Punish them All

By DutchBassie, in X-Wing Squad Lists

Tie Punisher Deathrain (40):

Twin ionEngine Mk. II (1)

Cluster mines (4)

proximity mines (3)

Extra munitions (2)

Flechette Torpedoes (2)

Fire control System (2)

VT-49 Decimator Captain Oicunn(42):

Engine upgrade (4)

Dauntless (2)

Expose(4)

Darth Vader (3)

Rebel Captive (3)

Mercenary co-pilot (2)

Ram crash an deliver stress with captain Oicunn expose him at range 1 and get 5 dice killer.

mean while bom everybody with Deathrain in front and back of you dive in put bombs under high lvl ships and watch them explode.

let me know what you think..

I see a list that will succumb to focus fire, and overall not dish out enough punishment

Don't forget what Oicunn gets to shoot at in range one will likely be others firing back

Deathrain is fun but lacks firepower

Edited by Krynn007

A Punisher is far too easy to kill in a 2 ship list.

If you stick with him, I would suggest advanced sensors instead of FCS and drop TIE mk 2, since he doesn't really need it.

A better Oicunn build would be:

predator, vader, rebel captive, gunner & engine.

Its the same cost as yours, but does not care about action economy, does not stress itself to get actions on bumping, and hits harder against high PS aces thanks to the somewhat bull gunner + vader shenanigans (you can even use predator to re-roll hits to make sure the first shot doesn't hit, so you can vader and then shoot again with gunner, and then vader again if the target still isn't dead).

Blade that is not possible in 100 point.

Blade that is not possible in 100 point.

What?

Its a 60 point Oicunn plus a 40 point Deathrain....

Oicunn (42) + predator (+3) + vader (+3) + rebel captive (+3) + gunner (+5) + engine (+4) = 60

Deathrain (26) + advanced sensors (+3) + cluster mines (+4) + proximity mines (+3) + flechette torps (+2) + extra munition (+2) = 40

With 3 dice at range 2-3 flechette torps and 3 at range 1 he can do enough to help out.

the extra munition will keep him from running low directly.

plus the damage from his bombs 6 dice for fully flying over cluster mines that hurts and he can lay it down twice front or rear

my bad blade checked in to manny torpedoes.

plus the damage from his bombs 6 dice for fully flying over cluster mines that hurts and he can lay it down twice front or rear

Actually he's pretty pathetic in the damage department, but try it and see for yourself.

Cluster mines are not very good against small-based ships because you usually only hit with one (sometimes two if you approach from an angle). For the same points, conner net is far better because of the ion effect. I have found proximity mines just deal more damage than cluster mines on average, but YMMV.

conner net > everything i.t.o mines

also highly recommend accuracy corrector, which is about infinetly better than FCS on an ordnance-less Punisher for only 1 more point. It's not much given the points of the entire ship, but it'll give him some actual presence during and after dropping bombs

you're also about infinitely times better off playing with more ships to cover the punisher's squishy ass, rather than trying to fit it into a snore-fest of a 2-ship build.

Tie Advance, FOs, and crackshot Ties make great escorts

Edited by ficklegreendice

I agree with these guys on pretty much everything. Deathrain can be a nightmare but you do want more ships. That said try it for yourself.

Id suggest the same changes of adv sensors, nets + mines at least. That bomb combo is the best performing for me by far against unknown opponents. I've also been running flechettes and they have been stellar, although I'm currently proxying the unreleased LRS with them which is amazing here.

Adv sensors can do the similar but LRS enables slightly more broken combinations at 3 pts less. If your able try it out.

Edited by Carnor Rex