TIE Punisher

By Warlon, in X-Wing

I'd like to know how other people are currently using the TIE Punisher in their lists. I recently acquired two of them and I haven't had the chance to run them against anybody. Share some of your list ideas!

I wish I could say I had enough practice, but I've been so adsorbed by the K :(

looking forward to running Redline and Deathrain as specialized ordnance and bomb carriers, respectively

both can hit near 40 points with relevent tech (fcs/plasmas/munis/clusters/thrusters, scopes or sensors with a ton of conners); I'm just worried about how bleh they'll be after expending their consumables. To compensate, I'm planning on throwing in 5 academy pilots ^_^

unlike Ks (turret and crew slot), there's not much you can do to make punishers relevant once their upgrades are spent; apart from AC and we already have the Advance for that. The flipside is, as I've read on the forums at least, is that either an important enemy is dead or the punisher is dead long before everything's spent :P

Edited by ficklegreendice

I love the punisher. I use Deatrain with Enhanced scopes, and Extra Munitions to jump enemies routes or directly mine enemies. I use Redline with advanced sensors, munitions failsafe, missiles and a torpedo as a missile boat. They may not be meta defining but they sure are fun!

Ficklegreendice: Yeah, I can't decide which Punisher pilot I want to fly first, Deathrain sounds like the more fun pilot to fly due to his ability, but Redline also sounds extremely useful, especially combined with Jendon and the title. I'm really interested to see how the Punisher holds up against the K Wing, since SLAMing means you can't attack I wonder if, with the boost, the Punisher could out do the K Wing.

flightmaster101: Deathrain definitely sounds both powerful and fun, using the front guides for bombs is sure to ruin somebody's day XD

Adv Sensors *action* EI bomb Barrel Roll Stress Green maneuver sounds like a fun time for me. DEATH RAIN ALL DAY BABY

i.t.o synergy with the ship itself, the K's SLAM far outdoes the Punisher's boost. As a bomber, the K's SLAM + A-slam is far easier to combo with mines than a Punisher's boost (with E.I I guess, but it's difficult with that dial)

the exception comes with Redline, because with FCS he can boost around and still fling his ordnance about like he owns the place :P

Redline FCS Cluster, Cluster, Extra munitions 37 points.

A third of your list, but getting two 3 die attacks each with a target lock for the first four shots is pretty good.

Edited by PewPewPew

Honestly, I'm looking for a good wingmate for a pair of Cutlasses + FCS + EM + Cluster Missiles + Proton Torps.

If you go with the Generics, I think you at min need the following as your starting point.

Cutlass Squadron Pilot + Accuracy Corrector + Extra Munitions + Autothrusters.

Yeah I know you only have one evade, but it will help cut down on the amount of damage you take.

From there you can build out to what type of weapons platform do you want it to be. Do you want it to be a bomber, torpedo carrier, or missile barge?

Accuracey corrector will guarantee that you at least have two possible hits whether firing with your primary, or firing torpedoes/missiles.

Redline FCS Cluster, Cluster, Extra munitions 37 points.

A third of your list, but getting two 3 die attacks each with a target lock for the first four shots is pretty good.

I prefer Flechette Torpedoes over the Second Cluster Missile, because they give you a decent control option and remove the Range 3 dead-zone.

I am in love with Deathrain .

Enhanced scopes, extra munitions, seismic charges and conner net seem a logical choice to me.

This leaves exactly 65 points.

My first pick/try is/will be 5x Obsidians.

*looking forward to flying this*

Redline FCS Cluster, Cluster, Extra munitions 37 points.

A third of your list, but getting two 3 die attacks each with a target lock for the first four shots is pretty good.

I prefer Flechette Torpedoes over the Second Cluster Missile, because they give you a decent control option and remove the Range 3 dead-zone.

I prefer Proton torpedoes because I like to blow stuff up and laugh maniacally...but flechettes also remove the range 3 dead zone. ;)

I'm torn between going full cluster missiles on redline, or one cluster plus one plasma. Plasma helps in the early game and does let me save a point for initive, but the potential for being a dud choice against certain builds worries me. Plasmas can reach out to range 3, clusters can not.

Will wait to see how meta evolves locally.

Edited by Wilhelm Screamer

Redline makes great use of any ordinance where you have to spend a target lock to fire.

Because of the Punisher's high total amount of hull and shield, it is a pretty good counter to Twin Laser Turret spam, but like most counters, you have to fly and roll well.

With Deathrain being so good at bombs, it takes out the randomness element altogether. Deathrain can actually make pretty good use of experimental interface and a system that lets him either take actions before his dial or lowers his pilot skill to 0 so he can move then boost up near an enemy, and plant a bomb down in its path before they have a chance to move.

The Extra Munitions is pretty good for Tie Bombers, but for the points difference between Bombers and Punishers, the new ships offer you so much.

And Redline is Bargain compared to Rhymer. With a 2 point Flechette Torpedo with a munition counter on it from Extra Munitions, and some Cluster Missiles, combined with the double target lock, Redline is good at all ranges like Rhymer, but will probably stick around longer thanks to boost and 3 shields.

Rhymer seems to be 4 points overcosted now.

Edited by Vulf

I wish I could say I had enough practice, but I've been so adsorbed by the K :(

looking forward to running Redline and Deathrain as specialized ordnance and bomb carriers, respectively

both can hit near 40 points with relevent tech (fcs/plasmas/munis/clusters/thrusters, scopes or sensors with a ton of conners); I'm just worried about how bleh they'll be after expending their consumables. To compensate, I'm planning on throwing in 5 academy pilots ^_^

unlike Ks (turret and crew slot), there's not much you can do to make punishers relevant once their upgrades are spent; apart from AC and we already have the Advance for that. The flipside is, as I've read on the forums at least, is that either an important enemy is dead or the punisher is dead long before everything's spent :P

I still think that ordnance carries are best applied in Epic matches; in fact some think they shine as do X-Wings. :D

What do/did bombers do in real life once their ordnance was expended? Run?

What do/did bombers do in real life once their ordnance was expended? Run?

Run. Sort of. go home. Get new bombs. :)

Rhymer seems to be 4 points overcosted now.

I'd go with 5-6 if you are using Redline as your benchmark.

I am thinking about using Deathrain as follows:

Deathrain, Enhanced Scopes, Extra munitions, Conner Net, Proximity Mines, Plasma Torpedos, Mrk II

Howlrunner, Squad leader, Hull Upgrade.

Academy Pilots x 3

Deathrain would stop valuable targets with Conner Net, Howlrunner could come later and give him extra orders to drop mines, boost or acquired a target lock.

you're probably going to want to diversify ord on redline

against these fat ships, there's really no time to waste farting out crappy 2 die attacks at range 3 when you could be firing Plasmas

Rhymer seems to be 4 points overcosted now.

I'd go with 5-6 if you are using Redline as your benchmark.

there's nothing "now" about Rhymer being overcosted

he's a four point jump from Jonus for +1 PS and a worse ability <_<

there's nothing "now" about Rhymer being overcosted

he's a four point jump from Jonus for +1 PS and a worse ability <_<

and Jonus' ability gets infinite value in epic with the raider.

I always thought Rhymer should have only cost 1 more point than Jonus, but I thought Jonus was 1 point too expensive himself.

Extra munitions can make the Generic bombers better for their price, but if you have 2 extra munitions cards, you probably have 2 Punishers.

Edited by Vulf
"Redline" — TIE Punisher 27
Fire-Control System 2
Extra Munitions 2
Plasma Torpedoes 3
Cluster Missiles 4
Ion Bombs 2
Twin Ion Engine Mk. II 1
Ship Total: 41
"Howlrunner" — TIE Fighter 18
Swarm Tactics 2
Ship Total: 20
Black Squadron Pilot — TIE Fighter 14
Draw Their Fire 1
Ship Total: 15
Academy Pilot — TIE Fighter 12
Ship Total: 12
Academy Pilot — TIE Fighter 12

Ship Total: 12

I'm thinking maybe something like this, fly swarm as usual, and use Redline as a long/medium range nuisance with Ion bombs for some control.

The other day I played against my brother and I didn't fly the Punisher but I did use Plasma Torpedoes. That thing took out all of a B Wing's shields in one turn.

OK. So this is a little OT, but it made me think. Why would the TIE Punisher not have a hyperdrive? I've envisioned creating missions from Mission Control wherein a flight of TIE Punishers perform interstellar bombing missions escorted by other hyperdrive capable TIE's (i.e. Defender, Advanced).

OK. So this is a little OT, but it made me think. Why would the TIE Punisher not have a hyperdrive? I've envisioned creating missions from Mission Control wherein a flight of TIE Punishers perform interstellar bombing missions escorted by other hyperdrive capable TIE's (i.e. Defender, Advanced).

But I do agree that Punishers should be long range heavy bombers, probably supplementing Decimators and escorted by more agile hypercapable TIEs.

Edited by GrimmyV