I don’t get why peeps don’t like Tie Punishers

By Fuzzywookie, in X-Wing

(100)

Cutlass Squadron Pilot (33) - TIE Punisher
Trajectory Simulator (1), Extra Munitions (2), Seismic Torpedo (2), Harpoon Missiles (4), •Bomblet Generator (3), Long-Range Scanners (0)

Cutlass Squadron Pilot (33) - TIE Punisher
Trajectory Simulator (1), Extra Munitions (2), Seismic Torpedo (2), Harpoon Missiles (4), •Bomblet Generator (3), Long-Range Scanners (0)

Onyx Squadron Pilot (34) - TIE Defender
Tractor Beam (1), TIE/D (0), Twin Ion Engine Mk. II (1)

punisher moves. Target lock any ship. Next. Launch bomb. Punisher moves action shoot torpedo. 2 damaging effects before shooting. 9 life. Shields and hull. Shoots harpoon. I understand a little pricy. But ???

Because both those effects are pretty easy to avoid and Punishers are trivial to kill.

Their big issue is that they're just not efficient in points terms - they struggle to remove a number of points from the board equal to or greater than what they cost to bring.

The only point at which they're arguably worth it is as superjousters with LWF and UGR, but even then, they're laughably easy to flank/arc dodge.

I LIKE them. They're just terrible.

3 minutes ago, Fuzzywookie said:

(100)

Cutlass Squadron Pilot (33) - TIE Punisher
Trajectory Simulator (1), Extra Munitions (2), Seismic Torpedo (2), Harpoon Missiles (4), •Bomblet Generator (3), Long-Range Scanners (0)

Cutlass Squadron Pilot (33) - TIE Punisher
Trajectory Simulator (1), Extra Munitions (2), Seismic Torpedo (2), Harpoon Missiles (4), •Bomblet Generator (3), Long-Range Scanners (0)

Onyx Squadron Pilot (34) - TIE Defender
Tractor Beam (1), TIE/D (0), Twin Ion Engine Mk. II (1)

punisher moves. Target lock any ship. Next. Launch bomb. Punisher moves action shoot torpedo. 2 damaging effects before shooting. 9 life. Shields and hull. Shoots harpoon. I understand a little pricy. But ???

Bomblet is unique

The problem is multifold...

1) You are going to get one of them PS Killed before it even gets to shoot.

2) Damage mitigation is so high in popular lists that the harpoon from the remaining ship(s) is not that big of a deal

3) Arc dodging and range control limits them to a 0/3 dice attack. Then their lack of defense leaves them very vulnerable.

Access to a second modification slot would help them somewhat. Being able to equip both Long Range Scanners and Guidance Chips - or LRS and LWF - would give them a notable helping hand.

Well... I love them. My favorite ships. But they are aggravatingly bad.

4 minutes ago, RufusDaMan said:

Well... I love them. My favorite ships. But they are aggravatingly bad.

This......so this.

They have the same, but worse, problem as TIE bombers. Too fragile and require extra points in ordinance to be effective.

If they could take 2-3 mods they might be ok.

Really I think both Punishers and Bombers could use something like this,

Ordinance Suite Mk2: Title. TIE Bomber and TIE Punisher only. 2 points. Your action bar gains the Reload action. You may equip up to 3 modification cards. The total squad point value of modification upgrades may not exceed 3 points.

If bombers and punishers could take both LRS and Chips, and maybe another thing too, they could actually fire their ordinance. And they really should gain the reload action so they can get a second shot if they manage to get one.

lrs chips and lwf.

TIE/IT

TIE Punisher only. Title

You may equip up to 2 different additional modifications.

The squad point cost of all missile, torpedo and bomb upgrade is reduced by 2, to a minimum of 0 points.

If your pilot skill is "4" or higher, your upgrade bar gains the elite slot.

0 pts

At the very least this.

8 minutes ago, RufusDaMan said:

TIE/IT

TIE Punisher only. Title

You may equip up to 2 different additional modifications.

The squad point cost of all missile, torpedo and bomb upgrade is reduced by 2, to a minimum of 0 points.

If your pilot skill is "4" or higher, your upgrade bar gains the elite slot.

0 pts

At the very least this.

No to the EPT. It's just not a good idea. We've learnt this.

18 minutes ago, gamblertuba said:

No to the EPT. It's just not a good idea. We've learnt this.

Just throw us a bone, will ya? Would it be horrible if the empire had a competitive bomber? :D

Look I love them too, even placed well and won a small tournament with them. However, I have found you need palp to make them survive, although lightweight on them is very good. As others have said, they can be good, but they are a TLT target for sure and can easily go down fast to focus fire.

http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=3609

Edited by eagletsi111

How about Punishers can take unlimited modifications? Would it really break the game if you saw one with LRS, GC, LWF, and Autothrusters?

I think Punishers should be able to shoot at 3 different targets in arc per round. Make them really feel like they are unloading everything. Then they can crumble and die to a breeze.

I always thought they should have something like when mentioned, in what little lore there was. This ships were nearly immune to Ion weapons and tractor beams and other devices, due to emp shielding and their hull.

Title: 0 Pts

Count this ship as large for all game effects. Tractors don't work on it, and it needs two Ion tokens to be ioned, etc.

Here are two others I thought of:

Title: 0 pt

High Explosive Ammunition

Each Torp, Missile and bomb upgrade add 1 crit when attack or detonate.

Title: 0 pts

Ammo Racks:

Count this card as Extra munitions

Edited by eagletsi111

Escorted

Unique Title - 3pt

Once per round after defending, all friendly ships at Range 1 may perform an attack on the attacker if able. You cannot equip this card if your agility is "2" or higher.

This could be a nice buff to all glass cannons, but what would it break? Would it make Ghost/Deci too powerful? Since they are generall flown with only 1 support ship, it might not be too difficult to get the escort out of arc or worth it just to go for it anyway. Or would harpoons render it obsolete anyway?

Just give them the Vaksai title. (I mean, not literally, but the exact same mechanics.)

3 hours ago, gamblertuba said:

No to the EPT. It's just not a good idea. We've learnt this.

Not being able to Deadeye kills this ship. As well as being able to be PS killed without VI as noted above.

Not having an EPT is what makes this ship uber-stink instead of just bad.

If you really can't see the EPT, give the chassis one high PS ace with Deadeye as his innate ability. At least it might see some tourney time.

I still think the fix is to give it 2 missile/torp shots per turn. It could unload before dying, and it would give it a unique mechanic.

Edited by Darth Meanie
4 minutes ago, Darth Meanie said:

Not being able to Deadeye kills this ship. As well as being able to be PS killed without VI as noted above.

Not having an EPT is what makes this ship uber-stink instead of just bad.

I still think the fix is to give it 2 missile/torp shots per turn. It could unload before dying, and it would give it a unique mechanic.

But sadly

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8 minutes ago, impspy said:

Eyo0YIz.png

My 2 critiques of this idea (an there have been other slike it) are:

1. It does not increase the survivability of the ship, which I have always wound to be problematic, and

2. Reload and cheap ordnance might make it a "one hit wonder". . .not that it will hit only once, but people will only use one kind of ordnance in a build.

Edited by Darth Meanie
2 minutes ago, Darth Meanie said:

My 2 critiques of this idea (an there have been other slike it) are:

1. It does not increase the survivability of the ship, which I have always wound to be problematic, and

2. Reload and cheap ordnance might make it a "one hit wonder". . .not that it will hit only once, but people will only use one kind of ordnance in a build.

Good points; what about if we made it able to take more upgrades like LWF and autothrusters along with a couple of others to make it last longer and hit harder?

9oSrC7J.png

3 minutes ago, impspy said:

Good points; what about if we made it able to take more upgrades like LWF and autothrusters along with a couple of others to make it last longer and hit harder?

Well, this would be a good idea:

1 hour ago, Jeff Wilder said:

Just give them the Vaksai title. (I mean, not literally, but the exact same mechanics.)

because these guys want Chips, LWF, and AT, which are all competing for the same slot.

2 minutes ago, Darth Meanie said:

Well, this would be a good idea:

because these guys want Chips, LWF, and AT, which are all competing for the same slot.

Ah, missed that one. Yes I think giving them Chips, LWF, AT, and another to taste (LRS anyone?) would make this monstrosity viable.