Is there a good alternative Defender & Punisher set up that might be interesting?
Defender & Punisher
Is there a good alternative Defender & Punisher set up that might be interesting?
Edited by Karhedron
I think your original list was probably the best, actually. Omega Leader is much better than Omega Ace.
Having said that, what Redline really needs is a fighter screen. Without some low PS blockers, its too easy for your opponent to get the modified focus fire they need to erase Redline quickly.
Give this a try:
Redline w/ FCS, extra munis, proton torp & cluster missiles (add guidance chimps when available) = 39
Vessery w/ crack shot & TIE mk 2 = 37
2 academy TIEs = 24
100
Run them as a block (but not too close together, tight formations end up biting you in the ass when a parking lot occurs). The academies block so that Vessery and Redline can focus on dealing as much damage as possible.
The only downside is once Redline is gone, there's no TLs for Vessery's ability. As an alternative, you can drop Redline:
Black Eight w/ FCS, extra munis, flechette torp & cluster missiles (add guidance chimps when available) = 33
Vessery w/ crack shot & TIE mk 2 = 37
2 Epsilon pilots = 30
100
The downside here of course is it will be hard to get a TL for Vessery on the very first turn of shooting, unless you are good at predicting your opponent's opening and rushing black eight into TL range for the first shots...
I have been running the following list with mixed results (no unreleased stuff):
Redline with Fire Control Systems, Extra Munitions, Cluster Missiles, and Cluster Missiles
Delta Squad Pilot x2
I have found that they all have to stick together to be effective. Redline can do bonkers damage and the Defenders are effective blockers that are hard to kill and can do damage. It has a hard time against high PS arc-dodgers.
When I get the cards, I want to run this:
Redline with Fire Control Systems, Extra Munitions, Plasma Torps, Cluster Missiles, and Chimps
Delta Squad Pilot in the TIE/x7 with Stealth Device (or Hull Upgrade) x2
I have been running the following list with mixed results (no unreleased stuff):
Redline with Fire Control Systems, Extra Munitions, Cluster Missiles, and Cluster Missiles
Delta Squad Pilot x2
I've tried this too (except 1 traded 1 set of clusters for proton torps). I stopped running it after a frustrating game against Poe, Miranda & stresshog. Killing stresshog was easy, but I couldn't keep redline alive. After that, the deltas just couldn't kill either named rebel (although with them running away to regen, they couldn't kill the deltas neither).
that's why I think at least 4 ships is better. You increase the chances of killing an ace, either through blocking or focus fire.
Edited by blade_mercurialMaybe instead of Redline you do Deathrain, paired with the Deltas that Darth Chuck mentioned upthread. Make it a pure brawler list. Deltas are good in close with PS1 and the white K-turn. Deathrain can float like a butterfly with his bomb dropping rules to do a bunch of damage and get out of the way.
Delta Squadron Pilot 30, x7 -2, Mk2 Engines 1 = 29
Delta Squadron Pilot 30, x7 -2, Mk2 Engines 1 = 29
Deathrain 26, Seismic Charge 2, Extra Munitions 2, Conner Net 4, Homing Missiles 5, LRS 0, Accuracy Correctors 3 = 42
The Deltas fly in front, getting Focus+Evade and attacking with powerful primaries. Deathrain grabs an early Target Lock with LRS to do some early damage on the way in before switching to Accuracy Corrector primary attacks and bombs up close. A more defensively minded build could swap Accuracy Correctors and Homing Missiles for Concussion Missiles and Sensor Jammer. Concussion Missiles could be further downgraded to Flechette Torpedoes to free up points for Autothrusters if desired. An Autothruster/Sensor Jammer Punisher might actually last a little bit, but it's certainly low on offense once the bombs are gone.