Optimizing a Generic Punisher for Missiles and Torpedoes

By kingargyle, in X-Wing

Yes we know that Death Rain and Redline are the ones to fly. However, I was looking at ways to make the Generic a bit of better ordinance carrier, something that can help give a bit of boost to making torpedoes and missiles better options to carry.

So this is the base build I have come up with:

Cutlass Squadron + Accuracy Corrector + Extra Munitions.

Really Accuracy Corector needs to be the system slot you take if you are taking an ordinance carrier. A build that isn't too bad for a low level build that can help give some stress but also cause damage are Fletchette Torpedoes.

Cutlass Squadron + AC + EM + Fletchette Torpedoes = 28 points, so you can fit 3 of them in a list plus a blocker.

Now it isn't going to win a tournament but it will win you a few games here and there. I wish the Cutlass was less point. The Scimitar Bomber is fantastic with Extra Munitions and Fletchtte except for 1 problem. You have no way to modify the dice when you fire them. At least with a Cutlass with AC you have the chance of just cancelling everything and making it 2 hits. Sensor jammer shuttles have no affect against you and even a Sensor Jammer Ethan or Guri are easier to deal with.

Cluster Missiles are also worth while to include but a bit more expensive. The ship still has it's problems with getting a decent build into a list, but I think with AC one can at least make the Punisher a bit better ship for firing ordinance.

Edited by kingargyle

optimizing + missiles/torps do not belong in the same thought, especially not on the generic punisher

without Guidance w.e (coming in Wave 8, promises to work with missiles + torps, at least), there is no hope of making it a competitive option

the closest you can make without being better off with either a Scimitar or a Tempest is AC + Cluster + Seismic (32)

optimizing + missiles/torps do not belong in the same thought, especially not on the generic punisher

without Guidance w.e (coming in Wave 8, promises to work with missiles + torps, at least), there is no hope of making it a competitive option

the closest you can make without being better off with either a Scimitar or a Tempest is AC + Cluster + Seismic (32)

I never said a competitive list that would win you a tournament. I said a list that can win you a few games here and there. There are other items coming that will help make ordinance better, but at the moement AC is the best option.

I'd say no to AC, and instead opt for FCS. It let's you get those Focus/TL missile shots that much easier, and makes it possible to launch your payload in an action-denial environment.

I've recently become curious on the Punisher's interaction with autothrusters. I can't say I've run it myself, but I couldn't help but notice they are not included in your build. I'm curious as to if players think it just isn't worth it with the 1 or 2 dice the Punisher gives you, or is it really just being slept on? Because every other autothruster carrier is pretty competitive, but, they also all have more dice.

it's only really worth it on Redline

with just one ship that you are doing your best to protect (because he puts the GLASS in glass cannon), that one upgrade can easily save multiple points of damage over the course of the game (especially against opposing swarms)

Redline's also higher PS and a far more reliable ordnance platform (partly due to his ability, partly due to his higher PS interacting with TL), which makes dishing out damage at range 3 far simpler than with a generic punisher

Deathrain I found doesn't really need it, because he makes the punisher move like an interceptor and has shenanigans + control elements to keep him/her safe

I enjoy running a force with 2 punishers but have trouble being competitive vs jousters.

I've recently become curious on the Punisher's interaction with autothrusters. I can't say I've run it myself, but I couldn't help but notice they are not included in your build. I'm curious as to if players think it just isn't worth it with the 1 or 2 dice the Punisher gives you, or is it really just being slept on? Because every other autothruster carrier is pretty competitive, but, they also all have more dice.

I do have another build that puts Authothrusters on the Punisher, but I tend to start out with AC. I may have to try FCS out on the generics to see how it works out in some play testing. I see where it could help since once you fire the ordinance, you'll get the target lock back which you can then use to re-roll the dice results. It is one point less, and for 27 points if you go with Fletchette's and EM, you have a pretty good chance of hitting. You can only get three in a list, but supplement with Scimitars and you have a pretty beefy squadron.

Edited by kingargyle

I'd say fcs, em, homing missiles, and whatever you can afford as a bomb, prbably seismic. You could run two of those along side a decent vader...

Hows that work out?

Cutlass Squadron + AC + EM + Fletchette Torpedoes = 25 points

I get 28pts?

Cutlass Squadron[21]

AC[3]

EM[2]

FT[2]

Hows that work out?

Cutlass Squadron + AC + EM + Fletchette Torpedoes = 25 points

I get 28pts?

Cutlass Squadron[21]

AC[3]

EM[2]

FT[2]

You are correct it is 28pts.

It is Cutlass + AC that gets you 4 of them in a list at 24 points.

Edited by kingargyle

I enjoy running a force with 2 punishers but have trouble being competitive vs jousters.

Yeah you can't joust. You'll loose a Punisher in the first round of shooting against 4 ships.

Well, to add a thought, i think AC with Cluster Missiles might be nice, because it applies to each attack separately. This could reliably put damage on one ship, especially a low agility ship like Y-wings, B-Wings, Falcons and especially HWKs (who may not survive even a single volley if they've got even a single point of damage prior). You could pop them on a Black Eight for 32 points, or a Cutlass for 30. While FCS may give you slightly better action economy, AC gives you better turn economy, because it allows for completing the attack in a single turn. Since low PS ordnance carriers have trouble closing to TL range in the opening volley, having a consistent attack that they can deal in a single turn's worth of actions might be better in the long run than firing in one turn to get your free TL and then surviving to the next turn to use it. Just an idea...

The best use of the generic ones is in the 4x Cutlass, 4x AC, 4x TIE MK II list. With boost and green 3 banks and no need for modifications they're quite mobile.

You can make ordnance effective on them, problem is that it gets expensive quickly. You may have effective ordnance but you're spending too many points to do it, which means you're not actually effective.

Unlell the rest of your list is 6x Academy Pilot and you need a good 28 points, just treat the generics as an imperial B-Wing + AC.

I'd say no to AC, and instead opt for FCS. It let's you get those Focus/TL missile shots that much easier, and makes it possible to launch your payload in an action-denial environment.

Homing missiles are usually my go-to and if you take fletchettes then it's worth investing in failsafe. I've been trying the latter on deathrain recently. In this case adv sensors enables them instead of fcs though.

Edited by Carnor Rex

I think the best optimization is to limit yourself to 11 points or less on munitions and upgrades. That includes upgrades that only support torpedoes and bombs such as extra munitions or dead eye. However even that might not be good after all you are already paying 6 more points for the pilot ability and +5 skill. That is half an Academy pilot on an ability that only supports missiles and torpedoes. If it were skill 8 or 9 that would have been better.

So what is the best you can do with 5 points of missiles and torpedoes? Extra munitions already takes 2 points, what do you got for 3?

Edited by Marinealver

I think the best optimization is to limit yourself to 11 points or less on munitions and upgrades. That includes upgrades that only support torpedoes and bombs such as extra munitions or dead eye. However even that might not be good after all you are already paying 6 more points for the pilot ability and +5 skill. That is half an Academy pilot on an ability that only supports missiles and torpedoes. If it were skill 8 or 9 that would have been better.

So what is the best you can do with 5 points of missiles and torpedoes? Extra munitions already takes 2 points, what do you got for 3?

Advanced Homing or Plasma torps. Two of them. I can see both being very effective against many ship types. Putting a crit hit on a ship that's not planning on being subject to them for a while can be devastating, tactically and psychologically. I salivate to think of hitting a B-Wing with one missile and making it lose its cannon. True that would be a lucky hit, but realistically if you have AC and two of them, you can pretty much auto-hit any 1 Agility ship. Plasmas are sort of the other end of the wick, eating through shields faster than the opponent will expect. In a really lucky hit, you could completely level an opponent's shields in one shot. I certainly know that a player is planning to have their B-Wings last longer than that.

Considering that we are moving to more ships in the Meta sure B-wings are bulky and harden but they can be hammered down. I've seen a K-wing Miranda taken down in a single round of combat, B-wings are no tougher than that. They sort of like those Crupellarius class Gladiators. Use hammers and pick axes on them.

Is there anything known about the munitions fix coming in wave 8?

Cutlass Bomb Dropper - AS/EM/Seismic/Prox Mines - 31 points

Lets you do a little bomb re-positioning via AS/Boost. Tempting to put another reveal bomb on there, but I like variety.

Is there anything known about the munitions fix coming in wave 8?

If you are talking about the tracer missile I don't exactly call that a munitions fix. It is a bit better than munitions failsafe but the best one we had was EM however it turned out to pale in comparison to TLT.

Is there anything known about the munitions fix coming in wave 8?

If you are talking about the tracer missile I don't exactly call that a munitions fix. It is a bit better than munitions failsafe but the best one we had was EM however it turned out to pale in comparison to TLT.

No I know about that one. I think its going to be called guidance chip or something similar. I believe its in the punishing one expansion and the inquisitor expansion.

The problem with a 31 point Punisher is that it's at 31 points for PS 2. At that point just pay the few extra points for a fat Redline. He should actulayy make for a half decent ace.

A Cutlass with 2 Tracers, EM, and AC/FCS is a reasonable 27-28 points. You can use it to hand off Target Locks to ATC Advances or TIE Fighters. If you have AC you still get a decent ship. Maybe EM is a bit overkill, could probably go without.

AC Tempest x2

Cutlass with 2x Tracer

35 point Soontir

Hand off TL's to Soontir for double modifiers and to Advances for range one shots. Actually, that kind of sucks.

Edited by ParaGoomba Slayer

That's in the ballpark of what I've been doing. I like tracers on vader as well. Blount has great synergy with them too.

I also get a kick out of vet instincts rhymer. Tracers gets around the low ps problem with ordnance and they hit like a truck for much cheaper then say an hlc platform, in most cases that is. Even fletchettes are pretty underrated imo because they are att 3 secondary weapons. Then consider the guaranteed stress for many small ships.

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