Michiel's Let's Discuss: Redline #33

By MichielR, in X-Wing

Hello again X-wing fans!

This week we continue our exploration of the wave 7 ships by taking a look at Redline, flying the TIE Punisher. We’re going for a crazy cluster missile build here by taking a Fire Control System, Extra Munitions and two Cluster Missiles.

I’m thinking of doing a build video on Paul and Nathan’s list from the FFG Worlds Final, let me know of you’re interested in that.

Thanks again for watching and see you next week!
Fly CASUAL!

Great video. I watched it last night in fact.

Two lots of Cluster Missiles on Redline makes him a super-heavy hitter at the cost of some versatility. Personally, I prefer to run him with Clusters + Plasma Torps.

The biggest downside to Punish Her, besides red turns, is the lack of an EPT.

Love your stuff! Keep it up. No, do more! :)

agreed - im surprised to see the double cluster missiles, since they're both range 1-2, I'd advocate a cheaper range 2-3 option... like flechette torps or plasma torps - it cuts on cost, and increases firing options

I've run Redline, as you've built him, in the past, and it can be absolutely brutal. Somewhat situational, and you've got to pick your target; but when the stars align... Boom!

The Punisher still has to find its way into the game, no one used it more than twice here, and again only in casual play. :(

I find it amusing that people don't like the Punisher. In my last local store tourney both named pilots made it to the final from two lists.

I've used Redline to straight up murder Dash. He is an excellent low-agility killer.

He is an excellent low-agility killer.

Well there's your problem.

Edited by Hondo Ohnaka

I find it amusing that people don't like the Punisher. In my last local store tourney both named pilots made it to the final from two lists.

I've used Redline to straight up murder Dash. He is an excellent low-agility killer.

how does he NOT pop once the opponent realises "hey, under 10 HP, 1 green dice to protect them and a lot of points over there.. maybe if I shoot it with 1, 2.. or all of my fighters I might...! ^_^ "

just really curious, as a 40+ point punisher is a GREAT target.

When I encounter Redline he's usually able to fire once only.

Punishers pop very quickly in focused fire and thats about 40 points for me. About half the victory.

So the better question is: How do you use Redline in such a way to stay alive?

Do you delay or flank with him since jousting is not the best idea.

I found the trick to keeping Redline alive is to slow-roll him at the beginning, using the almost mandatory TIE miniswarm to screen him.

Unfortunately, Cluster Missiles are only range 1-2. You really need to be able to punch as hard as possible at range 3, where Redline is the most survivable (range 3 bonus die + Autothrusters).

Yes you are going to need something for range 3, where ordnance really shines.

Btw, I also think that Punishers should get Extra Munitions for 0 points.

How about this list:

“Redline” (40)
TIE Punisher (27), Fire-Control System (2), Extra Munitions (2), Cluster Missiles (4), Concussion Missiles (4), Twin Ion Engine Mk. II (1)

Academy Pilot (12) x 5

5 fighters should provide enough distraction to let Redline do his work

Yes you are going to need something for range 3, where ordnance really shines.

Btw, I also think that Punishers should get Extra Munitions for 0 points.

How about this list:

“Redline” (40)

TIE Punisher (27), Fire-Control System (2), Extra Munitions (2), Cluster Missiles (4), Concussion Missiles (4), Twin Ion Engine Mk. II (1)

Academy Pilot (12) x 5

5 fighters should provide enough distraction to let Redline do his work

I guess in this particular case the Punisher is the distraction.

This would depend on how you fly and how your opponents list looks like.

What would you shoot at it you had several fighters in range 1 of you and Redline in range 3 while you are not able to focus fire on him but on the fighters?

Edited by TheRealStarkiller

Keeping Redline at Range 3 massively increases his durability. Not only does it double his green dice, but it lets Autothrusters kick in which IMO is the only thing that separates a Punisher from a B-wing in terms of durability.

How about this list:

“Redline” (40)
TIE Punisher (27), Fire-Control System (2), Extra Munitions (2), Cluster Missiles (4), Concussion Missiles (4), Twin Ion Engine Mk. II (1)

Academy Pilot (12) x 5

5 fighters should provide enough distraction to let Redline do his work

That's what I run except I swap out Concussion Missiles (4) and Mk II engines (1) for Plasma Torpedoes (3) and Autothrusters (2). It's easy to force engagements with your TIE block. The key is to give Redline an escape vector.

And at this point we could discuss about swapping Redline for Rhymer:

Major Rhymer (40)
TIE Bomber (26), Extra Munitions (2), Advanced Proton Torpedoes (6), Advanced Homing Missiles (3), Push the Limit (3)

Academy Pilot (12) x 5

And at this point we could discuss about swapping Redline for Rhymer:

Major Rhymer (40)

TIE Bomber (26), Extra Munitions (2), Advanced Proton Torpedoes (6), Advanced Homing Missiles (3), Push the Limit (3)

Academy Pilot (12) x 5

That's pretty nasty. I would think about dropping the APTs for a Howlrunner upgrade instead though. I don't think 6 hull is enough to last more than 4 rounds of exchanging fire.

how does he NOT pop once the opponent realises "hey, under 10 HP, 1 green dice to protect them and a lot of points over there.. maybe if I shoot it with 1, 2.. or all of my fighters I might...! ^_^ "

just really curious, as a 40+ point punisher is a GREAT target.

Don't give them the opportunity. In my tournament build I ran him with Vader and Maarek, and I pretty much always killed something on the second turn.

Also I don't slow roll him. If my opponent deploys spread out I put my formation in a tiny box and run right at them max speed. Redline has FCS, he can boost every turn.

Yes, he often times did die eventually, but more than made up for it by killing things and keeping the joust fire off my Advanceds who are the real killers.

Thanks for the video. I watched a few others. Thanks for making them. Helps new players look at units!

When I encounter Redline he's usually able to fire once only.

Punishers pop very quickly in focused fire and thats about 40 points for me. About half the victory.

So the better question is: How do you use Redline in such a way to stay alive?

Do you delay or flank with him since jousting is not the best idea.

Sadly Punishers do die very easily, but there are clever ways to remedy that!

Thanks for all the replies, guys. :)

The thing is - I want to fly Redline like that - or swap one Clusters to Concussions but then hes 39 points ... and thats 2 points too much.

For 37 points I would give it a go.

Why 37 points?

Its 3 x 21 points left for the butter & bread:

3 x Tempest + AC

3 x Alpha + SD (I still like them)

Thats maybe a personal thing.

So to get to 37 points I'd swap Concussions to Flechettes. I don't like them very much on Redline, because they lack the punch a small ship with this costs would need.