Punisher Squadrons

By Guest, in X-Wing Squad Lists

So, I realy like the looks of the TIE Punshier. Therfore I want to build a squad around it. I'd be happy to get your thoughts or different builds on the following two squads listed below. I am a beginner considering X-Wing.

Thank you!

NIGHTSHADE ALPHA SQUADRON

TIE Punisher: · "Deathrain" (26)
Extra Munitions (2)
Ion Pulse Missiles (3)
· Bomblet Generator (3)
Enhanced Scopes (1)
Twin Ion Engine Mk. II (1)
TIE/fo Fighter: · "Omega Leader" (21)
Targeting Synchronizer (3)
TIE/fo Fighter: · "Omega Ace" (20)
Juke (2)
Comm Relay (3)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
-- TOTAL ------- 100p. --

Omega Leader goes for TL. Omega Leader, Omega Ace and Deathrain could all make potentila use of that TL. Deathrain is dropping bombs most of the time and trying to use his Ion Missels to make enemy ships drift into bombs. Not sure about Enhanced Scopes thou.

NIGHTSHADE BRAVO SQUADRON

TIE Punisher: · "Deathrain" (26)
· Bomblet Generator (3)
Enhanced Scopes (1)
Twin Ion Engine Mk. II (1)
TIE/sf Fighter: · "Quickdraw" (29)
Collision Detector (0)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
TIE/fo Fighter: · "Zeta Leader" (20)
TIE/fo Fighter: · "Epsilon Leader" (19)
-- TOTAL ------- 100p. --

Deathrain rains bombs. Simple. Quickdraw because I also like the TIE SF. Quickdraws ability could be triggered by Deathrains Bombs. Zeta Leader and Epsilon Leader seem like a reasonable synergy joice considering the points left.

A bombing Punisher really likes Lightweight Frame. Last time I used it on Deathrain, I rolled that extra die by itself after my regular roll just to see what the difference would have been and it saved me 5 hitpoints one game and 4 in another. Really good on a one agility ship with high hp.

Enhanced scopes might be nice to move to anybody first and drop a bomb on them before they can move, but I like the advanced sensors shenanigans with the pilot ability.

Other than that, I still think OL likes Juke/Comm Relay though I see what you're doing with OA.

Quickdraw really likes some Lightweight Frame as well.

Thanks for the Ideas. Yeah LWF will be in there for sure.

Omega Leader and Juke wont work if he attacks a ship he has an aktive TL on, since the locked ship can not modify dice anymore. Or am I wrong here?

2 hours ago, SOLAR FLARE said:

Thanks for the Ideas. Yeah LWF will be in there for sure.

Omega Leader and Juke wont work if he attacks a ship he has an aktive TL on, since the locked ship can not modify dice anymore. Or am I wrong here?

It's not that ship modifying the dice, it's you modifying their dice, so works fine.

I definitely thing advanced sensors is better on deathrain with bomblets. Enhanced scopes is entertaining if you've got action bombs though.

If taking Zeta Leader, consider swapping out enhanced scopes on deathrain for Wired on Zeta Leader. adding an extra red die to your attacks then gaining rerolls from wired is a very nice ability.

Epsilon Leader's ability is great but actually doesn't support zeta leader's all that well. He doesn't trigger till the start of the combat phase - meaning he triggers before zeta leader would add stress that turn, and after zeta leader performed a manoeuvre (and with the TIE/fo's dial, shedding stress without help is no great hardship).

If taking Juke/Comms Relay, seriously pack it onto Omega Leader. Omega Ace's ability is nice, but much less powerful against most opponents. Against agility 0 big ships, it's nightmarish if you can support him right, but he's definitely the weaker of the two so using leader as a support ship for him feels the wrong way round.

Thanl you all for your feedback. I just dont have that many expansions yet but I am planing on getting the TIE Punisher and the Scurrg H-6 next.

Considering my collection so far, the following list is the best I could come up with:

TIE Punisher: · "Deathrain" (26)
Extra Munitions (2)
Flechette Torpedoes (2)
· Bomblet Generator (3)
Twin Ion Engine Mk. II (1)
TIE/sf Fighter: · "Quickdraw" (29)
Wired (1)
Adv. Homing Missiles (3)
Collision Detector (0)
Twin Ion Engine Mk. II (1)
Special Ops Training (0)
Sensor Cluster (2)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
-- TOTAL ------- 100/100p. --

I second that you pick up a striker or two if you cannot simply proxy LWF. Both Deathrain and Quickdraw wants it.

Aside from that Deathrain is fine as is.

Not sure what upgrade cards you have, but QD (aside from LWF) really likes Fire Control System. If you have it, drop wired. The top picks for EPT on QD are probably Expertise, VI, Adaptability, A score to settle, Draw Their fire (not great in this list) and maybe crackshot. Sensor Cluster is OK-ish, but if you can get LWF on there you can drop it or do one better with Pattern Analyser.

Edited by Calibri Garamond

Ill proxie LWF if my gaming group is ok with it.

What do you mean by EPT? Elite Pilot Talent, right?

Thanks for your advise.

Edited by SOLAR FLARE
Elite Pilot Talent

Here is the updated list:

TIE Punisher: · "Deathrain" (26)
Extra Munitions (2)
Flechette Torpedoes (2)
· Bomblet Generator (3)
Fire Control System (2)
Lightweight Frame (2)
TIE/sf Fighter: · "Quickdraw" (29)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
-- TOTAL ------- 100p. --

I am not sure about FCS+EM+FT on Deathrain. Could free me 6 points for Expertise and still 2 points left for another upgrade for QD or gaining initiative.

Yet with Expertise on QD she carries quit a large amount of points (39). Too much for my taste. But she realy hits hard.

I cant decide.

Ill test this squadron the next couple of games. This list feels fun though.

Edited by SOLAR FLARE

Quickdraw is now solid. You are correct: EM, FCS and Flechettes are not worth the points. Accuracy Corrector (3 pts) is nice on Punishers. With the remaining 3 points, I'd put Pattern Analyser on Quickdraw and save 1 pt for initiative. After that you've got a somewhat serious list that might win a few games :) .

The list however does have a few remaining problems.

Quickdraw is your only strong end game ship. Since your other ships have low damage output, your opponent has no reason to target them first. It is therefore easy for the opponent to decide how to engage your squad, with a clear best option. You will loose Quickdraw first, and after that, your squad will struggle to catch up.

I find that Quickdraw is best when played with other high threat level ships. Trying to still use your basic concept, I would be inclined to put more potent bombs on Deathrain, and add Omega Leader instead of the two Epsilon Squadrons.

I'm not sure exactly how I would do it, but maybe something like this:

"Deathrain" (26)
Accuracy Corrector (3)
Extra Munitions (2)
Cluster Mines (4)
Conner Net (4)
Lightweight Frame (2)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

"Quickdraw" (29)
A Score to Settle (0)
Fire-Control System (2)
Lightweight Frame (2)
Special Ops Training (0)

Total: 100

Your opponent will now have a much harder time figuring out whom to target first.

Yeah, target priority seems a bit too clear. But still Ill try it with two Epsilon Sq. Pilots.

Intensity also seems rather nice on QD. Also considering the amount of expansions I would need to buy. TIE Aggressor comes with it and also LWF.

I put Accuracy Corrector on Deathrain. Maybe I can buy it seperatly somewhere. Or someone is willing to trade or something.

So this seems to be my final list:

TIE Punisher: · "Deathrain" (26)
· Bomblet Generator (3)
Accuracy Corrector (3)
Lightweight Frame (2)
TIE/sf Fighter: · "Quickdraw" (29)
Intensity (2)
Fire Control System (2)
Lightweight Frame (2)
Special Ops Training (0)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
TIE/fo Fighter: Epsilon Squadron Pilot (15)
-- TOTAL ------- 99p. --

Thanks for all the great advice. I learned quite a bit.

Edited by SOLAR FLARE

Played a game with the last list and lost but rather close. Altogether there were some great moments, like blowing up Poe with a bomb and nailing Sabines TIE with QD. Overal I am quite happy with the list. I need much more practice thou.

Alternatively Ive created a new Punisher list since I realy like the looks of the Punisher on the table.

Here we go:

TIE Punisher: · "Redline" (27)
Extra Munitions (2)
Plasma Torpedoes (3)
Adv. Homing Missiles (3)
Fire Control System (2)
Munitions Failsafe (1)
TIE Interceptor: · Carnor Jax (26)
Push The Limit (3)
Autothrusters (2)
Royal Guard TIE (0)
TIE Interceptor: · Turr Phennir (25)
Veteran Instincts (1)
Autothrusters (2)
Royal Guard TIE (0)
Stealth Device (3)
-- TOTAL ------- 100p. --

Basically both Interceptors could drop the title and second mod to use assault missiles and homing missiles on Redline with Guidance Chips or fit in LWF. Failsafe could be droped for Jax MK2. Redline could also be replaced with PTL MK2 x7 Ryad. So this list has plenty of different build options. But this build is my favorite.

As always, feedback is very welcome.

EDIT: I realy hope that the punisher gets a decent title one day.

Edited by SOLAR FLARE