| Cutlass Squadron Pilot — TIE Punisher | 21 |
| Minefield Mapper | 0 |
| Extra Munitions | 2 |
| Cluster Mines | 4 |
| Cluster Mines | 4 |
| Lightweight Frame | 2 |
| Ship Total: 33 | |
| Cutlass Squadron Pilot — TIE Punisher | 21 |
| Minefield Mapper | 0 |
| Extra Munitions | 2 |
| Cluster Mines | 4 |
| Cluster Mines | 4 |
| Lightweight Frame | 2 |
| Ship Total: 33 | |
| This should allow me two double rows of cluster mines off the bat to choke approach vectors, leaving two on each punisher to drop as the opportunity presents itself. My current fillers I'm considering are a tractor beam /D or an interceptor. What do you guys think? | |
Best 34 points to mix with these (Ft. TIE Punishers)
For this list I would choose a defender over an interceptor every time. The punishers are gonna be slow and easy to kill with only one agility. I would try and take some variant of Ryad (or maybe a cheap Vessery) so that your squadron has more brawling power after the initial bomb-gauntlet thing happens. An interceptor is meant to be flown as a skirmisher, and one interceptor on its own would be the priority target leaving you in the late game with two generic munition-less tie punishers, Which would be terrible.
At the same time, the punishers shouldn't get 1 rounded and could pose a nice hammer/ anvil situation with a flanker rather than joust support.
Vader with title/ATC, adaptability, and EU
Since you will choke your opponent into a gauntlet, why not give the Punishers some homing missiles. You're already rocking EM. I would get somebody in there with a tech slot so you can use Targeting Synchronizer and set up their target locks.
Defender (Ryad) - TieX7, Juke (34)