Defender & Punisher

By Calden, in X-Wing Squad Lists

For some reason I've got it into my head that I want to try a build that includes a TIE Defender, and a TIE Punisher. I had my first game for quite a while against a friend recently, and to blow out the cobwebs I threw together a strange list, and it seems to be sticking with me for some reason.
Obviously I'm aware of some new releases on the horizon that will buff almost every part of the list, so I'm actually breaking it into two parts. What I took in my random test game, and what I think might work well going forward.
Here's what I took:
Colonel Vessery - Crack Shot
Redline - Fire Control System, Cluster Missiles, Plasma Torpedoes, Extra Munitions
Omega Leader - Juke, Comm Relay
This original list was a bit of a case of me not having used my Punisher or my TIE/fo's since getting them, and wanting to give them a try, plus I love Defenders.
What I may try once the new stuff comes out:
Colonel Vessery - Adaptable, Tractor Beam, TIE/D
Redline - Fire Control System, Cluster Missiles, Plasma Torpedoes, Extra Munitions, Guidance Chips
Omega Ace - Push the Limit, Comm Relay
I've been testing the foundations of this one, by just taking the original list and switching Crack Shot to VI, and Omega Leader to Omega Ace.
My major issue has been getting the most out of Redline. I've run some trial games with myself, and never seem to be able to get more than two shots off. I think it's a mix of him being an easy to hit target that is obviously dangerous.
Maybe I should be flying Vessery and Omega Ace more offensivly?
The coming changes certainly help, as they are pretty much a straight buff to everything in the list, but maybe this list is a dead-end, and doesn't really mesh well enough?

Is there a good alternative Defender & Punisher set up that might be interesting?
How about running a couple of low PS Defenders to cover the Punisher? If you know your opponent is afraid of the Punisher then capitalise on that and use it to bait him. Run a pair of Delta Squadron Defenders with the Tie/x7 discount and the Twin Ion Engine Mk2 upgrade. That leaves you 42 points for a tooled up Punisher to get stuck into the enemy while the Defenders cover him.


Alternatively run 2 Deltas with the Tie/D upgrade and ion cannons. More expensive but with the option to ionise 2 opponents per turn, your Punisher will find it much easier to stay out of fire arcs while still getting the hits out. Plus the Defenders can throw up to 7 dice at the enemy at Range 1.

Edited by Karhedron
have been eyeing two basic Defenders with TIE/x7 actually, they would certainly be able to rush in and cause havoc, whilst being reasonably tough. The TIE/D is more offensivly powerful, and I could see the Ion being a good option. I wonder if they might work better with Deathrain though, to ensure you get those nasty bomb hits in.


Another list I was tempted to try once the defender upgrades come out, involves a couple of mid-tier TIE Defenders, with a Punisher or Bomber loaded with support ordnance.


I'm also thinking I could try The Inquisitor in place of Omega Ace once he's out. I don't have space for a heavily loaded version of him, just the TIE/v1 title, but he still meshes well with Vessery and offers a long-range alternative to Omega Ace. Depending on how Adaptability works, I'd possibly be able to have everyone at PS7 if firing order/position is important, and maybe bump him to PS9 if it's useful against any aces I face.


I certainly think the list options get better once you can take the more powerful Defender options.


Is there anything that's viable right now though? Is it worth making Redline a pure brawler, and focusing on Cluster Missiles, freeing up a few points from Plasma Torpedoes for Autothrusters for example?

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_mercurial

Maybe 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.