Glutton for Punishment

By Praetorate of the Empire, in X-Wing Squad Lists

Had to toy around with some ideas with Punishers with all this bomb nonsense happening. Critiques welcome. No, I'm not just going to switch to Miranda/Nym. :P

  • Redline (27) [40]
    • FCS (2)
    • Bomblet Generator (3)
    • Adv. Homing Missiles (3)
    • Cruise Missiles (3)
    • Extra Munitions (2)
    • Guidance Chips (0)
  • Cutlass Sq. Pilot (21)
    • Trajectory Sim (1)
    • Seismic Charges (2)
    • Ion Bombs (2)
    • Extra Munitions (2)
    • Lightweight Frame (2)
  • Cutlass Sq. Pilot (21)
    • Trajectory Sim (1)
    • Seismic Charges (2)
    • Ion Bombs (2)
    • Extra Munitions (2)
    • Lightweight Frame (2)

Could be fun. Slapped Bomblet Generator to Redline 'cause why not? Doesn't take an action anyway. :)

I'm not sure I like the Redline build. Neither Cruise nor Advanced Homing Missiles spends the target lock, meaning Redline's pilot ability is almost meaningless (it's Countermeasures insurance, but otherwise nothing). Meanwhile, Cruise Missiles will have a realistic maximum of 4 dice. In that case, Plasma Torpedoes is going to be a lot stronger. 4 dice no matter your speed, plus you'll still have a second target lock for rerolls, and a chance at the on-hit trigger. I can't think of a great missile alternative, though. Ion Pulse might be the best, since if you can lock someone down to an Ion move, you'll be able to set up Trajectory Sim bombs on your other Punishers. If you skip Bomblets on Redline, I think Proton Torpedoes and Cluster Missiles are the best pair to use, and that comes in at 39 points.

Alternately, building a Deathrain can be a lot of fun. The free barrel rolls are strong. Advanced Sensors, Bomblet Generator, Unguided Rockets, and Lightweight Frame would be a 36 point build. In which case, I'd upgrade as many of the the Cutlass bombs to Thermal Detonators as you can.

  • Cutlass Squadron Pilot (21) [Alpha]
    • Trajectory Simulator (1)
    • EM (2)
    • XX-23 S-thread tracers (1)
    • Plasma Torpedoes (3)
    • Seismic Charges (2)
    • LWF (2)
  • Cutlass Squadron Pilot (21) [Beta]
    • Trajctory Simulator (1)
    • EM (2)
    • Ion Torpedoes (3)
    • XX-23 S-thread tracers (1)
    • Ion Bombs (2)
    • Lightweight Frame (2)
  • Cutlass Squadron Pilot (21) [Gamma]
    • Trajectory Simulator (1)
    • Ion Torpedoes (5)
    • Unguided Rockets (2)
    • Bomblet Generator (3)
    • Lightweight Frame (2)

The game plan is to take the initial pass at Range 3 if at all possible, and ionize as many ships as possible. Alpha fires off its XX-23s at a weak-looking target (Beta also has them in case it misses). Once the remaining Punisher(s) get locks, they fire off their ion torpedoes and ionize their formation. Then round 2 you use the Trajectory Simulators and drop bombs that the ionized ships are unable to avoid. Pull 1 forward maneuvers (which should keep you out of range of your own bombs) and light them up with your remaining munitions. Plus, the second round of Ion Bombs will allow you to K-turn and fire at them yet again. Granted, I've never flown 3 Punishers so I'm not certain if this is the best strategy, but I'd definitely give it a try if able.

On 10/7/2017 at 5:12 PM, theBitterFig said:

I'm not sure I like the Redline build. Neither Cruise nor Advanced Homing Missiles spends the target lock, meaning Redline's pilot ability is almost meaningless (it's Countermeasures insurance, but otherwise nothing). Meanwhile, Cruise Missiles will have a realistic maximum of 4 dice. In that case, Plasma Torpedoes is going to be a lot stronger. 4 dice no matter your speed, plus you'll still have a second target lock for rerolls, and a chance at the on-hit trigger. I can't think of a great missile alternative, though. Ion Pulse might be the best, since if you can lock someone down to an Ion move, you'll be able to set up Trajectory Sim bombs on your other Punishers. If you skip Bomblets on Redline, I think Proton Torpedoes and Cluster Missiles are the best pair to use, and that comes in at 39 points.

Alternately, building a Deathrain can be a lot of fun. The free barrel rolls are strong. Advanced Sensors, Bomblet Generator, Unguided Rockets, and Lightweight Frame would be a 36 point build. In which case, I'd upgrade as many of the the Cutlass bombs to Thermal Detonators as you can.

I agree, Plasmas will be a lot stronger. I guess there really is no reason to not want to spend all of the Target Locks, I just haven't really played much of Redline yet.

Now that Deathrain, yeah, pretty solid. I think I will prefer Trajectory Simulator, though, because then her bombs could be in 3 different places that are drastically different from one another and still get that free Barrel Roll.

Advanced Sensors allows you to put bombs in a bunch of different places, too. Boost first, bomb, barrel roll, and move away. Not every move on the dial will clear your own explosion if you bomb-forwards, however. A 1-bank won't clear. But even boosting into a bomb-back can go a long way towards catching some ships in the blast.

Also, I'm not sure TrajSim will allow Deathrain to proc. Deathrain procs on when you " Drop " a bomb. Trajectory Simulator specifies that instead of Dropping, you can " Launch ." I'm not sure if there's a full consensus, but it seems plausible that a TrajSim launch won't give you a free barrel roll.