Redline

By Gausebeck, in X-Wing Squad Lists

I've been trying to think of a list I like that uses Redline. He can deal a lot of damage, but I don't see a good way to defend him. And giving him enough upgrades to really take advantage of his ability makes him fairly expensive.

The idea here is to present a strong jousting group (Redline + TIEs) to let Soontir flank effectively and hopefully take down some targets early.

Redline + Fire Control System + Cluster Missiles + Plasma Torpedoes + Extra Munitions (38)

Black Squadron Pilot + Crack Shot (15)

Black Squadron Pilot + Crack Shot (15)

Soontir Fel + Push the Limit + Autothrusters (32)

That seems like about the cheapest Redline I could go with that has good attack options at all ranges. Are Autothrusters worth it on him? Seems like it would be good to add defense where I can, but I'm not sure what to drop for them. More generally, how effective is Redline in practice?

Edited by kerbarian

Miniswarm will defend him just fine. Block the **** our of people, it stops offense action and holds em still for Red. Win-win.

Make sure they're all PS 3+ to murder tlts which would otherwise give Red fits

ALWAYS THRUSTERS. It's more than worth it if it even triggers once

As to Red's effectiveness, he is easily one of the hardest hitting things in the game. He's also one of the hardest hit.

Basically, he's a glass cannon that will wow you with how quickly he kills things and how quickly he dies. Thrusters help a little, Possibly enough to get off a shot and a kill you would not have gotten otherwise

I've been trying to think of a list I like that uses Redline. He can deal a lot of damage, but I don't see a good way to defend him. And giving him enough upgrades to really take advantage of his ability makes him fairly expensive.

The idea here is to present a strong jousting group (Redline + TIEs) to let Soontir flank effectively and hopefully take down some targets early.

Redline + Fire Control System + Cluster Missiles + Plasma Torpedoes + Extra Munitions (38)

Black Squadron Pilot + Crack Shot (15)

Black Squadron Pilot + Crack Shot (15)

Soontir Fel + Push the Limit + Autothrusters (32)

That seems like about the cheapest Redline I could go with that has good attack options at all ranges. Are Autothrusters worth it on him? Seems like it would be good to add defense where I can, but I'm not sure what to drop for them. More generally, how effective is Redline in practice?

With only 1 green die, autothrusters is not worth it. I would stick with your list as is. Redline is not great, but his ability and Pilot Skill make him a more appealing choice than either of the generic Punishers.

I've been toying with running Redline and Major Rhymer together and just unload a silly alpha strike, while forcing the enemy to focus on killing one or the other and leaving the other to pound out the rest of their ordnance. Barring really poor flying/awful, awful luck, you should be able against most squads to fire twice with each bomber before either one bites it.

The downside is that it doesn't leave a lot of points for a third squad member. The plus side is now the Imps have the TIE/Fo and a lone TIE flanker is almost certain to be ignored early on in favor of Rhymer or Redline. Zeta Ace and Omega Ace both strike me as solid candidates, as might even the oft-forgotten Mauler Mithel. A PTL Omega Ace is expensive, but a lot of squads won't enjoy having a pair of crits thrown their way every turn. Shorter on points depending on bomber load-out, and an Outmaneuver(?) Zeta Ace isn't too shabby. And then Mithel... haven't tried him with em' yet, and not 100% sure on his upgrades, but if he could slip in behind into R1 he could deal some serious damage.

Though I also love Zeta for the maneuvering fun: if your opponent decides to go for the lone TIE and ignore the bombers for some bizarre reason, he's the one most likely to be able to bail out to safety with the crazy barrel roll.

A couple of Redline lists made it to the top 16 at New Zealand Nationals

8th Imperial: 99pts
35 points: Soontir Fel TIE Interceptor, Royal Guard TIE, Push the Limit, Autothrusters, Stealth Device.
40 points: “Redline” TIE Punisher, Fire-Control System, Plasma Torpedoes Extra Munitions, Cluster Missiles, Seismic Charges.
24 points: Omicron Group Pilot Lambda-Class Shuttle, Darth Vader.

10th Imperial: 100pts

34 points: Soontir Fel TIE Interceptor, Royal Guard TIE, Push the Limit, Autothrusters, Targeting Computer.
44 points: “Redline” TIE Punisher, Fire-Control System, Extra Munitions, Proton Torpedoes, Cluster Missiles, Proton Bombs.
22 points: Tempest Squadron Pilot TIE Advanced, TIE/x1, Advanced Targeting Computer.

I played against the second one in swiss and Redline definitely worth it

I played against the second one in swiss and Redline definitely worth it

How effective were the Proton Bombs? I'm already worried about Redline being expensive and going down before he can use most of his ordnance, but dropping bombs at high PS could be nice.

My usual Redline build is FCS, Cluster Missiles, Concussion Missiles, Ion Bombs, Twin Engine MK. 2 and Extra Munitions.

He/she is pricey but This build covers all strengths and weaknesses. Redline is very vunerable to Turrets but She is a real threat against arcs. I can usually get most to all her ordinance off before she goes, Usually dies with one remaining missile and/or one Bomb. But for the most part I can get all of her ordinance off.

Redline doesn't need Captain Jonus with her because He/She gets 2 target locks rather than one. Second target lock would be used as a re-roll, FCS works well with Cluster missiles too having an additional 2 Target locks for the secondary attack.

I find Redline to be more effective when riding along side a Tie Swarm. Otherwise she is a big target that usually goes down first. Redline is a Beefy ship and your opponent would have to remember she is supported by a swarm, and swarms are really effective even if it's only 4-5 ships.

If Curious this Redline list I built is as follows,

Redline: FCS, Cluster Missiles, Concussion Missiles, Ion Bombs, EM, Twin Ion Engines MK. 2 (42)

Howlrunner: Stealth Device (21)

Academy Pilot: (12) x4

Total: (99)

I played against the second one in swiss and Redline definitely worth it

How effective were the Proton Bombs? I'm already worried about Redline being expensive and going down before he can use most of his ordnance, but dropping bombs at high PS could be nice.

Well they killed Corran which is something (partially my own fault for forgetting about them as it was the 7th round of the day and I was exhausted) and they also worked as good area denial against Dash because when I remembered about them I was worried about moving to a position where he could potentially drop them on me. And having 2 of them thanks to extra munitions you don't need to be as selective with dropping them.

I think bombs on high PS ships is underrated, if have had great success with seismics on VI Boba

A couple more ideas... if Redline has a problem of being a glass cannon -- a big, obvious threat that can be focused down -- you could just put him in a list full of equally dangerous offensive threats:

Redline + Fire Control System + Cluster Missiles + Proton Torpedoes + Extra Munitions (39)

Deathrain + Accuracy Corrector + Proximity Mines + Seismic Charges + Extra Munitions (36)

Tempest Squadron Pilot + TIE/x1 + Accuracy Corrector + Cluster Missiles (25)

Lots of scary ordnance up close and accuracy correctors to add steady damage at range and when spending actions on things like mines.

Or a version of a Palp shuttle list focused on offense:

Redline + Fire Control System + Cluster Missiles + Proton Torpedoes + Extra Munitions (39)

Darth Vader + TIE/x1 + Advanced Targeting Computer + Lone Wolf (32)

Omicron Group Pilot + Emperor Palpatine (29)

Joust with Redline and the shuttle, with Vader flanking. Between Redline's ability, the free focus -> crit from Proton Torpedoes, and Palpatine, Redline should be able to consistently get 4 hits (including 1-2 crits) at range 3.

Personally, I like to make Redline part of a very glass-cannon-y list. Kit him out at roughly 40 points and fly him next to something with high offensive output but low durability, like an autoceptor swarm. Set them up on opposite edges of the map. Now, the opponent has to choose one part of the list to tackle. If he chooses Redline, he lets the autoceptors tear him up with all those three-dice attacks. If he chooses the interceptors, he lets Redline shred ships with ordnance.

Of course, you still have the most basic problem of ordnance: it's useless if you can't get it off. When it boils down to it, the correct decision is to go after Redline and focus him down before he gets all those missiles off, leaving him with four or eight squad points that went completely unused. He doesn't have the defense dice or arc-dodging ability to survive a few rounds of a whole squad chasing him.

I've been trying to think of a list I like that uses Redline. He can deal a lot of damage, but I don't see a good way to defend him. And giving him enough upgrades to really take advantage of his ability makes him fairly expensive.

The idea here is to present a strong jousting group (Redline + TIEs) to let Soontir flank effectively and hopefully take down some targets early.

Redline + Fire Control System + Cluster Missiles + Plasma Torpedoes + Extra Munitions (38)

Black Squadron Pilot + Crack Shot (15)

Black Squadron Pilot + Crack Shot (15)

Soontir Fel + Push the Limit + Autothrusters (32)

That seems like about the cheapest Redline I could go with that has good attack options at all ranges. Are Autothrusters worth it on him? Seems like it would be good to add defense where I can, but I'm not sure what to drop for them. More generally, how effective is Redline in practice?

With only 1 green die, autothrusters is not worth it. I would stick with your list as is. Redline is not great, but his ability and Pilot Skill make him a more appealing choice than either of the generic Punishers.

Autothruster can really be worth it with any number of green dice other than 0. Especially on a ship like Redline that dies so quickly when focussed, where that one evade can mean an additional round of shooting for him, which, since he hits amazingly hard, is significant. Even with one dice, turning the evade chance above 50% (6/8) is going to come into play. It is worth it just to be a Shield Upgrade for range 3, coming in at 2 points instead of 4. Of course it is not that significant that you should compromise the rest of your list for it, but it is 2 points well spend, if there is the room for it.

thrusters at range 3 significantly reduces the damage you take from primaries. Against turrets, it doubles your chances at an evade to 75%.

of course, green dice will still find ways to roll double focus

thrusters at range 3 significantly reduces the damage you take from primaries. Against turrets, it doubles your chances at an evade to 75%.

of course, green dice will still find ways to roll double focus

Still not worth it with only 1 green die. PWT don't care if you maybe stop 1 damage. TLT laugh at your feeble attempts to stop the damage. Unlike 2 or even 3 green dice, the chances of stopping 1 damage at range 3 on a per-game basis is questionable. Besides spending points to toughen up a punisher could usually be spent elsewhere for more offense (generally speaking of course).

I guess some math would help here, but I don't think it is unlikely that ATs trigger at least once, at which point they become a SU+ for 2 points. I'd say worth it. Better than defensive focus on one green die.

PWTs care if you stop one damage

that's exactly as much as c3po, and it stacks hard over the course of multiple rounds.

Autothrusters is absolutely necessary if you ever plan on taking a punisher against a falcon or decimator

as for TLTs, the supposition that they never ever roll only 1 hit is laughable. Trust me, they do and they will; far more often than their player would like.

finally, anything with primary weapons firing at range 3 is going to be hard-blocked by thruster triggers on 2 agility.

the only scenario in which thrusters do next to nothing is against hard hitting secondaries such as HLC or other Redlines

in all other cases, however, you should send a "thank you" note to any opponent facing you with thruster-less Redline, because that's a gift

Edited by ficklegreendice

I guess some math would help here, but I don't think it is unlikely that ATs trigger at least once, at which point they become a SU+ for 2 points. I'd say worth it. Better than defensive focus on one green die.

My math is not good enough to say exactly what the odds of ATs triggering at least once. Its difficult to calculate since it can be situational too.

I am pretty certain that odds of it triggering at least once on 3+ green dice is 100% vs. turrets of any sort and pretty darn close to that even against forward-arc only ships.

2 green dice is also very close to 3+ green dice I would be willing to bet.

1 green die however is definitely not 100% in either case. So there is a gamble there as to whether it will be 'worth' its points every game you play (sometimes it will, sometimes not). The exact ratio? I am not sure. I have tried it a few times on my punishers and found it to be lacking. Hence my viewpoint. If I got better mileage in the games I used it, or if accurate math could show that it was at least 80% likely to trigger on a per-game basis, then I would say it is probably worth it. But from my experience, it seems less than 50% likely to trigger, which imho is bad for a 2 pt card.

YMMV of course

Edited by blade_mercurial