Any tips on how to counter 3 Punishing One, with imperial and rebels? Right now it feels like Punishing One broke the game. 3 ships - each have 5 hull and 4 shields = 15 hull and 12 shields. Primary turrets with 2 dice. 2 evade dice. 3 ships with 6 Proton Torpedos - 2 each. All have deadeye. It's impossible for rebels and Imperial to counter that, since both sides don't have enough firepower and hull and shields to survive when 3 boats attack with 4 dice each with 1 garantuee hit.
How to counter 3 Punishing One
This topic has been discussed to death. Please do a search for the terms "Triple scouts", "U-Boats", or "Jumpmaster" and I'm sure you'll find something.
Also they are not broken. Look at the Regional results. 3x Scouts are always in the bubble yes, but they are not winning many elimination games.
Edited by VaynMaanenSame way I beat (4) TLT's honestly, analyze the attack-pattern (wide net or narrow inline) and either get them bumping (inline) or slice the pie (isolate a wing which denies the other 2/3 ships decent shots (net)).
Focus on winning every trade; they shoot a 4-dice torpedo, you need to get at least 4-dice coming back--easy to do with all three factions (output wise).
How will you win every trade? Flying well. Flying unpredictably yet with purpose. Making sure all your return fire is buffered by Focus tokens.
Step 1: Tell your opponent that the title is unique and may only be equipped on a single Jumpmaster 5000.
Step 2: Verify opponent's total points as they are not permitted to have 111+ points of ships in a standard format.
Step 3: Profit.
Punishing One title is unique. If they are using 3 of them they are are cheating. It's probably why they seem unbeatable.
Primary turrets with 2 dice
Punishing One title is unique. If they are using 3 of them they are are cheating. It's probably why they seem unbeatable.
I think he's just using the name "Punishing One" but is referencing to triple Contracted Scouts.
Can't say I've figured them out myself since I haven't played against them much.
But from what better players have told me...
1. Use blockers (Sienars, A-wings, Academy Pilots, etc) to disrupt their Deadeye/R4 cycle
2. Try to avoid jousting them.
3. If you have to joust them, try to be in range 1.
In general, think about some pilots that matchup well. Highly maneuverable aces with autothrusters accomplish some of the above. But also Palob, Wes Jansen, Carnor Jax each can disrupt that Deadeye/R4 cycle.
If you can shut down or dodge their ordnance, you're flying against 3 two-attack turrets.
Edited by zerotcLieutenant Blount (19)
Z-95 Headhunter (17), XX-23 S-thread Tracers (1), Deadeye (1), Guidance Chips (0)
Bandit Squadron Pilot (16) x 5
Z-95 Headhunter (12), Concussion Missiles (4), Guidance Chips (0)
I haven't lost to a triple scout list yet (knock on wood) with Palp, Jax, Fel.
Jax's ability really screws up the combo and both Interceptors can easily take a torpedo shot without taking damage (literally 2 % chance to hit if at R3 and with focus, evade, Autothrusters, Stealth Device and Palp).
Control elements work well too. If you can double stress them that will shut one down for a turn so Stresshog is useful (PS4 version).
Tie swarms are quite good as a single torp is unlikely to kill a Tie fighter if it Evades but 2 will be overkill. Once their ammo is spent, 2 dice PWTs will struggle to make a dent against Agility 3 Ties with Focus or Evade.
A-wing swarms are also good. With 4 hit points, 3 Agility, Evade and ATs, A-wings have less to fear than most opponents.
Any rebel fleet with Biggs and R4-D6 and IA will do well as it will take 3 torps to kill him and they will struggle to kill anyone else while he lives. Better still, if you can manage to get Biggs behind them, they will be forced to shoot him with their measly turrets, even if they have targets in torpedo range.
Tips? Hide his models before start of the tournament
Any rebel fleet with Biggs and R4-D6 and IA will do well as it will take 3 torps to kill him and they will struggle to kill anyone else while he lives. Better still, if you can manage to get Biggs behind them, they will be forced to shoot him with their measly turrets, even if they have targets in torpedo range.
Wes Janson - Draw Their Fire, R2-D2, IA
Gray Sqaudron Pilot - TLT, R3-A2, BTLA4
Biggs - R4-D6, IA
Bandit
I made a triple scout player rage quit after the second engagement. It was glorious.
Lieutenant Blount (19)
Z-95 Headhunter (17), XX-23 S-thread Tracers (1), Deadeye (1), Guidance Chips (0)
Bandit Squadron Pilot (16) x 5
Z-95 Headhunter (12), Concussion Missiles (4), Guidance Chips (0)
You dont need dead eye on blount. Tracers are attack[focus]
Lieutenant Blount (19)
Z-95 Headhunter (17), XX-23 S-thread Tracers (1), Deadeye (1), Guidance Chips (0)
Bandit Squadron Pilot (16) x 5
Z-95 Headhunter (12), Concussion Missiles (4), Guidance Chips (0)
You dont need dead eye on blount. Tracers are attack[focus]
Thanks.
I changed the list, I put in 3 Talas because they are PS4 so they can shoot before the Scouts.
Lieutenant Blount (18)
Z-95 Headhunter (17), XX-23 S-thread Tracers (1), Guidance Chips (0)
Tala Squadron Pilot (17) x 3
Z-95 Headhunter (13), Concussion Missiles (4), Guidance Chips (0)
Bandit Squadron Pilot (15) x 2
Z-95 Headhunter (12), Advanced Homing Missiles (3), Guidance Chips (0)
(Or you could swap out 1 of the AHM for another Concussion Missile.)
Edited by Boba Rick
Any rebel fleet with Biggs and R4-D6 and IA will do well as it will take 3 torps to kill him and they will struggle to kill anyone else while he lives. Better still, if you can manage to get Biggs behind them, they will be forced to shoot him with their measly turrets, even if they have targets in torpedo range.
Wes Janson - Draw Their Fire, R2-D2, IA
Gray Sqaudron Pilot - TLT, R3-A2, BTLA4
Biggs - R4-D6, IA
Bandit
I made a triple scout player rage quit after the second engagement. It was glorious.
Wow - I thought of exactly this list a week or two ago, but haven't tried it yet. I may have to break out my rebels this weekend ![]()
Thanks to everyone's comment, I got now inspired to try out this list:
Biggs with R2-D2 and IA. All Biggs does is to take hit and repair.
Nera Dantiles with Plasma Torpedo, Extra Munitation, Guidence Chip and FCS. Turret torpedo.
Wes Crackshot, R7-T1 and IA. Removes focus and ignore 1 dice results with crackshot. Also R7-T1 helps with boost.
Edited by JimbonXYou need to be above pilot skill 4.
I prefer Blount, 3 talas and a grey Y with crackshot, plasmas and autoblaster turret.
The y cuts shields off, then I have 2 concussions and a home missile for a wider range of threats.
Made the cut in the Atlanta regional with that.
Primary turrets with 2 dice
I think he's just using the name "Punishing One" but is referencing to triple Contracted Scouts.Punishing One title is unique. If they are using 3 of them they are are cheating. It's probably why they seem unbeatable.
That's the joke.
I prefer Blount, 3 talas and a grey Y with crackshot, plasmas and autoblaster turret.
The y cuts shields off, then I have 2 concussions and a home missile for a wider range of threats.
To get Crackshot on the Y-wing requires R2-D6 which is another point and does not allow IA the way it does on an X-wing. Personally I would rather spend the extra points on Extra Munitions to get more mileage out of the plasma torpedoes. Plus sprinkling liberally with Chips.
Gozanti-class Cruiser — Gozanti-class Cruiser 40 Admiral Ozzel 2 Captain Needa 2 Advanced Proton Torpedoes 6 Ordnance Experts 5 Slicer Tools 7 EM Emitter 3 Ordnance Tubes 5 Requiem 4 Ship Total: 74
Gozanti-class Cruiser — Gozanti-class Cruiser 40 Moff Jerjerrod 2 Agent Kallus 2 Advanced Proton Torpedoes 6 Ordnance Experts 5 Cluster Bombs 4 EM Emitter 3 Ordnance Tubes 5 Suppressor 6 Ship Total: 73
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Epsilon Squadron Pilot — TIE/fo Fighter 15 Ship Total: 15
Edited by CubanboyLimiting your firepower from the Gozantis to Range 1 seems very restrictive. You might pull off a few good shots but probably not many and not always the ones you want. More crucially, Epic ships cannot perform Focus actions so there is no way to convert all those Eyeballs to hits. Nothing wrong with Ordnance tubes on Epic ships but advanced protorps are pretty much the worst armament for them.
Thanks to everyone's comment, I got now inspired to try out this list:
Biggs with R2-D2 and IA. All Biggs does is to take hit and repair.
Nera Dantiles with Plasma Torpedo, Extra Munitation, Guidence Chip and FCS. Turret torpedo.
Wes Crackshot, R7-T1 and IA. Removes focus and ignore 1 dice results with crackshot. Also R7-T1 helps with boost.
The problem isn't coming up with a list that beats the Looboats. The problem is coming up with a list that beats them and has some game against the other two apparent columns of the meta at the moment - Palp Aces and Crackswarm. Either of those is likely to murder the bejesus out of 2 X-Wings and a pricey B-Wing.
Tonight I just played the following which is right at 100 points, did really well.
Black Squadron Pilot + Crack Shot
Black Squadron Pilot + Crack Shot
Black Squadron Pilot + Crack Shot
Howlrunner + Crack Shot
Countess Ryad + Predator + Twin Ion Engine Mk. II + TIE/x7
Edited by CubanboyThis Video is excellent to watch and learn mech wise to help deal with scouts.
If you know when your going to be in range to shoot on the opening and you can focus one down killing it your going to most likely win as a 33 point loss is hard to overcome on an undamaged 100.
Edited by Cubanboy