Tie/fo and Punisher list

By lo742, in X-Wing Squad Lists

Here is a list, deciding between 2 different builds for the Tie/fo

I know I will be facing turrets, not sure which

Omega Squadron

Expose

Experimental interface

-I am thinking of getting in close, focusing or target lock / Experimental interface to activate Expose for a 4 dice attack

or

Omega Squadron

Outmaneuver

engine upgrade

weapon guidance

- use boost to get behind enemy and hit them in range 1-2 and use weapon guidance if needed

Tie Punisher Deathrain

Sensor jammer - help keep him alive

extra muntions

cluster mines

cluster missiles

adv proton missiles

assault missles

autothrusters

I think I have too much munitions, might drop adv proton missiles.

advice i was given on Expose was "never run expose ever"

Expose is only worth it on ships that have 0 agility, like the Decimator and the upcoming Ghost.

I'd switch Sensor Jammer out for FCS on Deathrain. It's truly insane getting to use TL lock re-rolls on each attack from a cluster missile. Maybe switch out the Adv. Proton Torpedoes for Plasma Torpedoes.

I'd also skip the cluster mines. They don't really jive with Deathrains ability.

Edited by whiskeytango

Expose is only worth it on ships that have 0 agility, like the Decimator and the upcoming Ghost.

I'd also skip the cluster mines. They don't really jive with Deathrains ability.

Cluster mines work fine with Deathrain. As long as you don't bank or turn into them after your barrel roll, there's plenty of room for a straight move passed them.

Having said that, I think I like proximity mines better.

If you are going to run deathrain, I think its best to focus on his bomb dropping ability. See, he either wants enhanced scopes to make effective use of action-dependent mines, or he wants advanced sensors to allow more options when dropping (either a mine or a bomb). So throwing sensor jammer or FCS on him, while nice, doesn't really help him get the most out of that which he was intended for (raining death!).

So:

enhanced scopes, extra munis, proximity & conner net (or cluster mines) = 36

advanced sensors, extra munis, proximity & ion bomb (or proton if you have points) = 36 (39)

Those would be two pretty solid starts for Deathrain. If you are worried about him dying before he gets off all of his ordinance, just throw in a pair of academy piilots and fly them aggressively in front and use them as blockers.

So 2 Academies + either of the above Deathrain loadouts puts you at 60 points, leaving 40 to flavour to taste. A Hard hitting ace might not be a bad idea to take some heat off deathrain, or a pair of Omega Squadrons could work too. I don't know the points of the new models offhand, but I'm sure a pair can fit in for 20 pts or less (if less, gives you more points to add on deathrain).

Too many pts stuck to Deathrain. He isn't strong enough to be an anchor. To me, he needs to be run with as few pts attached as possible. I would put 2 munitions + extra munitions and that's it. Maybe 1 more upgrade.

Just overall this list doesn't have the attack, defense or HP to compete against anything but the most casual lists.

Both are good support ships but need another ship to take the heat off.