Help me TAP into Redline's Full Potential

By Redavhtrad, in X-Wing Squad Lists

Alright... I know the title is a little bit of a bait and swtich. I don't think that TAP has any special synergy with redline apart from one little zero point card that came in the TAP blister. Guidance Chi(m)ps.

Redline -- 27

Extra Munitions -- 2

Cluster Missiles -- 4

Proton Torpedos -- 4

Fire Control System -- 2

Guidance Chimps -- 0

39

This has been my go to so far. The modifications are out of control. I haven't done the math yet but I estimate the expected hits wiith proton topedos is something like 3.8 hits with 1.2 crits (don't quote me on this... I passed the calculus AP test but haven't done a sheet of math homework in the 3 years since high school)

I'm a sucker for some seriously consistent firepower, but I can't for the life of me figure out what to run with redline. Decimator and mini swarm fillers seem boring and one dimensional (not to mention unoriginal)

What have you been running with redline? Since I've been on my defender kick of late I assume I'd run him(her?) with a crackshot/HLC vessery and a sienar test pilot with title (blocks and vessery synergy)

I want to get redline on the table, but I don't like lists that don't have a logical reason for running X with Y other than pew pew bang bang dead ships!

TAP and Redline huh?

When I grab my TAP I wanna give this a go:

Redline 27

FCS 2

Xtra Munitions 2

Proton Torps 4

Cluster Missiles 4

Adv Homing Missile 3

Chimps 0

42

Inquisitor 25

ptl 3

Tie adv/v1 1

auto 2

Tracer Missiles 1

32

Omega Leader 21

Juke 2

Relay 3

26

Edited by strawb3rrypanic

Crack shot mini swarm is great in front of him.

I prefer concussion missiles over proton torpedoes. Plasma's are great for the cost too. They will still hit plenty with Redline.

idk if it's the way to go anymore

Inq and Redline both bring a lot of power to the list, but they share the same weaknesses in that they're

  1. they're both hardcore flankers
  2. they both don't care about range 1

more testing required

it was a lot of fun, though

As I said in the OP, this thread is more about guidance chips making Redline's viable and trying to figure out who to fly with him. Doesn't have to be TAP.

I like concussion missiles too. I just like that proton rockets serves as a pseudo focus now that I can turn a blank into a hit. With TL, chances are that you won't need to turn more than one blank if you can turn a focus with a different mod

I think the trick is fitting a sufficient threat in the list to punish an opponent for targeting Redline. Redline is great with cluster missiles and plasma torps at 38pts., but if he can't survive to expend all of that ordnance the investment is a waste. I haven't found a good partner for him yet, though Whisper has me thinking.

maybe Omega Ace with PTL

maybe Omega Ace with PTL

Omega ace is crap.

When Imperial Vets comes out, Redline's new best buds will likely be a pair of TIE defenders. Send the defenders in straight, flank with reddy. Until then? I think an ace-murdering decimator might be best (since redline doesn't do so hot vs high PS arc-dodgers)

What about a bomber and a defender? whatever they enemy targets, it can smack back hard as the other two flank. Just a thought.

maybe Omega Ace with PTL

Omega ace is crap.

When Imperial Vets comes out, Redline's new best buds will likely be a pair of TIE defenders. Send the defenders in straight, flank with reddy. Until then? I think an ace-murdering decimator might be best (since redline doesn't do so hot vs high PS arc-dodgers)

much prefer Zeta L with predator over Omega A

more dice is more pain

don't think you'll fit two defenders with your typical redline (generally 38/39), and imo the inquisitor just steals it at that price point (31 * 2 + 38 = 99)

What Redline needs, imo, is a pair of blockers and someone to clean up the mess created if he fails. The blockers trap higher PS opponents for you to explode and help protect redline

trying to run him as part of a gunline just leaves me wanting Vader most of the time. Dude is too squishy to go out without bouncers

The problem is that right now 'teh hotness' is triple Jumpmasters; you've gotta be able to off one before it gets its shot off.

Redline's a step in the right direction, for sure. He'll just melt away the pounds off a JM!

Redline (GC, FCS, EM, Clusters)+Inquisitor(PTL+AT+Title) leaves a mere 34 points to play with, though. Huh, what would fit in there... a Vader would, that's for sure, but I don't think that's enough spike damage to finish a JM before it rolls over you.

I think I like...

37 Redline: GC, FCS, EM, Clusters, Flechettes

30 Inquisitor: Juke, Title, AT

21 Zeta Leader: Crackshot

12 Academy Pilot

The Academy does its level best to block at least one JM to deny its shot, while ZL and Redline joust the target and the Inq. snipes from range. Flechettes are there against Palpace lists (The fainting flower Soontir does so hate additional Stress), the Crackshot + TL+ZL's ability gives him strong peak damage (It is literally double that of a 2-dice ship!) and Juke is an excellent 'budget option' on Inq, even though it keeps him as a ranged sniper instead of making him super-versatile.

wish I knew math so I could tell you how many dice you'd need to reliably bring a JM5K down

two blackcracks (range 1 --> 6 dice, focused; crackshot), Redline (cluster missiles --> 6 dice, re-rolls + 1 chip) and Inquisitor (range 1, always, --> 3 dice, full mods) managed to just plink one to death, mostly because one of the black cracks flubbed horribly

so 15 dice with a modicum of modifiers did it :P

on the other hand, even if you don't kill it forcing it to spend focus will drastically reduce its damage output

don't think you'll fit two defenders with your typical redline (generally 38/39), and imo the inquisitor just steals it at that price point (31 * 2 + 38 = 99)

What Redline needs, imo, is a pair of blockers and someone to clean up the mess created if he fails. The blockers trap higher PS opponents for you to explode and help protect redline

Two defenders can EASILY fit in 60-62 points range. Generics anyway. What's more, they are good blockers (especially if you've got an ion---makes blocking real easy!)

Examples:

2 Onyx w/ x-7 = 30 each (for +1 pt each, can give them TIE mk 2)

2 deltas w/ tractor + TIE/D = 31 each

1 delta w/ ion cannon + TIE/D & 1 delta w/ x-7 = 61 points

Trust me, defenders are the shizzz. They will work quite well with Redline since they essentially want to joust, are hard to kill, but also deal a lot of pain if ignored. That's exactly the sort of support Redline needs (especially since he wants to come in alone on a flank or similarly less-attention-grabbing vector)

Inquisitor is also a good use of 31 points, but he's a flanker too, and given the two as potential targets, your opponent will want to kill Redline first (so doesn't make it easy to engage safely with redline). Although a pair of epsilons to act as Redline's escort (+inquisitor) might work.

Edited by blade_mercurial

don't think you'll fit two defenders with your typical redline (generally 38/39), and imo the inquisitor just steals it at that price point (31 * 2 + 38 = 99)

What Redline needs, imo, is a pair of blockers and someone to clean up the mess created if he fails. The blockers trap higher PS opponents for you to explode and help protect redline

Two defenders can EASILY fit in 60-62 points range. Generics anyway. What's more, they are good blockers (especially if you've got an ion---makes blocking real easy!)

Examples:

2 Onyx w/ x-7 = 30 each (for +1 pt each, can give them TIE mk 2)

2 deltas w/ tractor + TIE/D = 31 each

1 delta w/ ion cannon + TIE/D & 1 delta w/ x-7 = 61 points

Trust me, defenders are the shizzz. They will work quite well with Redline since they essentially want to joust, are hard to kill, but also deal a lot of pain if ignored. That's exactly the sort of support Redline needs (especially since he wants to come in alone on a flank or similarly less-attention-grabbing vector)

Inquisitor is also a good use of 31 points, but he's a flanker too, and given the two as potential targets, your opponent will want to kill Redline first (so doesn't make it easy to engage safely with redline). Although a pair of epsilons to act as Redline's escort (+inquisitor) might work.

Oh I love defenders. Most of my recent lists have been defender centric. However, I was looking for something pre vets so I can run it as soon as tomorrow

Maybe pair him with Jax to get the naked green die on opponents?

I posted this in 3 Scouts post:

Redline + FCS + Cluster Missiles + EM + Chips = 35

Jax + PTL + AT + SD = 34pts

2x Black sq + Crackshot = 30pts

Then run him with the Inquisitor + 2 epsilons:

Your Redline build = 39

Inquisitor w/ PTL, title & autos = 31

2 epsilons = 15 x 2

100

Put redline behind the epsilons and flank with inquisitor. Profit!

Maybe pair him with Jax to get the naked green die on opponents?

I posted this in 3 Scouts post:

Redline + FCS + Cluster Missiles + EM + Chips = 35

Jax + PTL + AT + SD = 34pts

2x Black sq + Crackshot = 30pts

jax overlaps quite a bit with the blockers and, imo, is far less useful overall than the Inq's incredible range 3 bonus + thruster ignoring w/focus + TL offense

Jax being at range 1 is incredibly worrisome for a thruster 3 health ship, but the Inq at range 3 with thrusters is sitting pretty

then again, scouts being a thing...

Then run him with the Inquisitor + 2 epsilons:

Your Redline build = 39

Inquisitor w/ PTL, title & autos = 31

2 epsilons = 15 x 2

100

Put redline behind the epsilons and flank with inquisitor. Profit!

2 dice without crackshot is the gateway to disappointment imo :(

I really like the inquisitor with 2 black cracks. I'll have to give it a try next time I play.

I've never been carnor jax's hugest fan. His play style adds higher risk and higher reward to an already fragile class. He's good in casual games, but I don't trust him in long tournament scenarios where dice are bound to turn fickle at some point.

I really want to do well in a tournament with a punisher. It's been done before and hopefully I can find success with the right build.

what about

38 point redline

2x comm juke omegas (22)

1x black crack

3 points left for whatever I want

could even take one omega and make him OL and drop black crack to academy for blocks.

38 point redline (plasma/cluster)

omega squadron pilot

juke

comm relay

(22)

omega leader

juke

comm relay

(26)

academy pilot

(12)

(98)

Allows me to keep an initiative bid, throw either seismics or ion bombs on redline, or put something else on

I had the comm Omega squaddie loadout for a bit, replaced it with comm Omega L with two crackshot loadouts due to prevalence of Poe + Soontir

not sure which is preferable come wave 8

A list I wrote the other day (waiting to test) is Redline and a pair of Sigma Squadrons. Redline can thread trace to allow TL/Focus shots from phatomns and they can block/draw aggro.

Anyone have any youtube videos or vassal replays of tie punishers? I'd love to watch a few to get an idea on how to get the most out of them.