Raining Deathfire

By Jabbadewonga, in X-Wing Squad Lists

This is my most recent attempt at making use of the new veterans set and my ongoing love for the gentle giant that is the TIE Punisher.

The idea is that Jendon gives target locks away like candy to fire/rain (I appreciate that Systems Officer probably won't help until later on - but giving the low PS ships at least 1 TL each turn will help massively), while they use their respective abilities and upgrades to pull some crazy bombing antics...

Lambda-Class Shuttle: · Colonel Jendon (26)

Enhanced Scopes (1)

Anti Pursuit Laser (2)

Systems officer (2)

· ST-321 (3)

TIE Bomber: · "Deathfire" (17)

Extra Munitions (2)

Cluster Missiles (4)

Proximity Mines (3)

Guidance Chips (0)

TIE Punisher: · "Deathrain" (26)

Extra Munitions (2)

Proton Torpedoes (4)

Cluster Mines (4)

Advanced Sensors (3)

Guidance Chips (0)

What does the hive mind think...?

No comments on this at all? :(

Haven't gotten a chance to play with Deathfire yet (my copy of Veterans arrives next week), but I'm a big fan of Deathrain. How about this?

Deathfire (17)

- Plasma Torps (3)

- EM (2)

- Chips (0)

- Prox Mines (3)

Deathrain (26)

- Connor Nets (4)

- Seismic Charges (2)

- EM (2)

- Enhanced Scopes (1)

- Chips (0)

- Cluster Missiles (4)

Darth Vader (29)

- EU (4)

- TIE/X1 (-4)

- Squad Leader (2)

- ATC (5)

Vader serves a similar role to Jendon with Squad Leader but gives you some needed late-game staying power; neither Deathfire or Deathrain have the long game in mind. Advanced Sensors is decent on Deathrain, but I've found the scopes to be a lot better; you're basically guarunteed to hit your target with the nets, and in this build you can follow up with the Clusters (via Vader) and next turn with the seismics. Like the double bomber idea, let me know how it works out!

Gonna have to quote Asty on this

"...but no damage!"

Don't bother with proxies/clusters, they will fail you utterly far more often than not. Conners are what you want

Second, the two deaths together are just sorta redundant. You don't need that many bombs (re they won't do enough damage to win you games by themselves)

Third, if using ordnane on ships with no special modifiers (over clocked aggro; redlines 2 TLs) you ALWAYS. reach for homing missile, the only damage missile that lets you modify them innately.

Other ordnance just crap out the roll and leave you disappointed

Death rain and ordnance in general don't mix, though. You need the action to mine; you need the action to TL. Long range scanners is about the only way to do both sorta effectively

Death rain does not need sensors. They're alright but he's already stupidly expensive. If you want him to bomb someone that's too close to use your front pegs, just remember he can also bomb out the rear like everyone else

The shuttle is super expensive and won't be contributing much. For 34 points, you'll be better off with an ace to capitalize off of your bombs and give you some late game

Anything jendon does you can literally replace just by having Long Range Scanners which both the bomber and punisher can take for free

Edited by ficklegreendice

This is a different approach on the use o Deathfire I am having decent results.

Inquisitor 31

Wampa 14

OGP/Palpatine 29

Deathfire Flechette Torpedos/Extra Ammunition/Conner Net

I flew a similar list and have gone 1-1 so far. It was fun. I am a huge fan of Deathfire and Deathrain.

Deathfire" — TIE Bomber 17

Extra Munitions 2

Homing Missiles 5

Proximity Mines 3

Guidance Chips 0

Tomax Bren — TIE Bomber 24

Crack Shot 1

Extra Munitions 2

Homing Missiles 5

Seismic Charges 2

Guidance Chips 0

Ship Total: 34

Deathrain" — TIE Punisher 26

Fire-Control System 2

Extra Munitions 2

Proton Torpedoes 4

Proximity Mines 3

Seismic Charges 2

Guidance Chips 0

Ship Total: 39