I did end up swapping the failsafe for FCS, and gave Fel some Outmaneuver. The result was fun as hell! In both games, the Interceptors were distractions, keeping rebs distracted while Redline was pouring plasma torpedoes and cluster missiles into the fray. Lost one fight, won the other, and in both cases I ended up completely emptying my Punisher aside from one or two bomb salvos, even with the extra munitions.
Punisher vs Bomber
Deathrain is a great bomber
" When dropping a bomb, you may use the front guides of your ship. After dropping a bomb you may perform a free barrel roll action."
Add,(Enhanced Scope PS 0), drop cluster mines in front of your enemies face before they move and barrel roll out of the way.. take Extra Munitions.. rinse and repeat... drive them over those mines a few times.. priceless.
My only complaint is FFG was so MISERLY with not printing at least one extra set of cardboard cluster mines with each Punisher.. common.. that gona cost what 2cents?
DEATHRAIN SQUAD
Deathrain squad
100 points
PILOTS
“Deathrain” (37)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Cluster Mines (4), Cluster Mines (4)
“Scourge” (17)
“Youngster” (16)
TIE Fighter (15), Calculation (1)
Epsilon Squadron Pilot (15) x 2
Just to avoid any confusion, but Youngsters ability does not work with Calculation.
Deathrain is a great bomber
" When dropping a bomb, you may use the front guides of your ship. After dropping a bomb you may perform a free barrel roll action."
Add,(Enhanced Scope PS 0), drop cluster mines in front of your enemies face before they move and barrel roll out of the way.. take Extra Munitions.. rinse and repeat... drive them over those mines a few times.. priceless.
My only complaint is FFG was so MISERLY with not printing at least one extra set of cardboard cluster mines with each Punisher.. common.. that gona cost what 2cents?
DEATHRAIN SQUAD
Deathrain squad
100 points
PILOTS
“Deathrain” (37)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Cluster Mines (4), Cluster Mines (4)
“Scourge” (17)
“Youngster” (16)
TIE Fighter (15), Calculation (1)
Epsilon Squadron Pilot (15) x 2
Just to avoid any confusion, but Youngsters ability does not work with Calculation.
If only it did he might be some use.
Deathrain is a great bomber
" When dropping a bomb, you may use the front guides of your ship. After dropping a bomb you may perform a free barrel roll action."
Add,(Enhanced Scope PS 0), drop cluster mines in front of your enemies face before they move and barrel roll out of the way.. take Extra Munitions.. rinse and repeat... drive them over those mines a few times.. priceless.
My only complaint is FFG was so MISERLY with not printing at least one extra set of cardboard cluster mines with each Punisher.. common.. that gona cost what 2cents?
DEATHRAIN SQUAD
Deathrain squad
100 points
PILOTS
“Deathrain” (37)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Cluster Mines (4), Cluster Mines (4)
“Scourge” (17)
“Youngster” (16)
TIE Fighter (15), Calculation (1)
Epsilon Squadron Pilot (15) x 2
Just to avoid any confusion, but Youngsters ability does not work with Calculation.
If only it did he might be some use.
According to the card for Youngster:
Can you elaborate why Calculation could not be used by other TIE/fO pilots? Since it is once per attack, it could be used by any Tie/Fo as well.
According to the latest update to FAQ, it should work.
https://www.reddit.com/r/XWingTMG/comments/40udua/all_faq_additionsclarifications_since_v40
Deathrain is a great bomber
" When dropping a bomb, you may use the front guides of your ship. After dropping a bomb you may perform a free barrel roll action."
Add,(Enhanced Scope PS 0), drop cluster mines in front of your enemies face before they move and barrel roll out of the way.. take Extra Munitions.. rinse and repeat... drive them over those mines a few times.. priceless.
My only complaint is FFG was so MISERLY with not printing at least one extra set of cardboard cluster mines with each Punisher.. common.. that gona cost what 2cents?
DEATHRAIN SQUAD
Deathrain squad
100 points
PILOTS
“Deathrain” (37)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Cluster Mines (4), Cluster Mines (4)
“Scourge” (17)
“Youngster” (16)
TIE Fighter (15), Calculation (1)
Epsilon Squadron Pilot (15) x 2
Just to avoid any confusion, but Youngsters ability does not work with Calculation.
Why?
Deathrain is a great bomber
" When dropping a bomb, you may use the front guides of your ship. After dropping a bomb you may perform a free barrel roll action."
Add,(Enhanced Scope PS 0), drop cluster mines in front of your enemies face before they move and barrel roll out of the way.. take Extra Munitions.. rinse and repeat... drive them over those mines a few times.. priceless.
My only complaint is FFG was so MISERLY with not printing at least one extra set of cardboard cluster mines with each Punisher.. common.. that gona cost what 2cents?
DEATHRAIN SQUAD
Deathrain squad
100 points
PILOTS
“Deathrain” (37)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Cluster Mines (4), Cluster Mines (4)
“Scourge” (17)
“Youngster” (16)
TIE Fighter (15), Calculation (1)
Epsilon Squadron Pilot (15) x 2
Just to avoid any confusion, but Youngsters ability does not work with Calculation.
Why?
Calculation is not an Action ept. The only cards that he works with are ones that start with "Action:" and are used during the activation phase. There are no good epts that fall under this category, so as of now Youngster is a junk pilot with amazing potential, he just needs the right ept.
Deathrain is a great bomber
" When dropping a bomb, you may use the front guides of your ship. After dropping a bomb you may perform a free barrel roll action."
Add,(Enhanced Scope PS 0), drop cluster mines in front of your enemies face before they move and barrel roll out of the way.. take Extra Munitions.. rinse and repeat... drive them over those mines a few times.. priceless.
My only complaint is FFG was so MISERLY with not printing at least one extra set of cardboard cluster mines with each Punisher.. common.. that gona cost what 2cents?
DEATHRAIN SQUAD
Deathrain squad
100 points
PILOTS
“Deathrain” (37)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Cluster Mines (4), Cluster Mines (4)
“Scourge” (17)
“Youngster” (16)
TIE Fighter (15), Calculation (1)
Epsilon Squadron Pilot (15) x 2
Just to avoid any confusion, but Youngsters ability does not work with Calculation.
Why?
Calculation is not an Action ept. The only cards that he works with are ones that start with "Action:" and are used during the activation phase. There are no good epts that fall under this category, so as of now Youngster is a junk pilot with amazing potential, he just needs the right ept.
oh ok. Thanks for the clarification.
I see your point on being a limitation since there are so few ACTION EPT's and they cost more.
However, this modified list use of Marksmanship, does more or less what the other list did, just changed out a Cluster Mine for Ion Bombs.
DEATHRAIN SQUAD
100 points
PILOTS
“Deathrain” (35)
TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Ion Bombs (2), Cluster Mines (4)
“Scourge” (17)
“Youngster” (18)
TIE Fighter (15), Marksmanship (3)
Epsilon Squadron Pilot (15) x 2
Marksmanship however means no defence token which means your ships die really fast.
There's no good use for youngster yet and zero point trying to build squad's around him until a good action card comes along.
Marksmanship however means no defence token which means your ships die really fast.
There's no good use for youngster yet and zero point trying to build squad's around him until a good action card comes along.
You lost me there, why no DEFENSE token? you can still take an evade token action or a focus token but not spend it on an attack and save it to defend.
Only if you use focus for attack does it take effect is the way I see it, you can turn one focus to a critical hit, then any others to a regular hit.
As far as dying faster than normal, which for most tie is not that long anyway.
I'm afraid I don't understand you there angrymike. Using marksmanship does mean that you won't have tokens for defence since you're taking the "marksmanship" action rather than a focus. There is no focus token to save for defence. Honestly if marksmanship simply changed how you used focus actions, it might actually see some play, then of course it wouldn't work on Youngster so it's a moot point.
Right now the only pilot in the game that seems to get any utility out of marksmanship is Horton Salm, with the EPT astromech and even that isn't very popular because you may as paint "shoot me first" over the side of his Y wing.
Marksmanship however means no defence token which means your ships die really fast.
There's no good use for youngster yet and zero point trying to build squad's around him until a good action card comes along.
You lost me there, why no DEFENSE token? you can still take an evade token action or a focus token but not spend it on an attack and save it to defend.
Only if you use focus for attack does it take effect is the way I see it, you can turn one focus to a critical hit, then any others to a regular hit.
As far as dying faster than normal, which for most tie is not that long anyway.
How exactly do you think Youngster works?
Boost is honestly a way better action for ships that A) Want to drop bombs, or B) Want to line up missile shots (assuming they snagged a TL through FCS or Long Range Sensors).
Barrel roll has its major purpose as an arc dodging mechanic, imo. Of course, both actions overlap somewhat.
Accuracy Corrector on the Punisher is also a top notch upgrade. Boost to get arcs and roll 2 hits. Spend action to drop a mine, or K turn, score 2 Auto hits.
The Punisher is also MUCH less prone to dying in 2 sets of 3 dice shots. The Bomber has its moments where it just explodes too fast. The Punisher always seems to hang on for a while.
It just feels like it actually has end game capabilities, where as the bombers feel pretty worthless.
Punisher is my favorite ship at the moment. Advanced sensors let's you get a target lock or Conner Net before a K-turn. It's especially great on Deathrain.
With Rebels getting the Sabine Crew that makes all bombs better, wish Punishers would get a title that discounts Systems or something.
They can't take TLT and 3 bomb slots the way K-wings can.
I'm afraid I don't understand you there angrymike. Using marksmanship does mean that you won't have tokens for defence since you're taking the "marksmanship" action rather than a focus. There is no focus token to save for defence. Honestly if marksmanship simply changed how you used focus actions, it might actually see some play, then of course it wouldn't work on Youngster so it's a moot point.
Right now the only pilot in the game that seems to get any utility out of marksmanship is Horton Salm, with the EPT astromech and even that isn't very popular because you may as paint "shoot me first" over the side of his Y wing.
yes, correct, if you choose Marksmanship as your action, then that is your action that turn and of course you do not have focus for defense on that turn. What I am saying is only IF you choose/use Marksmanship that turn . That is all.
Here is another thread already on this one..
https://community.fantasyflightgames.com/topic/121990-marksmanship-clarification-please/
This would be called the Marksmanship action. But, of course you can only choose one . You do not get a focus action, or any other action when you take Marksmanship.
So, yeah, if you always took marksmanship every round, you would not survive many attacks, but why would anyone do that? And when you do use Marksmanship, you better hope you do not get attacked.
Example:
Planning Phase - choose maneuver
Activation Phase,Execute maneuver, Take one action on the bar(focus, evade, target lock..) or action card(marksmanship) or nothing.
Attack Phase, if you can attack or do nothing.
End Phase,
As for Youngster, it just provides that ET For a cost of 3, to all the other ties in range. Not too bad for the cost, since it can almost guarantee some crits to the attack rolls if you roll some eyeballs. In the right situation it can be very handy, other than that, it is a bit dangerous to use that ET over a simple focus.
Edited by angrymike
Marksmanship however means no defence token which means your ships die really fast.
There's no good use for youngster yet and zero point trying to build squad's around him until a good action card comes along.
You lost me there, why no DEFENSE token? you can still take an evade token action or a focus token but not spend it on an attack and save it to defend.
Only if you use focus for attack does it take effect is the way I see it, you can turn one focus to a critical hit, then any others to a regular hit.
As far as dying faster than normal, which for most tie is not that long anyway.
How exactly do you think Youngster works?
I think my terminology for the Marksmanship action and other actions got mixed up here saying focus, I meant 'eyeballs' rolls and caused some confusion.
Edited by angrymikeI have not read the other thread on youngster, but was thinking about taking expert handling in a list with several other ties. Since we barrel roll a lot anyway, now anytime we do we can also break target locks, essentially for free. Thoughts on this strategy? I don't think youngster is anything to build a list around but might be worth including in a list like this.
As I stated some time before, the Punisher would have needed to get Extra Munitions for 0 points to reflect its 'Heavy Ordnance Bomber' status ...
(Edit: hey, its even in my sig ...)
... or even being able to attack twice with Ordnance per round because 4 times more launchers then a Tie Bomber ... but this would be dangerous without proper testing and stuff ...
Edited by TheRealStarkillerI have not read the other thread on youngster, but was thinking about taking expert handling in a list with several other ties. Since we barrel roll a lot anyway, now anytime we do we can also break target locks, essentially for free. Thoughts on this strategy? I don't think youngster is anything to build a list around but might be worth including in a list like this.
that could work nicely. now if your crew of ties are low PS that may not shake off the target locks of a higher PS opponent, depending on the sequence of action phase and attacks. So, like you have a couple of low PS that wind up with a Target lock on them at the end of the activation phase, and they would not get a chance to shake off that target lock.
The only thing I want for Punishers is a generic with an EPT slot, so I can stick Deadeye on them. Deadeye for all my missiles and torpedo firing homies! Deadeye 4ever!
So here's a question: is it possible to build an effective Decimator/Punisher/Bomber list, for the express purpose of subjecting my buddies to a constant stream of poop jokes every time I drop bombs of any kind?
The only thing I want for Punishers is a generic with an EPT slot, so I can stick Deadeye on them. Deadeye for all my missiles and torpedo firing homies! Deadeye 4ever!
Ffg misinterpreted your request and gave us a generic Punishing One with ept for deadeye 4ever
The only thing I want for Punishers is a generic with an EPT slot, so I can stick Deadeye on them. Deadeye for all my missiles and torpedo firing homies! Deadeye 4ever!
Ffg misinterpreted your request and gave us a generic Punishing One with ept for deadeye 4ever
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Aawww bunk.