My first list using Tie Punisher

By Zogwort, in X-Wing Squad Lists

Hello everyone!

I just picked up a Tie Punisher today and I'm attempting to make my first list meant to maximize its abilities. I've come up with the following, I hope you like it:

Ship Total: 30

Thats 100 points on the nose.

I think the squad looks good on paper because all 3 ships have great synergy together but will still be OK once one of them bites the dust. The idea with this list is to just alpha strike the enemy's biggest ship and still have a bit of firepower left over to get another kill or highly damage another important enemy ship before I'm out of missiles/torpedoes and hopefully have enough hull to outlast whatever has survived. I'm a little disappointed I don't have points to give Jax an EPT, but I'm not too sure if he needs it.

Well, how does it look?

Jonus provides nothing to redline due to the extra target locks. His buff really doesn't help himself either. IMO just downgrade to a scimitar and get jax push.

Hello everyone!

I just picked up a Tie Punisher today and I'm attempting to make my first list meant to maximize its abilities. I've come up with the following, I hope you like it:

Redline" — TIE Punisher 27 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Cluster Missiles 4 Twin Ion Engine Mk. II 1 Ship Total: 39

Captain Jonus — TIE Bomber 22 Deadeye 1 Extra Munitions 2 Cluster Missiles 4 Munitions Failsafe 1

Ship Total: 30

Carnor Jax — TIE Interceptor 26 Autothrusters 2 Stealth Device 3 Royal Guard TIE 0 Ship Total: 31

Thats 100 points on the nose.

I think the squad looks good on paper because all 3 ships have great synergy together but will still be OK once one of them bites the dust. The idea with this list is to just alpha strike the enemy's biggest ship and still have a bit of firepower left over to get another kill or highly damage another important enemy ship before I'm out of missiles/torpedoes and hopefully have enough hull to outlast whatever has survived. I'm a little disappointed I don't have points to give Jax an EPT, but I'm not too sure if he needs it.

Well, how does it look?

Jax ABSOLUTELY needs an EPT. Drop stealth device for Push the Limit. Two actions per turn is far more valuable than +1 green die (that you lose when damaged).

Also, yeah, Jonus doesn't really do anything for this list. Redline gets all the re-rolls he could ever possibly need thanks to his ability, so Jonus is redundant.

Edited by blade_mercurial

Jonus provides nothing to redline due to the extra target locks. His buff really doesn't help himself either. IMO just downgrade to a scimitar and get jax push.

Hello everyone!

I just picked up a Tie Punisher today and I'm attempting to make my first list meant to maximize its abilities. I've come up with the following, I hope you like it:

Redline" — TIE Punisher 27 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Cluster Missiles 4 Twin Ion Engine Mk. II 1 Ship Total: 39

Captain Jonus — TIE Bomber 22 Deadeye 1 Extra Munitions 2 Cluster Missiles 4 Munitions Failsafe 1

Ship Total: 30

Carnor Jax — TIE Interceptor 26 Autothrusters 2 Stealth Device 3 Royal Guard TIE 0 Ship Total: 31

Thats 100 points on the nose.

I think the squad looks good on paper because all 3 ships have great synergy together but will still be OK once one of them bites the dust. The idea with this list is to just alpha strike the enemy's biggest ship and still have a bit of firepower left over to get another kill or highly damage another important enemy ship before I'm out of missiles/torpedoes and hopefully have enough hull to outlast whatever has survived. I'm a little disappointed I don't have points to give Jax an EPT, but I'm not too sure if he needs it.

Well, how does it look?

Jax ABSOLUTELY needs an EPT. Drop stealth device for Push the Limit. Two actions per turn is far more valuable than +1 green die (that you lose when damaged).

Also, yeah, Jonus doesn't really do anything for this list. Redline gets all the re-rolls he could ever possibly need thanks to his ability, so Jonus is redundant.

Thanks guys I was under the impression that Jonus would be able to give Redline a double reroll while he has a double target lock on. Oh well, since that is not the case I took your advise and replaced him with a Scimitar loaded up the same way (plus Plasma Torpedoes), which freed up enough points to give Jax Push the Limit, so now Iooking at this for the squad:

"Redline" — TIE Punisher 27 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Cluster Missiles 4 Twin Ion Engine Mk. II 1 Ship Total: 39

Scimitar Squadron Pilot — TIE Bomber 16 Extra Munitions 2 Plasma Torpedoes 3 Cluster Missiles 4 Munitions Failsafe 1 Ship Total: 26

Carnor Jax — TIE Interceptor 26 Push the Limit 3 Autothrusters 2 Stealth Device 3 Royal Guard TIE 0 Ship Total: 34

I'm also starting to wonder if Jax is worth it in this list or perhaps replacing him with a buzzsaw Shuttle with Mangler Cannon or maybe Bounty Hunter with Tactician for some sustained firepower to pair with the burst damage from all the torpedoes and missiles. Both ships can cause Stress which kind of denies actions like Jax does so they may make viable replacements. I guess I'll have to experiment with these.

Edited by Zogwort

Have you considered using Colonel Vessery? He works really well with Redline always locking something. I want to try out:

Redline [38]: Tie Punisher [27] FCS [2] Plasma Torps [3] Cluster Missiles [4] EM [2]

Vessery [38]: Tie Defender [35] + 3 points of upgrades. Maybe VI and Tie mk2 and one point initiative, maybe Outmanouver, maybe Lone Wolf and Tie mk2.

Omicron Group Pilot [24]: Lamda Shuttle [21] Darth Vader [3]

Maybe there is some room for the Tie Defender to shine. With its combination of high hitpoints and high agility it has a fighting chance against TLT spam. It will still not be on top, sadly, but it is getting better. This squad does suffer versus arc dodgers, though, with its max PS of 7/8, requires some effort to point the Doomshuttle at them.

I like this list better.

Although I don't think you need so many plasma torpedoes. First time it shoots, it knocks shields off completely, so no need for another one, although I can see having so many specifically to deal with b-wings, but really, I think 2 (from extra munis) is enough on redline. I would suggest changing Scimitar's plasma into proton torps so you can get that crit into hull once redline drops the shields. Alternatively, you can take a flechette torpedo instead and have enough points for ion bomb on redline (adds extra control).

As for possible replacement for Carnor Jax, I think its a matter of taste. Anything can work in there, and 34 points gives you a ton of options. Jax is still useful even if his ability does not activate because he's still a dangerous arc-dodger. Plus he gives your opponent something else to worry about on the flanks (although your opponent might be ill-advised going after him while those two nasty Punishers are still healthy and carrying their payloads...). Definitely worth trying different ships in there to see what works best for you though.

Good luck!