Drop the Tie Advanced and take the Punisher

By DiggityDug, in X-Wing Squad Lists

So I have had a lot of fun recently playing this list:

Turr Phennir (28) TIE Interceptor (25), Veteran Instincts (1), Autothrusters (2)

Storm Squadron Pilot (24) x 3 TIE Advanced (23), TIE/x1 (0), Twin Ion Engine Mk. II (1), Accuracy Corrector (3)

I fly Phennir up one side to draw the ire (and fire) of my opponent who usually takes the bait, and then I fly the three tie advanced in a swarm. I get a guaranteed 6 hits per turn, plus if I can arc in and attack with Phenir could be 7-8 hits per turn. Usually enough to take out at least one ace. But they can be fragile. So I was poking around my list builder, and I came across the Tie Punisher, which people rarely take.

I thought about this, what if I run the Punisher as a fighter, not a missile carrier. Yeah, the dial is kinda crappy but as I don't need target lock or focus to get damage through, I can spend my action on Boost to help with maneuverability to make up for a lack of Turn 1s. And good lord, now I have 30 HP on the table.

Turr Phennir (28) TIE Interceptor (25), Veteran Instincts (1), Autothrusters (2)

Cutlass Squadron Pilot (24) x 3

TIE Punisher (21), Accuracy Corrector (3)

It almost makes me wonder how this would work out.

TIE Punisher (21), Accuracy Corrector (3), Twin Ion Engine Mk. II (1)

That's 8 hits per turn, 8 Green maneuvers to shed stress and 36 hit points worth of ships.

4 Turtles. Splinter would be proud.

Two 21 point spaceframes (Cutlass vs Tempest), one pays for its AC and one doesn't.

Now, admittedly this is because the Tempest isn't on its own worth 21 points. However, if you're willing to drop to the Tempest's PS2 (which you evidentally are by taking the Cutlass) then running four Tempests gives you space for a Cluster Missile on each and an empty mod slot for Guidance Chips.

You get your quadruple Accuracy Corrector and a very powerful alpha strike.

How would accuracy corrector ships fare against tokened up aces though? Seems to me most attacks would just bounce off?

Love the idea, it makes me sad not seeing Punishers get much play

I know you don't hear this very often, but I prefer the 3 agility of the advancrd over the 1 agility of the punisher. Especially with TIE/D defenders toting Ion cannons as an up and coming thing, I just think 1 agility will be a liability.

I know you don't hear this very often, but I prefer the 3 agility of the advancrd over the 1 agility of the punisher. Especially with TIE/D defenders toting Ion cannons as an up and coming thing, I just think 1 agility will be a liability.

AND tempests can take evade action each turn to further turtle up. So ultimately, the tempest is probably more durable than the cutlass.

However as mentioned, 2 guaranteed hits per attack is not awesome. Its okay (especially when its free on the advanced!), but otherwise not worth 3 points for the privilege...

I have tried a 4 X Punisher squad with AC and TIEU MkII.

And it worked great.

Will be trying out that TFAdv AC with EU for the boost