Help with Deathrain/Vader list

By Han Silo, in X-Wing Squad Lists

Ok, so I'm going to my first gaming club next week and I'm trying to put together a list that won't just lay down and die on its first outing. Here is what I have come up with so far -

Tie advanced-Darth Vader + tie/x1 + ATS + Squad leader

Tie punisher-Deathrain + Extra munitions + Plasma torpedoes + Cluster mines + Advance Sensors

Tie interceptor-Carnor Jax + push the limit

I'm thinking that Vader can stick close to Deathrain and offer his extra action for target locks ect when needed and Carnor can flank/give them something else to worry about. Hopefully Deathrain will either take down or soften up a few ships before being shot down.

Am I floating down the wrong Death star trench with this list?

Thanks

Vader don't care to share. Evar. Seriously, joking aside thats a bad idea. Give him vet instincts or predator or even nuthin but he needs his actions.

Deathrain is a hefty investment as an answer ship so maybe tool him up a little differently. I use some unreleased content that really helps him out in the ranged department. Without those I think you better off focusing more on the bombs. Lose the cluster mines they're pretty bad. Pick up conner nets and proximity mines instead. Then drop down to flechette torps. Smacking someone with a net then adv sensoring into TL + k turn for stress is nasty. Rinse repeat.

Carnor needs more kit. And heres where its gonna be difficult to fit. One option is to lose the adv sensors. You can still pull the tricks from above but it takes more setup. Otherwise though hes gonna wilt. Check out the recent thread on equipping him for some ideas.

I find deathrain not really worth the price of admission. There are so many good options for imperials in the mid to high 30s that he just can't compete. Phantoms, defenders, interceptors and even other TIE advanceds all provide greater durability and firepower for a similar cost. I just don't find him worth running despite the fact that he offers a very different style of play...

Deathrain+ extra + AC + prox X2 is my preferred load out. Keep him cheap Zhou have more options after he gets burned down.

Thanks for the advice.

So, what about dropping squad leader from Vader and then loading Deathrain out with advanced sensors + flechette torps + seismic charges (don't have cn or prox mines) + extra munitions?

That leaves 6 pts to play with, but what to spend them on?

Deathrain really does need the other bombs. I'd suggest running redline instead in this case.

Ok, looks like I'll have to get the K wing expansion at some point then. Shame it's such an ugly ship, looks like it's made out of coat hangers.

So drop the charges and take cluster missiles with Redline and give Carnor a shield upgrade maybe?

Edited by Han Silo

I like Deathrain with Proximity Mines and Conner Net as well, but if you don't have them the cluster mines will be OK. However, usually use a mix of ion bombs and seismic charges for some utility...they are cheap and provide Deathrain the extra mobility he needs to drop them and get into the right position for the next turn.

You just have to decide if you want to drop bombs or fire missiles/torpedoes...that should give you an answer of Deathrain Vs. Redline.

On the Interceptor note, if you are strapped for points with Vader and the TIE Punisher of your choice, you should also consider a VI Turr Phennir. For a measly 28 points you get a PS 9 repositioning Ace with Autothrusters... Opponent wins initiative bid? That's OK...if they give it to you you can reposition with Turr after attacking...if they take it you can reposition with Vader by reacting to their movement.

Edited by Deepspace5

Deepspace that Turr Phennir build is sensational and I'm by no means an Interceptor fan boy. Great stuff. :)

Deepspace that Turr Phennir build is sensational and I'm by no means an Interceptor fan boy. Great stuff. :)

He seemed to be a lot more popular before Autothrusters came out...now we mostly see Fel or Jax. But I like to use him to force the initiative choice in the case of ties...it's pretty effective. I have never done it, but it is possible to shoot a ship at range three and barrel roll out of range to avoid return fire.

Just letting you know I ran it yesterday against the brobots with a stealth device on and same setup and he didn't get shot at once. Second to that he only ever didn't shoot for a single turn and I was most impressed. Consider me sold sir, and I'm plugging you in my X-wing blog for the idea. ;)

Thanks for the ideas/advice. This is the list I'm going for -

Tie advanced - Darth Vader + tie/x1 + advanced targeting system + juke

Tie interceptor - Carnor Jax + push the limit

Tie punisher - Deathrain + extra munitions + cluster mines + ion bombs + advanced sensors + twin ion engine mk.II

Not a competitive list I know, but should still be fun. Plus there are some cool little interactions, like if Jax is at range 1 of the ship Vader is targeting, that may work...maybe.

I'll post the results after tomorrow

I fly deathrain with Enhanced scopes rather than advanced sensors, takes the guesswork out of where your opponent ships are going to be plus you save 2 points. Connor Net + Prox Mine + Extra Munitions. Also been trying her with Experimental Interface so she can move + boost + drop a mine + barrel roll. That extra boost makes a surprising difference and allows her to try and flank and catch someone with a connor net before they know what is happening.

So I tried out my list last night, played two games with it against an X, B and A wing loaded out with various missiles. First game Vader was the first to die thanks to a range one missile that rolled 2 hits and 3 crits!

Deathrain lasted till the end but was eventually gunned down by the last remaining rebel ship, the B wing who was on 2 hull remaining. Not a bad first outing and the punisher proved it could take a lot of fire and keep on chugging.

Second game Deathrain died early but Vader proved himself to be pretty much unhitable when he has got a focus and an evade. He and Jax finished off the rebels after Deathrain had helped soften them up with some well placed cluster mines before she went pop.

I found the punisher a pretty tough ship to fly and defiantly think that it needs to be loaded with bombs that you drop during the action phase, rather than the start of the turn, to get best use from Deathrain.

I was really happy with the amount of fire sent its way, both my opponents concentrated on her, this left the real danger ships (Vader and Jax) the time to get into position to start getting work done. It also took a lot of rebel fire to bring her down.

Next time it'll be Redline