Idea for Punisher fix.

By Dwing, in X-Wing

45 minutes ago, Hannes Solo said:

But it would be such a conveniant way to gain yout TL without wasting your EPT slot on deadeye.

True, but I'd prefer something more elegant :) (not saying mine is the definite solution)

I want the Punishers to have their own niche. Double tapping with ordnance is not something any other ship can do, and if we want the Punisher to be as powerful as Nym or Miranda, we need to up their game a bit. And why wouldn'T we want that? :D

45 minutes ago, Hannes Solo said:

But it would be such a conveniant way to gain yout TL without wasting your EPT slot on deadeye.

True, but I'd prefer something more elegant :) (not saying mine is the definite solution)

I want the Punishers to have their own niche. Double tapping with ordnance is not something any other ship can do, and if we want the Punisher to be as powerful as Nym or Miranda, we need to up their game a bit. And why wouldn'T we want that? :D

I fear that double tapping with ordnance might be too much. U-Boats showed that a 3 fully modded Torp alpha strike is something to nerf. Ordnance double tap has to be restricted somehow. Restricting it to one time use won't do that.

Before I converted to X-Wing I played Star Trek Attack wing (the very early days up to wave 3 or so). The Klingons had quite high attack and there ose a card that you could only obtain over Organised Play that allowed for a one time double attack. Somebody in my local meta somehow got two of them and he auto won all the OP tournaments with that list.

My feel is that letting them double tap primary then ordnance would be fine. Double tapping ordnance in round 1 might be a little much.

So, 'after attacking, you may make an attack with a secondary weapon' - makes it tough to double tap ordnance in the first round (if you use LRS you telegraph you target, if not you have the standard difficulty of low PS lock acquisition) but thereafter, you can use FCS to get the ordnance off.

11 minutes ago, thespaceinvader said:

My feel is that letting them double tap primary then ordnance would be fine. Double tapping ordnance in round 1 might be a little much.

So, 'after attacking, you may make an attack with a secondary weapon' - makes it tough to double tap ordnance in the first round (if you use LRS you telegraph you target, if not you have the standard difficulty of low PS lock acquisition) but thereafter, you can use FCS to get the ordnance off.

That might work though I actually would like the idea of getting them a reinforce action. They should be quite sturdy.

4 minutes ago, Hannes Solo said:

That might work though I actually would like the idea of getting them a reinforce action. They should be quite sturdy.

That;s just down to a question of how you want to fix them.

IMO you can do three potential things:

Make them cheaper

Make them tougher

Make them shootier.

You probably need to do two out of three, and it's worth noting that LWF takes care of 'tougher' to some extent, if you don't care about your mod slot.

My preference is cheaper and shootier, but ymmv.

I would say tougher and shootier. If you want cheaper take a TIE-Bomber

Edited by Hannes Solo

Then you've got ot make them a lot tougher or a lot shootier for no more cost, if you're keeping them the same price.

Fore-reinforce when you acquire a TL would be good, for instance.

Deathrain needs no fix

Hes been doing major work for me

Just now, Vineheart01 said:

Deathrain needs no fix

Hes been doing major work for me

Seriously, I think AS LWF Bomblet (optional UGR) Deathrain has enough legs now. That's why most of my proposed fixes have been fairly light-touch when it comes to the bombing side.

Bomblets are crazy especially paired with front-bombs and adv sensors. He can throw those things in a pretty wide area and be surprisingly agile with the "random bomb drop for a barrelroll" move.

UGR so he actually has an attack, generally 70% of the time i dont need the boost.

Tie/IT Inderdictor - title

equip saturation salvo for 0 squad points

Add reload to action bar

When you attack with a secondary weapon you may discard another of that card to change a die result to a crit.

So you can put torps on it and EM or Missiles and EM and when you fire you can ditch both the EM and the upgrade to perform a big hit, then reload. If you miss you still get SS.

Rapid Acquisition System - System

After you perform a boost you may take a free TL action.

Opens up boost as a viable choice and even makes Adv Protons potentially viable.

Edited by Jetfire

I just won an FFG tournament with 8 players, I was using 2 generic punishers and a palp shuttle. Lightweight Frame and Unguided rockets work pretty well.

I have said this before, and I will again, I would love to see a modification upgrade that adds a crew slot to a TIE craft.

Call it Dedicated Gunner Station, disallow any unique crew being equipped.

couple it with a few imperial only (non unique)crew and we have a serious upgrade for the empire. This would also fix any canon irregularities that pop up. Such as the striker not having bombs.

An Imperial crew that adds a bomb slot AND the reload action, limited to strikers, bombers and punishers would be great. Strikers ge their canon shown, via visual guide, bombs. Bombers and Punishers get reload and another slot.

fluff wise, the bomber does have a gunner/ordnance station (Rebels- the bomber Sabine, Wedge, and Tycho escape in)and the empire has the coffers to fully equip their ships. The rebels have to scrape and scrounge for any ordnance, scum would consider profit, the empire has the unlimited stockpiles, so reload fits thematically.

bonus, the Other model ties can take this mod, but many won't because there are superior options, such as autothrusters, Lightweight frame, TwinnIon Mk II, etc.

20 minutes ago, That Blasted Samophlange said:

I have said this before, and I will again, I would love to see a modification upgrade that adds a crew slot to a TIE craft.

Call it Dedicated Gunner Station, disallow any unique crew being equipped.

couple it with a few imperial only (non unique)crew and we have a serious upgrade for the empire. This would also fix any canon irregularities that pop up. Such as the striker not having bombs.

An Imperial crew that adds a bomb slot AND the reload action, limited to strikers, bombers and punishers would be great. Strikers ge their canon shown, via visual guide, bombs. Bombers and Punishers get reload and another slot.

fluff wise, the bomber does have a gunner/ordnance station (Rebels- the bomber Sabine, Wedge, and Tycho escape in)and the empire has the coffers to fully equip their ships. The rebels have to scrape and scrounge for any ordnance, scum would consider profit, the empire has the unlimited stockpiles, so reload fits thematically.

bonus, the Other model ties can take this mod, but many won't because there are superior options, such as autothrusters, Lightweight frame, TwinnIon Mk II, etc.

No fix of the Punisher should come in the form of Modifications. That slot is too valuable already, and picking between LWF, LRS, GC or yet another "fix" isn't going to help them.