Dual Punishers??

By Boba Rick, in X-Wing

I tried dual Cutlasses several times now with different loadouts

Together with 2 x Tempest + AC they last longest but got only 8 points for equipment each. thats no enough for 4 shots and they tend to run out of ammo or you are out of range because you need to specialize.

Together with Whisper (38 points) they got 10 points left for equipment each, which is enough for additional Flechette Torpedos but they die too quickly because the opponent is focussing fire on them first.

The Punisher seems to be completely 'Fun Game only'.

Or Epic, given that Epic games are fun games and you have fun losing matches where there is a Raider around to compensate for them.

You can't compare them to K-Wings, even if they are intended to be of the same class, heavy bombers.

K-Wings are so much better that it hurts. Evan naked K-Wings vs. loaded loaded Punishers.

I doubt that even Guidance Chips and Long Range Scanners could help them.

I more ond more come to the conclusion that Tie Punishers need to get infinite ammo for whatever they equip to be an alternative to the else superior Tie Bombers.

Edited by TheRealStarkiller

I more ond more come to the conclusion that Tie Punishers need to get infinite ammo for whatever they equip to be an alternative to the else superior Tie Bombers.

Couldn't agree more.

I tried dual Cutlasses several times now with different loadouts

Together with 2 x Tempest + AC they last longest but got only 8 points for equipment each. thats no enough for 4 shots and they tend to run out of ammo or you are out of range because you need to specialize.

Together with Whisper (38 points) they got 10 points left for equipment each, which is enough for additional Flechette Torpedos but they die too quickly because the opponent is focussing fire on them first.

The Punisher seems to be completely 'Fun Game only'.

Or Epic, given that Epic games are fun games and you have fun losing matches where there is a Raider around to compensate for them.

You can't compare them to K-Wings, even if they are intended to be of the same class, heavy bombers.

K-Wings are so much better that it hurts. Evan naked K-Wings vs. loaded loaded Punishers.

I doubt that even Guidance Chips and Long Range Scanners could help them.

I more ond more come to the conclusion that Tie Punishers need to get infinite ammo for whatever they equip to be an alternative to the else superior Tie Bombers.

8 points each is enough for EM, Flechette and Cluster which is a solid loadout.

I tried dual Cutlasses several times now with different loadouts

Together with 2 x Tempest + AC they last longest but got only 8 points for equipment each. thats no enough for 4 shots and they tend to run out of ammo or you are out of range because you need to specialize.

Together with Whisper (38 points) they got 10 points left for equipment each, which is enough for additional Flechette Torpedos but they die too quickly because the opponent is focussing fire on them first.

The Punisher seems to be completely 'Fun Game only'.

Or Epic, given that Epic games are fun games and you have fun losing matches where there is a Raider around to compensate for them.

You can't compare them to K-Wings, even if they are intended to be of the same class, heavy bombers.

K-Wings are so much better that it hurts. Evan naked K-Wings vs. loaded loaded Punishers.

I doubt that even Guidance Chips and Long Range Scanners could help them.

I more ond more come to the conclusion that Tie Punishers need to get infinite ammo for whatever they equip to be an alternative to the else superior Tie Bombers.

8 points each is enough for EM, Flechette and Cluster which is a solid loadout.

If you don't take FCS there is no reason why you should take a Tie Bomber instead then.

Its a solid loadout for a Tie Bomber - If Jonus is in range in a Tie Shuttle and has a Fleet Officer on his leap and you are able to get target locks.

Edited by TheRealStarkiller

AH, I didn't realise that 8 points had to include FCS as well. Yeah, that's tougher, 6 points doesn't buy you much at all.I'd probably go with EM/Clusters but losing the long-range option hurts.

THis is why generic punishers are painful to run.

AH, I didn't realise that 8 points had to include FCS as well. Yeah, that's tougher, 6 points doesn't buy you much at all.I'd probably go with EM/Clusters but losing the long-range option hurts.

THis is why generic punishers are painful to run.

Exactly.

I did run them with FCS/EM/Clusters.

And thats just not enough to justify the use of Punishers. You want to have at least Flechettes or Ion Pulse Missiles as well.

I regularly fly 2 black 8's with Jonus.

Honestly, I have better luck with 4 scimitars and Jonus. I love my punishers, but currently, I only add one to the list, never more than that.

I traded the extra Punisher for my first Kihraxz Fighter. With already owning the HWK, Slave 1, a Rebel Y-Wing and Most Wanted I have a decent Scum squad now!

I found Zeta Leader to be an amazing wingman for an Ordnance heavy list. I really like 'Fickle's idea. I want to try it out! The Punisher is my favorite ship right now, but then I mostly play for fun. The fun of blasting YTs with a barrage of missiles! Lol, but the one green die doesn't help all that much.

I don't think you'll ever take the two named pilots together and the generics Arnt worth it with bombers around so I'd trade it.

You can in fact take both of them, and I've seen someone do just that to good effect. That's a lot of damage and control (with connors on Deathrain), and it leaves you enough points for a FO ace or other mid-20s ship.

What squad would you build with two Punishers? Would you fly them without any upgrades and just generics?

2 AC Tempests each with a Procket and Guidance Chips

2 Cutlasses each with AC and a Flechette and LRS

Cutlasses especially with TIE MK II make decent Accuracy Corrector boats. Boost is real nice on them since they need no offensive action, with TIE MK II you can 3 green bank out of a K-Turn and then angled boost.

Almost can get the named punishers with OL

Death rain (Acc conners seismics extras) is very solid for 37. He does take a lot of practice, though, especially the seismic shenanigan s

Redline (FCS plasma cluster missiles extras) is a glass cannon that'll ruin **** and get ruined by ****. You REALLY have to know how to TL and keep arc on higher PS. That said, properly used he will murder the everloving hell out of anything

Problem is these two together leave only 25 points .

You could knick DR's correctors down to the VASTLY inferior FCS (not as inferior as proxies from conners) and bring juke + relay omega

Otherwise? Zeta? Doom shuttle?

Edited by ParaGoomba Slayer

2 AC Tempests each with a Procket and Guidance Chips

2 Cutlasses each with AC and a Flechette and LRS

Cutlasses especially with TIE MK II make decent Accuracy Corrector boats. Boost is real nice on them since they need no offensive action, with TIE MK II you can 3 green bank out of a K-Turn and then angled boost.

I don't like the idea of having those enormous ammo storehouses with a single shot only.

Thats not what I have in mind when I pick up this model.

Better get 4 Tempest instead.

I could come around to support Flechettes + Clusters + EM with AC to prevent possible blank blank blank results - but then I would still prefer FCS + GC

The good old bad old Doomshuttle is a great accompaniement to the two named punishers - "Red Dead Vader" :)

Leaves you room for a decent redline - clusters, plasmas, fcs & EM, and a decent deathrain - (EI or AdvS), EM, conner and proxy.

The best thing about the list is that the punishers are high value targets, but now you'r running three ships that all have to be killed asap. You also have some great ace insurance, so you need fear no Fel.

“Deathrain” (44)

TIE Punisher (26), Enhanced Scopes (1), Extra Munitions (2), Plasma Torpedoes (3), Ion Pulse Missiles (3), Cluster Mines (4), Conner Net (4), Munitions Failsafe (1)

“Zeta Ace” (27)
TIE/fo Fighter (18), Weapons Guidance (2), Outmaneuver (3), Shield Upgrade (4)

“Omega Ace” (29)
TIE/fo Fighter (20), Weapons Guidance (2), Push the Limit (3), Shield Upgrade (4)

Thoughts?

c.f. http://xwing-builder.co.uk/view/425778/boom-pinch

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Flechette Torpedoes (2)
Proximity Mines (3)
Cluster Mines (4)
Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Flechette Torpedoes (2)
Proximity Mines (3)
Cluster Mines (4)
Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Flechette Torpedoes (2)
Proximity Mines (3)
Cluster Mines (4)
Total: 99

Kill stuff with bombs. You can K-Turn, take 1 damage and drop a bomb to "attack" something that is at a distance of 7-8 bases (4 from the K-Turn, 1 from your own base, 1 from the template to drop the bomb and 1-2 depending of the bomb)