Help with TIE Punisher

By NovaViolet, in X-Wing Squad Lists

I want to do a TIE Punisher list for fun. So here is what I've come up with.

TIE Punisher: Redline

  • A̶d̶v̶a̶n̶c̶e̶d̶ ̶S̶e̶n̶s̶o̶r̶s̶ Fire Control System
  • Extra Munitions
  • Plasma Torpedoes
  • Cluster Missiles (changed to one)

points: 38

TIE Fighter(s): Black Squadron Pilot x4 (changed from 3 ~> 4)

  • Crack Shot x4

points: 60

T̶I̶E̶ ̶F̶i̶g̶h̶t̶e̶r̶:̶ ̶A̶c̶a̶d̶e̶m̶y̶ ̶P̶i̶l̶o̶t̶

Total squad points (revised) : 98

Please help me make this better or give insight into what i could change while keeping the TIE Punisher, thanks!

Edited by NovaViolet

FCS makes a ton more sense with Redline and will make his Clusters way better. You probably don't need 2 sets of Clusters with Munis. Use that to upgrade the AP to another Crack Squadron.

FCS makes a ton more sense with Redline and will make his Clusters way better. You probably don't need 2 sets of Clusters with Munis. Use that to upgrade the AP to another Crack Squadron.

How about

-1 Advanced Sensors: 3 points

+1 Fire-Control System: 2 points

+1 Munitions Failsafe: 1 point

Change in points: 0

You overestimate the Punishers durability, it is not going to get more than 5 shots off usually. A good Redline shouldn't cost more than 40 points I'd say.

Redline is kind of a point trap. He's got a lot of room for ordnance, but I doubt your opponent is going to let him stick around and shoot them all off. I'd only equip him with 1 missile/torp and EMs. Throw a bomb on him if you got the room. FCS is nearly an auto include on Redline, especially with Cluster Missiles. It allows you to modify both attacks with re-rolls.

Munitions Failsafe might as well not exist, especially when the two ordnance fixes hit. You have to miss both attacks with CMs for Failsafe to even proxy.

edit: ninja'd...

I have changed OP in accordance to the advice given. I'm still looking for any revisions i can make to improve my list. Thank you!

This list looks fun. Will be even better with Chimps

I have run that exact Redline a few times and he has always died before firing all of his ordnance. That being said I also havent lost a game with him in it yet because he hits like a truck. He will be worth his points if he gets to fire at least twice.

Looks really strong now. People used to run him with 5 Academy TIEs when wave 7 came out, but 4 Crackshot TIEs should prove to be better.

Since you don't need an initiative bid, there's no reason not to throw a bomb on redline. Seismics or ion bombs can be handy. Alternatively, if you don't like bombs, you could put autothrusters on him or even a flechette torpedo (I just don't see the 2 pt bid being that useful)

Double post sorry

Edited by gambit1977

TIE Punisher: · "Redline" (27)

Plasma Torpedoes (3)

Extra Munitions (2)

Cluster Missiles (4)

Fire Control System (2)

TIE/fo Fighter: · "Omega Leader" (21)

Juke (2)

Comm Relay (3)

TIE/fo Fighter: Omega Squadron Pilot (17)

Crack Shot (1)

TIE/fo Fighter: Omega Squadron Pilot (17)

Crack Shot (1)

I have been flying the exact list, except with ion bombs on redline. You don't even need to drop them to affect the game, and initiative isn't really a big deal. Will be even better with guidance chips!