Kenkirk and Redline list

By Goseki1, in X-Wing Squad Lists

Hello all, I'd be very grateful for any input on the below list. As you can tell I'm not a huge fan of rolling green Dice XD

I appreciate it might not be hugely competitive, particularly against swarms and U boats etc, but I think it will still pack a punch. I love tanky Decimators, it's surprising how long Kenkirk can stay on the board with Ysanne and Palpatine.

I've never flown a Punisher before so I'm not entirely sure on best use for them so would appreciate the critique there the most I think.

Decimator

Kenkirk

Predator

Proximity mine

Ysanne Issard

Emperor Palpatine =62

Punisher

Extra munitions

Plasma torpedoes

Cluster missiles

Guidance chips

Fire Control System = 38

Cheers.

Edited by Goseki1

Two big low agility ships will get melted by many if not most lists. Palp Decimators usually run in support of a high-agility ace who they can keep alive whilst surgically removing the biggest threats to said ace.

Redline will get focussed down in an eyeblink in this list, and doesn't massively benefit from Palp support anyway since he can fully modify all his shots independently in most cases.

Also he needs Guidance Chips. And Kenkirk probably wants Engine Upgrade.

Oh what an idiot, forgot to add Guidance chips in. So have edited. Agree that Redline will likely get melted down quite quickly, however if he can get one or two hard hitting missiles off I'd be happy with that.

Kenkirk with palp and Ysanne sticks around for a looooong time. Palp is purely there for Me kicks green Dice when needed, and his red if it isn't. I've had great success with the build.

Appreciate that it's not hugely competitive, I usually fly Darth Vader or the Inquisitor with Kenkirk, but fancied something a it different this week.

Edited by Goseki1

Hello all, I'd be very grateful for any input on the below list. As you can tell I'm not a huge fan of rolling green Dice XD

I appreciate it might not be hugely competitive, particularly against swarms and U boats etc, but I think it will still pack a punch. I love tanky Decimators, it's surprising how long Kenkirk can stay on the board with Ysanne and Palpatine.

I've never flown a Punisher before so I'm not entirely sure on best use for them so would appreciate the critique there the most I think.

Decimator

Kenkirk

Predator

Proximity mine

Ysanne Issard

Emperor Palpatine =62

Punisher

Extra munitions

Plasma torpedoes

Cluster missiles

Guidance chips

Fire Control System = 38

Cheers.

I ran a similar list last night, but using Deathrain.

Kenkirk (58)

Palp

Isard

Deathrain (44)

FCS

Extra Munitions

Prox Mine

Prox Mine

Concussion Missiles

Proton Torpedoes

Guidance Chimps

It flies well. Since Kirk and the DR are PS6, I can choose which to move first. Being able to drop a bomb out of the front arc means that I can shove a mine in the path of someone, get the free BR, and likely still have them in arc for a range 1 attack, which generates a TL from FCS. Next turn, I k-turn and shoot a missle at whoever has the TL, as we've hopefully passed each other just now. Then the turn after that, a green maneuver to clear the stress, drop a bomb, free barrel roll... lather rinse repeat. When necessary, palp's dice mod help's DR stay alive a bit longer.

It's a lot of ordinance on one ship. but the punisher has a pretty good dial, and being able to expend a mine and a missle each turn makes it worth it to me.

Edited by JasonCole

That's.... A really interesting list man. I'd not e en thought of Deathrain to be honest, mainly because I've barely got any experience with using bombs (or any ordnance for that matter). I'll definitely give that a go.

Ninja edited it to remove the adaptability EPT. I forgot to remove it from my list app as it didn't affect the squad cost.

Also, it would have worked even better had Palpatine not been "fett'd" off after the second round of shooting. That was annoying.

Heh, Boba Fett crew is a pain. Had a lot of fun flying both Deathrain and Redline. Won both my games though it's clear that it's not that much of a competitive list really. Both Punishers survived, but it was obvious that they would have med super quick if opponents had focused fire.

Still, I had fun and I know it was interesting to fly against.

That's the tough call though. Do you focus on the punisher? If so, the Decimator tends to chew big holes in you. So most people focus on the decimator, leaving DR to run around leaving little piles of boom everywhere. Also, that can be a great use of mines. Filling gaps between close asteroids helps herd ships sometimes. I've found that many opponents will end up bumping themselves trying to avoid the mines, or end up clipping roids, which is almost better, because it leaves the mine, costs them an action, might do damage, and they can't shoot.

I tend to keep death rain cheap. Only giving him bombs and extra munitions. Then I give him accuracy correcters. It's nice to make sure his two attacks always do two damage. But he did have mini swarm covering him as well.

Accuracy corrector can be defended though right? One of my games was against A wings and an E. The ordnance had trouble sticking on the A's and Redlines primary was kind of soft for their ability.

As I'd aid though, lot of fun and I actually really like how the punisher looks. I might paint a blood stripe or something on it though.

That's the tough call though. Do you focus on the punisher? If so, the Decimator tends to chew big holes in you. So most people focus on the decimator, leaving DR to run around leaving little piles of boom everywhere. Also, that can be a great use of mines. Filling gaps between close asteroids helps herd ships sometimes. I've found that many opponents will end up bumping themselves trying to avoid the mines, or end up clipping roids, which is almost better, because it leaves the mine, costs them an action, might do damage, and they can't shoot.

With the lists I run, absolutely kill the Punisher first. It'll go down easier, packs more punch, and I can usually mostly ignore the decimator thanks to tokens and autothrusters.

There's only so much Palp can do to keep a 1-agi target alive.

I tend to keep death rain cheap. Only giving him bombs and extra munitions. Then I give him accuracy correcters. It's nice to make sure his two attacks always do two damage. But he did have mini swarm covering him as well.

That's not a bad idea, I might try that. With the points savings I could feasibly add prox mines and EM to Kenkirk as well, turning the playfield into a real mess.

Accuracy corrector can be defended though right? One of my games was against A wings and an E. The ordnance had trouble sticking on the A's and Redlines primary was kind of soft for their ability.

As I'd aid though, lot of fun and I actually really like how the punisher looks. I might paint a blood stripe or something on it though.

Yeah you can still defend against it. But it helps make sure your two attack actually hits. For Awings you drop bombs on them. Their agility means nothing.

VT-49 Decimator - Rear Admiral Churaneau + Darth Vader + Gunner + Ysanne Isard + Engine Upgrade = 62pts

Tie Punbisher - Deathrain + Advanced sensors + Extra munitions + Thermal detonators + Conner net = 38pts

= 100pts

I have used Deathrain several times and think that this load out is about the best to take, keeping the ship lean and economical.

I've really come to love this ship. With advanced sensors you can drop your conner net in Soontir's face, barrel roll off to the side and then K turn so you can watch him trigger the net, take a damage plus two ion tokens 'and' miss his next activation. Then of course he is also in your sights for a cheeky shot from your primary weapons.

Also, if you have planned it well, the Rear Admiral will be on hand to fire his turret and then Vader, Gunner etc etc. Even the Baron is going to be in trouble from that much firepower plus unavoidable crits getting pushed through.

You have to use Deathrain as the ultimate disruptor, flying straight up to the biggest threat and dropping the detonators to give out stress and the net to keep them flying where you want them. This combined with the barrel roll and the boost action make it so that you can really get yourself out of some horrible situations and lined up for another bombing run next turn.

This also allows the Decimator to fly parallel to the target ship and let off a broadside, hopefully boosting to keep it out of arc.

One last thing, I'm not totally sure but I think I saw it somewhere that you can't drop bombs/mines and use another secondary weapon in the same turn.

You cannot drop more than one bomb/mine per turn, but I've not run across anything that prevents you from dropping a bomb then using a secondary weapon during an attack. The issue with ordinance is that it usually requires an action to fire off that ordinance (i.e. TL or focus), as does dropping a mine. FCS fixes this issue, somewhat.

I also used to fly DR with Adv. Sensors on him too, until I realized that the VI/Adaptability meta was disrupting the PS average so much that PS6 is practially PS0, so those 2 points were better spent towards a FCS to maintain target locks without dumping actions. In the instance of low PS swarms, if I'm not able to predict where they're going to end up, then I'm able to get close enough that laying the mine still overlaps them, or at worst is waiting for them as unavoidable in their next movement.