This has been an ongoing battle for me deciding which i like more. I lack the cards to run both and i dont think thats wise anyway.
Punisher Pros:
+Has Sensors upgrade: Advance Sensors is glorious on him, preventing uselessness on a turn he K-turns or dumping mines before moving.
+Has 3shields: nuff said
+Two bomb slots
+Deathrain frontal bombs + barrel roll
+Boost
Punisher Cons:
-Lacks EPT: Sadface, no Deadeye ![]()
-Fair bit more expensive (he's usually pushing 50pts for me, while the bomber runs ~35 at the max)
-No barrel roll outside Deathrain bomb ability
-Only 1 Agility, which personally kinda nullifies his shields perk to a degree.
-Moves like a **** tank.
Bomber Pros:
+Very good mobility (lack of a 5 forward and white 1hard is the only reason i say Tie Fighters are more agile)
+EPT: Yay! Deadeye!
+2 agility
+Major Rhymer nullifies range 1 problems on Proton Torpedoes and Concussion Missiles.
+Tomax Brax (unreleased) has Crackshot shenanigans for a third way to solidify ordnance damage.
+Deathfire (unreleased) bypasses lack of Adv Sensors for dropping Action mines/bombs before moving
+Barrel Roll
Bomber Cons:
-No shields, any crit at any point will do something.
-Only one Bomb slot
-No Boost
-Lack of Sensors upgrade, so no K-turn useless avoidance without outside help or past-turn setup.
I tend to bring the same build for both whenever i run them:
Tie Punisher: Deathrain (26)
-Extra Munitions (2)
-Proton Torps (4)
-Cluster Missiles (4)
-Seismic Charges (2)
-Cluster Mines (4)
-Advance Sensors(3)
-Guidance Chips (0)
Total: 45
Tie Bomber: Major Rhymer (26)
-Extra Munitions (2)
-Proton Torps (4)
-Concussion Missiles (4)
-Deadeye (1)
-Seismic Charges (2)
-Guidance Chips (0)
Total: 39
Before people say anything about the charges, i bring them because theyre cheap and enable me to damage charlie foxtrots. While i love Proton Bombs, 5pts for something i might not use is painful. I dont put cluster mines on the bomber because i find it difficult to use right without either Deathrain, Adv Sensors, or both.
The reason i use Cluster Missiles on the Punisher is range1 deadzones. Its not as powerful as Concussion since evade dice work more effectively against it and it doesnt have a die mod of its own, but its range1 so i kinda need it as a fallback. Major Rhymer doesnt care long as i dont draw that "Ignore pilot skill" card, so i can mod 2 dice with both torps and missiles.
I really cant decide which i like more lol. Both have been moneymakers for me. What are your guys' opinion between the two, both now and in Veterans? Not talking about tie shuttle since thats a totally different role.