Punisher is the worst ship in the game. Bomber is underrated, and lower PS ones are very cost effective especially with weapons guidance.
Imperial players: which do you prefer, Bomber or Punisher?
I use Redline when I want an independently operating ordnance delivery system. When I go all-in on ordnance, I use all Bombers.
I don't use generic Punishers because I believe Bombers do all the same things (and have all the same problems) and do it cheaper so I can get more ships on the table.
Ummm bombers can't take weapons guidancePunisher is the worst ship in the game. Bomber is underrated, and lower PS ones are very cost effective especially with weapons guidance.
I'm sure he meant Guidance Chips
I'll admit that I've never flown my Tie Punisher. I just love the Tie Bomber so much that I haven't even tried it. I should remedy that soon as I've been wanting to try out that Bomb guy.
Go Redline. The double Target Lock is so so nice.
Redline was borderline decent before guidance chips, now he's actually pretty good. I like this build:
"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Cluster Missiles (4)
Guidance Chips (0)
Total: 38
View in Yet Another Squad Builder
Yeah, he's expensive but he can put out a ton of damage before he goes down. With the two different munitions, you got all your range bands covered. They also are good against a multiple of targets. Anything high agility or with lots of shields, go plasma. Anything low agility then cluster them to death. More often than not you'll get at least 5-6 hits between both attacks.
What I want is a modification that adds a single Torpedo slot. Extra Munitions Andrasta.
I use Redline when I want an independently operating ordnance delivery system. When I go all-in on ordnance, I use all Bombers.
I don't use generic Punishers because I believe Bombers do all the same things (and have all the same problems) and do it cheaper so I can get more ships on the table.
I'll admit that I've never flown my Tie Punisher. I just love the Tie Bomber so much that I haven't even tried it. I should remedy that soon as I've been wanting to try out that Bomb guy.
Go Redline. The double Target Lock is so so nice.
When I am up against Redline he is dead before he can fire a second time.
Maybe I've never played a skilled player using Redline.
Maybe the skilled players don't use Punishers at all.
What I want is a modification that adds a single Torpedo slot. Extra Munitions Andrasta.
But then with a -2 point cost for munitions; so you have you have 2 slots free for cheap torps.
But then a title; not modification.
This also could make Punishers at least more interesting.
I use Redline when I want an independently operating ordnance delivery system. When I go all-in on ordnance, I use all Bombers.
I don't use generic Punishers because I believe Bombers do all the same things (and have all the same problems) and do it cheaper so I can get more ships on the table.
I'll admit that I've never flown my Tie Punisher. I just love the Tie Bomber so much that I haven't even tried it. I should remedy that soon as I've been wanting to try out that Bomb guy.
Go Redline. The double Target Lock is so so nice.
When I am up against Redline he is dead before he can fire a second time.
Maybe I've never played a skilled player using Redline.
Maybe the skilled players don't use Punishers at all.
And I've run out of munitions on Redline before (two upgrades and Extra Munitions for 4 shots) and I usually am down to my last munitions shot before he is either destroyed or I win. You can't just joust with it unless it is against a couple of low Attack ships like Z-95s or a single low-Agility jousty ship like a B-Wing. The 9 HP is misleading because of the 1 Agility. It will take damage and wilt to sustained fire.
Redline was borderline decent before guidance chips, now he's actually pretty good. I like this build:
"Redline" (27)
Fire-Control System (2)
Extra Munitions (2)
Plasma Torpedoes (3)
Cluster Missiles (4)
Guidance Chips (0)
Total: 38
View in Yet Another Squad Builder
Yeah, he's expensive but he can put out a ton of damage before he goes down. With the two different munitions, you got all your range bands covered. They also are good against a multiple of targets. Anything high agility or with lots of shields, go plasma. Anything low agility then cluster them to death. More often than not you'll get at least 5-6 hits between both attacks.
Lets complete this list.
“Redline” (38)
TIE Punisher (27), Fire-Control System (2), Extra Munitions (2), Plasma Torpedoes (3), Cluster Missiles (4), Guidance Chips (0)
Soontir Fel (35)
TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2), Stealth Device (3)
“Omega Leader” (26)
TIE/fo Fighter (21), Comm Relay (3), Juke (2)
99 points
I'll give it a shot or two.
Redline without a group to flank with won't last long
You're going to want death rain in that scenario, as deathrain can arcdodge with the best of them (better while he still has seismics for premove rolls)
Redline is someone you want to block for and flank with
When I am up against Redline he is dead before he can fire a second time.
Maybe I've never played a skilled player using Redline.
Maybe the skilled players don't use Punishers at all.
I've used him with decent success. You really need to keep him out of the fray because he cannot stand up to concentrated fire that well. I'll usually just go on attack runs with him. Fire a missile/torp than use the 3 forward/3 bank + boost to get out of there. If your opponent tries to chase him down, then the rest of your list is free to harass their flanks. FCS is pretty nice because you usually have a TL on something all the time, so even after a k-turn you can fire something.
Look what you could do with Imperial Veterans:
Something bizzare like Tie Bomber Aces.
Major Rhymer (38)
TIE Bomber (26), Extra Munitions (2), Advanced Proton Torpedoes (6), Cluster Missiles (4), Adaptability (0), Guidance Chips (0)
Tomax Bren (34)
TIE Bomber (24), Crack Shot (1), Extra Munitions (2), Plasma Torpedoes (3), Cluster Missiles (4), Guidance Chips (0)
Captain Jonus (28)
TIE Bomber (22), TIE Shuttle (0), Veteran Instincts (1), Fleet Officer (3), Systems Officer (2)
100 points
All PS8
Punisher for the win. I wish they would make a pilot that is in homage too Frank Castle that drives a TIE Punisher. Its one of my fav ships in game and i think its best of wave 7. Its just freaking cool looking. Every time i see it i think of the Super Veritech Fighters from Robotech.
Look what you could do with Imperial Veterans:
Something bizzare like Tie Bomber Aces.
Major Rhymer (38)
TIE Bomber (26), Extra Munitions (2), Advanced Proton Torpedoes (6), Cluster Missiles (4), Adaptability (0), Guidance Chips (0)
Tomax Bren (34)
TIE Bomber (24), Crack Shot (1), Extra Munitions (2), Plasma Torpedoes (3), Cluster Missiles (4), Guidance Chips (0)
Captain Jonus (28)
TIE Bomber (22), TIE Shuttle (0), Veteran Instincts (1), Fleet Officer (3), Systems Officer (2)
100 points
All PS8
How about Palp Bombers?
Omicron Group Pilot (21)
Emperor Palpatine (8)
Major Rhymer (26)
Veteran Instincts (1)
Extra Munitions (2)
Advanced Proton Torpedoes (6)
Long-Range Scanners (0)
Tomax Bren (24)
Crack Shot (1)
Extra Munitions (2)
Ion Pulse Missiles (3)
Homing Missiles (5)
Long-Range Scanners (0)
Total: 99
View in Yet Another Squad Builder
Palp can either aid in offense by throwing a crit in there, or by bailing out poor defensive rolls to keep them alive a bit longer. The IPMs are there to set Rhymers APTs up, but not sure if they are necessary.
Edited by Jo Jowrong
punisher is not the scyk
Yeah! The punisher can boost.
I always use 2 punishers in my squad. escorted by smaller,faster ships. Deathrain for bombs, and Redline for missles, Punishing 1; I'm away from my ships right now though so can't post it.
I love the Tie Punisher!
wrong
punisher is not the scyk
Yeah! The punisher can boost.
autothrusters ![]()