Tie punisher help

By thebigeb2589, in X-Wing Squad Lists

What do I do with this thing other than put it back in the box. I bought it for a few of the cards but would like to play with it even if it's just casual. Thoughts?

I came up with this but that one evade just seems to weak for a tie.

TIE Punisher: ยท "Redline" (27)

Extra Munitions (2)

Concussion Missiles (4)

Cluster Missiles (4)

Guidance Chips (0)

TIE Fighter: Academy Pilot (12)

TIE Fighter: Academy Pilot (12)

TIE Fighter: Academy Pilot (12)

TIE Fighter: Academy Pilot (12)

TIE/fo Fighter: Epsilon Squadron Pilot (15)

-- TOTAL ------- 100/100p. --

I figured the mini swarm would give him some cover but idk

Of all the pilots available I only ever use Deathrain. I'm thinking of trying her as a battering ram that can barrel forward, drop some conner nets in the enemy's face and set up shots for a Striker squad. Something like -

Deathrain + enhanced scopes, extra munitions, conner net, proton bomb, lightweight frame

Duchess + title, Adaptability, lightweight frame

Countdown + title, mk2 engine

Imperial trainee

Like you say, more for casual but could be fun.

Because small-based ships do not obstruct attacks, Redline is going to go down in two turns of combat, most likely. After that you only have a non-howlrunner, non-crack shot TIE swarm, which is quite weak in the current meta. Here's a modified version:

Redline (45)

Homing Missiles

Cluster Missiles

Thermal Detonators

Fire Control System

Flechette Torpedoes

Extra Munitions

Howlrunner (19)

Crack Shot

Mauer Mithel (18)

Crack Shot

Scourge (18)

Crack Shot

Your TIE swarm loses 2 members, but they all become much more potent. Redline has a good solution to any problem - you can double-stress PTL aces, stress out swarms, punch Defenders out with homing missiles, etc, etc. The downside is still that Redline dies so incredibly fast.

I maintain that the named Punishers are both very good at what they do, the issue is always with how much you spend on them and how long they last. My rule of thumb is to never spend more than 40pts on a Punisher, and to always include comparable threats to take the heat off them.

Here's my go-to build for each of them:

'Redline'

-Fire-Control System

-Plasma Torpedo

-Cluster Missile

-Extra Munitions

-Guidance Chips

38pts

FCS should be glued to Redline as it really lets him function the way he's meant to. He has munitions options for every range while also staying as cheap as is reasonably possible. He hits like a truck, and your opponent will know that, so you have to punish (no pun intended) them for going for him.

'Deathrain'

-Enhanced Scopes/Advanced Sensors

-Conner Net

-Cluster Mines

-Extra Munitions

-Lightweight Frame

39/41pts

While the actual bombs themselves can be changed to taste, this seems like the best loadout. Moderately harder to kill than a usual Punisher, and either always moving first (allowing 100% information for bombing plans) or with crazy placement flexibility (drop forward or back before you move, or drop forward or back after you move). Again, though, he needs comparable threats to give him some breathing room.

Edited by MalusCalibur