[CCL] Tie Punisher Ace Halfpack (redux)

By Rakaydos, in X-Wing

With the Tie Avenger ruled illegal for Custom Card League, I'm forced to fall back on plan B- actually including a tie punisher with the Tie Punisher fix. It's a horrible thematic fit for including in a box with the 181st Tie Intercepters, but I have to make do.

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The bomb laying aspect for my old punisher fix was well liked, so I kept it. Instead of a special missile fix, though, I open the punisher up to taking ALL the fixes. Guidance chips is an easy choice, Long range sensors combos well with another custom card, Quadranium solar panels are a defensive bonus with little to no drawback, and there's still a slot for Autothrusters or Lightened frame.

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Usable by any Tie with either a TL action or the ability to run Deadeye, this upgrade add a missile slot and Guidnce chips in the same slot. But the tie punisher doesnt care, because it already gets slotless guidance chips.

Instead, it (and the tie bomber) gets a discount on every missile and bomb it equips. (not torpedos, because wording it to exclude "Free Extra Munitions" is more of a pain than it's worth) The 3 point overhead means that you need more than a single munition to break even, and the 2 point discount is low enough that even concussion missile spam is still a significant investment.

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Inspired by the Snipe ability in armada, this system slot lets the likes of Ewing, Bwing, or Lambada shuttle fire 3 die primaries and 4 die HLCs out to extreme ranges.
Theoretically, you could use Torpedos and Missiles with it as well, but without the ability to TL beyond range 3, it's utility in that regard is limited without Deadeye, which is a rare pick.

But the punisher gets slotless Long Range Sensors. It's primary may be weak, but it's unique slot combination lets it fire barrages of missiles from beyond the reply of the opposition.

HOWEVER, LRS gives them a weakness- a range 2 bubble in which they cannot lock in order to fire.

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A Low PS pilot with superdeadeye. I wrote this one well before Long Range Targeting, so he may require review.

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An arcdodging ordinance boat. PS is high, but without the ability to take VI, it's the only PS he will ever have.

There's nothing i don't like here except the idea of range 4 stuff. I especially like the pilots.

I would wonder about:

TIE Interdictor

Title 3pts

you must equip one (missile) and one (torpedo) upgrade cards at no additional cost

actually encourages you to load up on ordinance, but lowers the cost for you.

I would wonder about:

TIE Interdictor

Title 3pts

you must equip one (missile) and one (torpedo) upgrade cards at no additional cost

actually encourages you to load up on ordinance, but lowers the cost for you.

That's what the cost reduction part of LM is supposed to make possible.

I want to make the cost reduction 3 points (free ion missiles, 1 point cluster/concussions, 2 point homing missiles, 2 point Extra Munitions.) but I'm afraid it might be too much with Guidance chips.

As you said, the system upgrade it the sticking point. The punisher needs a system that works for munitions, but right now the best we have is FCS, with AC on clustermissiles as an honorable mention.

Since the Punisher is the only "ordinance platform" with a system slot (barring [CCL] Missileboats), it needs utility beyond ordinance if it's going to be more than another "auto-include ship fix"

The extra range may break assumptons built into the game, but it does what it needs to- open up the Punisher as a long range ordinance platform that the Imperial Tie Bomber cannot match, despite an almost identical upgrade bar.

There's a home-brew e-wing fix card that we've been playing around with in my gaming circle which could maybe work as a good sensor slot for the generic punishers...

Reactive Tracking - 5pt

System

When an enemy ship executes a manoeuvre within your arc at range 1-3 you may acquire a target lock on that ship.

we're still trying to figure out whether or not it should also remove the target lock icon for balance reasons, but it might be worth a look? On our e-wings it makes the generics really solid, but doesn't do much for Corran because of the cost and he prefers FCS for his double tap anyway

There's a home-brew e-wing fix card that we've been playing around with in my gaming circle which could maybe work as a good sensor slot for the generic punishers...

Reactive Tracking - 5pt

System

When an enemy ship executes a manoeuvre within your arc at range 1-3 you may acquire a target lock on that ship.

we're still trying to figure out whether or not it should also remove the target lock icon for balance reasons, but it might be worth a look? On our e-wings it makes the generics really solid, but doesn't do much for Corran because of the cost and he prefers FCS for his double tap anyway

Good for low PS generics, at least. I still think the Ewing would be better served with an IntelAgent effect, which is also a low PS benifit.

The ships that can take a System slot are Tie Advancex1, Tie SF, TiePunisher, Lambada, Upsilon...G1A, Aggressor, ViragoStarviper...Bwing, Ewing, Uwing, Ghost.

Of those ships, the ones that need the most help are the Punisher, Ewing generics, G1A, Bwing (but I'm giving it help in my rebel ace pack), Starviper, and non-vader Tie Advance

The ones who definately do NOT need a buff are the Lambada, Aggressor. Dont knw about the psilon yet, and the ghost is ok, so whatever we do, it can have a Small Base Only restriction.

That leaves T/x1, T/SF, T/Pu, G1A, Virago, Bwing, Ewing.

My Bwing fix plays VERY well with being stressed, so we can have the card be action dependant or shut down by stress.

Ewing is severly overcosted, but there are Ewing ace packs in competition with my Bwing fix, so it might be better to write off the whole rebel faction.

I havnt seen much to do with [CCL]Starviper, G1A, or Khilraxz.it's probably going to get last minute entires to buff them, so that leaves us "Imperial only" or even "Tie only"

The T/x1 does not care about cost, and is competing with AC and ATC. the T/SF has extra arcs, and the T/Pu has missiles.

I'll have to think about this.

The Barrel Roll instead of Boost in the action bar is a mistake on rather than a design choice right?

The Barrel Roll instead of Boost in the action bar is a mistake on rather than a design choice right?

Yea. StrangEons thinks Ewings have 4 hull, too.

Alright, here's a replacement system upgrade.

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"What might a Tie Advance take over ATC, with the proper build, that a Tie punisher would also want?"

Since this same pack offers the Advance the chance to field a pair of chipped Concussion Missiles or Cluster missiles, offering something to missiles that's worth a whopping 4 points for something intristically limited use seemed a decent option. Double crackshot on missiles only, twice, seems resonable on all missile-armed ships with a system slot.

The Torpedo effect is a bone thrown to the rebels, while giving the Tie Punisher even more options in exchange for that 4 point surcharge. While the missile effect doesnt do anything to boost the missile's damage, only it's accuracy, the Torpedo effect doesnt add a single point of damage, but makes getting hit more painful anyway.

This replaces the Long Range Targeting system.