs in front... ahh Emon would be so happy)
Now that we know what Cluster Mines do, it's time for the obvious comparison to Conner Net. Same cost, also action to drop.
I think Conner Net wins out here. The guaranteed 1 damage versus a chance on 2.25 (1,5 if you hit only 2, which I think is more realistic). And the net also ions and prevents an action. I think I prefer the net over the cluster mines...
II don't think that is correct. Someone can correct me if I'm mistaken but wouldn't the cluster mines detonate if the maneuver template overlapped the tokens?Apparently the 2 turn, 3 turn, 3 bank will always clear. The 4k and 2 bank will clear if you roll forward .I'm curious to know now which maneuvers will leave you in your own blast when you drop a bomb to the front...
I think that is the impetus for the free barrel roll after deployment otherwise you would always hit them no matter what maneuver you performed.
I was talking specifically about the bombs (seismic, proton, ion), which go off at the end of the activation phase.
As for the mines, you'd ideally be dropping them in front when they immediately overlap and go off. You could still likely get away from cluster mine by barrel rolling back.
Gotcha. I've clearly got Cluster Mines on the brain at the moment!
not to nitpick, but the stat-line seems pretty horrible for what you pay
it's fairly chunky, sure, at +1 health over the B-wing but its 2 die offense leaves it dead in the water as a naked ship.
the Punisher and the K are both ships you basically need to upgrade in order to justify them at all, otherwise there's very little reason to take them over Bombers (or AC advances, which cost the same as the cutlass) and B-wings respectively
AT and boost, though, I agree are a nice set of assets. ATs won't make them anywhere near soonts level of dodgy, though, it's just 75% of that one evade canceling a damage (basically, a **** c3po but so is everything else)
The biggest advantage, though, is range 3 against primaries. I've seen ties routinely pick apart B-wings like piranhas at range 3; you can bet your ass the poor Punisher won't fair any better until the magical mod kicks in. It'll also prove to be a decent lifeline against Han and Chiri, even if you have to sit out of CM range. Against HLCs and stuff, though, prepare to die in 3 shots
To me, the punisher is the polar opposite of the K and I don't just mean faction-wise. The K's cool SLAM action + advanced SLAM mod make it a shoe-in for a mine layer, which generally favors low PS pilots (which is good, because imo the high PS are not incredibly impressive). The Punisher, meanwhile, gets some hilarious sounding pilot abilities, scopes for low PS and sensors for shenanigans, and stiff competition from the far cheaper and more efficient bomber
The Punisher are meant to be heavy bombers. Their sole purpose is to carry bombs, missiles, and torpedoes. I will admit that the low ps are only really good for using just bombs but deathrain makes it so you can use your bombs alot more offensively and redline is meant to fix the I need a target lock but I also need to modify my dice problem that most missiles and torpedoes have.
Frank Castle!!!
Its too late but FFG should have used a FIghter or Interceptor in the picture, or not named the upgrade "Twin Ion Engine Mk. II" TIE Defenders really are Triple Ion Engine driven craft.
Wow a preview thread that HASN'T erupted into a rules argument?? Keep up the good work guys
:D
Seriously though, the Interdictor is looking good.
This isnt the Armada forum, we dont care about gravwells. Stick to punisher discussion.
Except that really isn't the meaning of Interdictor. It's the Interdictor for those who play Battlegrounds or the FFG RPG.
___________________________________________
The more I look, the more I wonder what those missiles are...
Frank Castle!!!
Its too late but FFG should have used a FIghter or Interceptor in the picture, or not named the upgrade "Twin Ion Engine Mk. II" TIE Defenders really are Triple Ion Engine driven craft.
Those are solar panels not engines. The Defender still uses a twin ion engine.
Frank Castle!!!
Its too late but FFG should have used a FIghter or Interceptor in the picture, or not named the upgrade "Twin Ion Engine Mk. II" TIE Defenders really are Triple Ion Engine driven craft.
Those are solar panels not engines. The Defender still uses a twin ion engine.
EDIT:Nevermind, it has 2.
And did anyone realize it's a canon ship?
Edited by YwingAceAnd did anyone realize it's a canon ship?
Apparently so, thanks to Star Wars: Commander
Apparently so, thanks to Star Wars: CommanderAnd did anyone realize it's a canon ship?
Yea, I was looking at the specs, and I was like, Wait, why does this have a Canon tab??
Frank Castle!!!
Its too late but FFG should have used a FIghter or Interceptor in the picture, or not named the upgrade "Twin Ion Engine Mk. II" TIE Defenders really are Triple Ion Engine driven craft.
Am I the only one who thinks that the Punisher looks oddly gray next to the other TIEs?
