Deathrain Needs a Team!

By blade_mercurial, in X-Wing Squad Lists

So I have a TIE punisher in my hands, and I think Deathrain is the most interesting pilot. Haven't used it yet because I can't figure out what to pair him up with.

I like the look of this build for him: Advanced Sensors, cluster mines, conner net, extra munitions & TIE Mk2 mod. Its 40 points.

60 points leaves a lot of options open for potential wingmates, but I'm not really sure what to go with.

Here's some of the options I've considered:

5 academy TIEs. Probably effective but a bit boring. Actually I'm not sure how well they will fair vs Twin Laser Turrets, although its possible Deathrain will make the task of pinning them down and focus firing them easier...

2 Sigmas w/ Intel Agent, SPA & FCS. 30 each means they fit in well. Solid firepower but again I'm thinking opponent conner nets and/or TLT will really ruin their day...

2 Royal Guards w/ PtL, RG title, autothrusters & hull. Again 30 each. Nice that all three ships are PS 6. Autothrusters is great against any kind of turret, but damage in this list is a bit light and again enemy conner nets might be a problem...

2 Alphas w/ autothrusters and Howlrunner w/ Swarm Tactics. This allows for decent damage output and Howlie acts sort of like Biggs meaning that the Alphas might stick around longer than otherwise.

So what would you run with Deathrain? Something I'm missing, or does one of these options seem best?

5 Ties, done

ties are not boring. Z-95s and X-wings are boring. Tie fighters having an incredible dial and the immaculate barrel-roll action that allow them to be huge pains in the ass even before one considers their awesome jousting value.

besides, Deathrain can't do **** against fat ships and Fighters can't do **** about soontir (well, they can block and tear him to shreds easily, but conner's are much easier)

the RGPs aren't bad either, but I can't help but feel you'd be better off with a higher PS interceptor and a worse-off generic (Carnor w/ PTL + thrusters + hull = 34, Saber + Ptl + thrusters = 26). Soonts would be a nice fit for his late game & anti-PWT capabilities, but you'd need to cut a lot to fit him in with decent defenses

Edited by ficklegreendice

How about Tempest AC x 2, and Backstabber?

How about Tempest AC x 2, and Backstabber?

You could also upgrade a Tempest to Lt. Colzet.

Edited by Jehovah Netto

Howlrunner with choice of EPT + 3 Obsidians would work, also :)

Im building a Similar Deathrain to yours, along with a Missile loaded Rhymer and Jonas as his Wingman. Eventually Jonas is gonna load up on those XX-23 missiles (in the far future when 8 is released) but for now its just to make Rhymer more accurate.

Rhymer

- Adv Homing Missile

- Plasma Torpedo

- Extra Munitions

Jonus

- TIE mk2

(- Veteran Instincts)

(- XX-23 S-Thread Tracers)

(- XX-23 S-Thread Tracers)

Deathrain

- Enhanced Sensors

- Cluster Mines

- Conner Net

- Extra Munitions

- TIE mk2

Has 3 points left and as ive said Jonus will be getting the XX-23's and probably Vet Instincts to make sure he is firing them before Rhymer needs them. Having said that, there are probably better options for the 3rd slot (maybe a Target Lock Shuttle) but i do think Rhymer and Deathrain together make a decent pairing.

5 Ties, done

ties are not boring. Z-95s and X-wings are boring. Tie fighters having an incredible dial and the immaculate barrel-roll action that allow them to be huge pains in the ass even before one considers their awesome jousting value.

besides, Deathrain can't do **** against fat ships and Fighters can't do **** about soontir (well, they can block and tear him to shreds easily, but conner's are much easier)

the RGPs aren't bad either, but I can't help but feel you'd be better off with a higher PS interceptor and a worse-off generic (Carnor w/ PTL + thrusters + hull = 34, Saber + Ptl + thrusters = 26). Soonts would be a nice fit for his late game & anti-PWT capabilities, but you'd need to cut a lot to fit him in with decent defenses

Yeah I 'cut my teeth' on TIEs so I feel pretty comfortable with them. I called them boring more due to the fact that I'd prefer to fly something else ;)

I like the Carnor + Sabre idea although the Sabre might be too squishy. Incidentally, Soontir w/ PtL, title, Autos & TC is same cost as Carnor there, so they're technically interchangeable, but I think I prefer Carnor with hull in this case because he's less vulnerable to Vader crew.

How about Tempest AC x 2, and Backstabber?

How about Tempest AC x 2, and Backstabber?

You could also upgrade a Tempest to Lt. Colzet.

Interesting idea. I would worry about damage output, although backstabber helps.

Howlrunner with choice of EPT + 3 Obsidians would work, also :)

Yeah, a variation on 5 academies.

Im building a Similar Deathrain to yours, along with a Missile loaded Rhymer and Jonas as his Wingman. Eventually Jonas is gonna load up on those XX-23 missiles (in the far future when 8 is released) but for now its just to make Rhymer more accurate.

I'm not sure Jonus needs the xx-23 missiles in that particular list. The only ships Rhymer might have trouble target locking are PS 9+ and you've got conner nets to deal with them. Would be nice to give Jonus more purpose then just a couple target locks and bonus re-rolls for Rhymer (in my opinion at least).

Thanks for the suggestions!

Edited by blade_mercurial

I like the look of this build for him: Advanced Sensors, cluster mines, conner net, extra munitions & TIE Mk2 mod. Its 40 points.

As much as I like the idea of this setup, 40 points is to steep for me.

Enhanced scopes and EM + Connor net, for 33, is more to my liking. :)

needs more bombs

a deathrain that blows his load (harhar) too early is just a really sh*tty bomber

Maybe. I tried a game with him and the cluster mines were a bit disappointing. Advanced Sensors was fun (as expected) and the conner nets are great (although I can see the appeal of enhanced scopes so it always denies actions). But other than being a hard-counter to arc-dodgers, he doesn't add a lot of oomph vs large ships or swarms.

I like the Royal Guards. Deathrain can smoke aces, making your RGs effectively top dogs. With hull and AT, they should be fairly turret resistant as well.

Not a bad idea, also seeing as they'll be PS 6 across the board.

Yeah I really like the potential of royal guards in a twin laser turret meta (if that's indeed the direction things go in the next few months). I still think that deathrain is a bit pricey for what he brings to the table, and feel that ultimately, Vader is a better buy and in the same point range.

Vader w/ lone wolf, x-1 + ATC, engine & proton rockets = 39 (OR VI for 38)

A pair of hull + autos Royals brings it to 99, or with VI, I can take shield upgrade for an even 100. Vader's proton rockets destroy any other PS9 ace, but without autothrusters, he tends to die against fat turrets (and mass twin laser turret fire). But not so for the royals---they can shore up Vader's weaknesses (and he theirs).

I'll still give deathrain a little more of a chance....its possible that proximity mines are a better buy than cluster mines (I can bring him down to 38 to get the shields on the royals...)

Edited by blade_mercurial

How about

Deathrain Advanced Sensors, Extra Munitions, Cluster Mines, Conner Net, Mark. II

Howlrunner Squad Leader, Shield Upgrade

Academy Pilots x 3

Howlrunner could help Deathrain drop bombs even if boosting to reach The target was necessary.

But, is flaying in formation really possible for Deathrain? Alternatively, I was thinking about Vader Squad Leader, Engine Upgrade, ATC to help Deathrain dropping his payload.

How about

Deathrain Advanced Sensors, Extra Munitions, Cluster Mines, Conner Net, Mark. II

Howlrunner Squad Leader, Shield Upgrade

Academy Pilots x 3

Howlrunner could help Deathrain drop bombs even if boosting to reach The target was necessary.

But, is flaying in formation really possible for Deathrain? Alternatively, I was thinking about Vader Squad Leader, Engine Upgrade, ATC to help Deathrain dropping his payload.

I dunno if deathrain needs help. He's tough enough that you can't really stop him from dishing out at least one mine, and advanced sensors makes it so that he can be a bit unpredictible on the approach (boosting before dial reveal changes where he'll end up). My problem with him is the amount of damage he does for 40-ish points. I think cluster mines might be better against large based ships (since you have a chance to put all three on target), so I'll try him some more. He may need autothrusters instead of Mk2 TIE in a turret heavy environment as well...

On Vassal I've been toying with variations of a Deathrain-Vader-something list, with pretty good results. It started with Dark Curse, evolved to a Tempest with Accuracy Corrector, and right now the third ship is Trollzet.

Last version I did try:

"Deathrain" (26)

Advanced Sensors (3)

Extra Munitions (2)

Proximity Mines (3)

Proton Bombs (5)

Darth Vader (29)

Predator (3)

Advanced Targeting Computer (1)

Engine Upgrade (4)

TIE/x1 (0)

Lieutenant Colzet (23)

Accuracy Corrector (0)

TIE/x1 (0)

Total: 99

View in Yet Another Squad Builder

Proximity Mines can be switched to Conner Net (or Cluster Mines, but I really don't like them) either by throwing off the 1 point bid or switching Vader's Predator for Lone Wolf. MkII Engines to Deathrain is also a great option, he really loves them. Those "Sensors bank boost - Proton Bomb drop - barrel roll - koiogran - 3 bank - Mine drop" wouldn't be the same without them.

Either way, the Vader-Trollzet config (or Lone Wolf+Prockets Vader-Tempest) would fit as escort of your DR.

Edited by Kharnete

Sith Bomb (100/100)

==================

TIE Punisher: "Deathrain" (26 + 13)

+ Enhanced Scopes (1)

+ Extra Munitions (2)

+ Proton Bombs (5)

+ Proton Bombs (5)

TIE Advanced: Juno Eclipse (28 + 2)

+ Veteran Instincts (1)

+ TIE/x 1 (0)

+ Adv. Targeting Computer (1)

TIE Advanced: Darth Vader (29 + 2)

+ Calculation (1)

+ TIE/x 1 (0)

+ Adv. Targeting Computer (1)

On Vassal I've been toying with variations of a Deathrain-Vader-something list, with pretty good results. It started with Dark Curse, evolved to a Tempest with Accuracy Corrector, and right now the third ship is Trollzet.Last version I did try:"Deathrain" (26)Advanced Sensors (3)Extra Munitions (2)Proximity Mines (3)Proton Bombs (5)Darth Vader (29)Predator (3)Advanced Targeting Computer (1)Engine Upgrade (4)TIE/x1 (0)Lieutenant Colzet (23)Accuracy Corrector (0)TIE/x1 (0)Total: 99View in Yet Another Squad BuilderProximity Mines can be switched to Conner Net (or Cluster Mines, but I really don't like them) either by throwing off the 1 point bid or switching Vader's Predator for Lone Wolf. MkII Engines to Deathrain is also a great option, he really loves them. Those "Sensors bank boost - Proton Bomb drop - barrel roll - koiogran - 3 bank - Mine drop" wouldn't be the same without them.Either way, the Vader-Trollzet config (or Lone Wolf+Prockets Vader-Tempest) would fit as escort of your DR.

Can you drop a Proton Bomb and Proximity Mine on the same turn?

No.

Sith Bomb (100/100)

==================

TIE Punisher: "Deathrain" (26 + 13)

+ Enhanced Scopes (1)

+ Extra Munitions (2)

+ Proton Bombs (5)

+ Proton Bombs (5)

TIE Advanced: Juno Eclipse (28 + 2)

+ Veteran Instincts (1)

+ TIE/x 1 (0)

+ Adv. Targeting Computer (1)

TIE Advanced: Darth Vader (29 + 2)

+ Calculation (1)

+ TIE/x 1 (0)

+ Adv. Targeting Computer (1)

I feel like you need to go with Mines if you are running Enhanced Scopes. Otherwise you are going to play a guessing game of where the opponent ships are going to be and where you should drop your bomb. I know you have 4 Proton bombs, but it will still be a crapshoot. I'd also be afraid of collecting Juno or Vader in the blast. Lower PS = Mines Higher PS = Bombs

"Deathrain" (26)

Enhanced Scopes (1)

Extra Munitions (2)

Cluster Mines (4)

Conner Net (4)

Juno Eclipse (28)

Veteran Instincts (1)

Advanced Targeting Computer (1)

TIE/x1 (0)

Darth Vader (29)

Predator (3)

Advanced Targeting Computer (1)

TIE/x1 (0)

Total: 100

View in Yet Another Squad Builder

Now Deathrain can simply move up to any ship, drop a Cluster mine or Conner net in their lap and BR away. Then Juno and Vader can pounce moving at PS 10 and 9 respectively.

Edited by Jo Jo

On Vassal I've been toying with variations of a Deathrain-Vader-something list, with pretty good results. It started with Dark Curse, evolved to a Tempest with Accuracy Corrector, and right now the third ship is Trollzet.Last version I did try:"Deathrain" (26)Advanced Sensors (3)Extra Munitions (2)Proximity Mines (3)Proton Bombs (5)Darth Vader (29)Predator (3)Advanced Targeting Computer (1)Engine Upgrade (4)TIE/x1 (0)Lieutenant Colzet (23)Accuracy Corrector (0)TIE/x1 (0)Total: 99View in Yet Another Squad BuilderProximity Mines can be switched to Conner Net (or Cluster Mines, but I really don't like them) either by throwing off the 1 point bid or switching Vader's Predator for Lone Wolf. MkII Engines to Deathrain is also a great option, he really loves them. Those "Sensors bank boost - Proton Bomb drop - barrel roll - koiogran - 3 bank - Mine drop" wouldn't be the same without them.Either way, the Vader-Trollzet config (or Lone Wolf+Prockets Vader-Tempest) would fit as escort of your DR.

Can you drop a Proton Bomb and Proximity Mine on the same turn?

Different turns, but is a move I've done a lot. Turn 1, Sensors Boost to aim the bomb better, Proton, Barrell Roll, 4 Koi (which if you did a bank boost, it becomes basically a 4 S-loop). Next turn, 3 green bank and Proximity Mine into an enemy ship.

Edited by Kharnete

Better to resurrect an old thread than start a new one, right?

So, what's better for Deathrain: Enhanced Scopes or Advanced Sensors?

Advanced Sensors:

Immediately before you reveal your maneuver, you may perform 1 free action. If you use this ability, skip your "perform Action" step during this round.
Enhanced Scopes:
During the Activation phase, treat your pilot skill as "0".

Enhanced Scopes if you find guessing enemy moves hard. But then you can only run mines, since you will never hit anything with bombs (they will get out of the way when you move at PS 0).

Advanced Sensors is the superior choice, ultimately. The targets you REALLY want to hit with your mines usually have higher PS anyway, so you aren't losing much. Also, you have way more drop versatility with advanced sensors (and barrel roll options) and you can even equip a bomb (or two with extra munitions) and it won't be useless all the time...

Edited by blade_mercurial

I have wanted to find a reason to use Deathrain for his unique ability, but, can't seem too do so. ....

...until the Tractor Beam.

Now I see laying out a nice bomb load and using someone's tractor beam to position a ship into a hit. Maybe a low cost defender can pull an enemy ship into a wall of cluster mines laid out up front by Deathrain?

I have wanted to find a reason to use Deathrain for his unique ability, but, can't seem too do so. ....

...until the Tractor Beam.

Now I see laying out a nice bomb load and using someone's tractor beam to position a ship into a hit. Maybe a low cost defender can pull an enemy ship into a wall of cluster mines laid out up front by Deathrain?

Why?

Deathrain is really good at dropping stuff on enemies. His ability works fine all on his own. His problem is that he dies way too quick. You'd be better off spending your points on protecting him...

Do people still consider Cluster Mines at all these days seeing as they don't do a lot of damage and critical hits don't count?