Triple Punishers

By Karsus, in X-Wing Squad Lists

So guys, i fell in love with Punisher and I came up with this list:

Cutlass Squadron Pilot (Extra Munitions, Proton Torpodoes, Cluster Missiles, Fire Control System, Guidance Chips) 33 x 3

Or:

Black Eight Squadron Pilot (Extra Munitions, Proton Torpodoes, Cluster Missiles, Fire Control System, Guidance Chips) 35x 2

Black Eight Squadron Pilot (Extra Munitions, Plasma Torpodoes, Fire Control System, Guidance Chips) 30

Lately i got some problems playing against arc dodgers and dengar. Any suggestion?

Arc dodgers are allergic to low PS bombing runs, especially Conner Nets. You're probably not going to survive to get 4 Missiles/Torps off per ship anyway. At the very least, I'd start with the first list trading Cluster Missiles for Conner Nets. Good luck!

Please try this and report back, if anything I'm hoping the fun outweighs perhaps the performance of the list.

Redline - Plasma Torpedoes, Extra Munitions, Seismic Charges, Guidance Chips - 34

Deathrain - Conner Net, Proton Bombs - 35

Cutlass Squadron Pilot - Proton Torpedoes, Extra Munitions, Conner Net, Guidance Chips - 31

Good mix of bombs and ordnance. Both named pilots abilities are good.

Arc dodgers are allergic to low PS bombing runs, especially Conner Nets. You're probably not going to survive to get 4 Missiles/Torps off per ship anyway. At the very least, I'd start with the first list trading Cluster Missiles for Conner Nets. Good luck!

I totally agree. But the problem is, just because you have 3 TIE punishers, doesn't mean you have 3 K-wings (or 2 K-wings and a Ghost) for the Conner Nets. Proximity Mines haven't been the easiest to come by either (for me).

I do think FCS is amazing for a bomber with more than one ordnance, and having two ordnance that cover different ranges is good. Unfortunately, Cluster Missiles no longer benefits quite as much from Fire-control System, and the only other range-1 ordnance is Advnaced Proton Torpedoes, which is super expensive.

Please try this and report back, if anything I'm hoping the fun outweighs perhaps the performance of the list.

Yes please!

I totally agree. But the problem is, just because you have 3 TIE punishers, doesn't mean you have 3 K-wings (or 2 K-wings and a Ghost) for the Conner Nets. Proximity Mines haven't been the easiest to come by either (for me).

I've been messing with TIE Bombers and picked up my first TIE Punisher and I know exactly what you mean here... I see a lot of net lists posted with things like 4xBombers and every one has the same upgrades that only come 1x to a pack in some unrelated expansion. Cool to make in a squad builder, but super-expensive to actually put it together physically. I only play Imperials and have no Conner Nets, so I haven't messed with bombing, just torps/missiles. Someday maybe FFG will put some of these high demand cards into some more packs.

I know! Why did they put those lame Cluster Mines in Imperial Veterans? The one time I used them, my opponent rolled [blank][crit] on three of the four tokens he overlapped, taking no damage! At least they gave us another Proximity Mines.

Thanks for the feedback guys, really appreciated it. :D

I so so so so want for this list/idea to work, but it seems to be that Punisher is regarded as a bad rig to fly. I used it once or twice and had a hard time working with the dial... :(

Please let us know how it works for you!

They're just waiting for an upcoming expansion to buff them up with a spiffy new auto-take Title, new pilots with EPT slots, and some good Punisher specific upgrades.

There's just not much reason to take one over a much cheaper TIE Bomber and the extra health is mostly an illusion because of the lower agility so you can't actually do what you want to do and load up on more shots because they'll never live long enough to fire it all.

Redline - Plasma Torpedoes, Extra Munitions, Seismic Charges, Guidance Chips - 34

Deathrain - Conner Net, Proton Bombs - 35

Cutlass Squadron Pilot - Proton Torpedoes, Extra Munitions, Conner Net, Guidance Chips - 31

Good mix of bombs and ordnance. Both named pilots abilities are good.

Dropping an Ion Bomb after a Conner net hit is a way to tie up ships for several rounds and force them to the edge or on an obstacle.