Yet another Punisher fix thread

By RufusDaMan, in X-Wing

On Friday, March 09, 2018 at 11:21 PM, RufusDaMan said:

Non damaging deployable items are a mostly unexplored designspace for sure!

Not many so far, quick release cargo locks is one.

Some interesting ideas here.

But, precision bombing is far too good. If you want to keep ut like this it should at least exclude Action bombs.

On 2018-03-09 at 5:21 PM, RufusDaMan said:

Non damaging deployable items are a mostly unexplored designspace for sure!

I agree. Hence the probe droid, which, with minefield mapper, and extra minitions is a way for the empire to get lots of target locks easily.

I had an idea folks. How does this sound?

TIE/IT (0 Points)

When you equip this card, place 1 ordnance token on each equipped [Torpedo] and [Missile] Upgrade card.

When a secondary weapon instructs you to spend a target lock, you may discard an Ordnance Token on that card instead.

Edited by Yakostovian
29 minutes ago, Yakostovian said:

I had an idea folks. How does this sound?

TIE/IT (0 Points)

When you equip this card, place 1 ordnance token on each equipped [Torpedo] and [Missile] Upgrade card.

When a secondary weapon instructs you to spend a target lock, you may discard an Ordnance Token on that card instead.

So you just blindshoot missiles until they hit? :D

5 minutes ago, Commander Kaine said:

So you just blindshoot missiles until they hit? :D

Hah I think he means you'd get to keep the Target Lock for rerolls and spend the Ordnance Token to satisfy the requirement for firing the missile.

Just now, HammerGibbens said:

Hah I think he means you'd get to keep the Target Lock for rerolls and spend the Ordnance Token to satisfy the requirement for firing the missile.

Yeah, but flavourwise ordnance tokens are just another missiles. Spending them means shooting the missile (not in mechanics)

The idea behind my 5 AM fix (up early, not staying up late) was you have the initial Target Lock to satisfy the attack requirement, then spend the Ordnance Token and the missile/torpedo upgrade card (or two Ordnance token with Extra munitions) but you still have the target lock when trying to hit and modify dice.

EDIT: In hindsight, perhaps spending any ordnance token in lieu of a target lock may be the better option.

New Version:

TIE/IT (0 Points)

Title. TIE Punisher Only
When you equip this card, place 1 ordnance token on each equipped [Torpedo] and [Missile] Upgrade card.
When a secondary weapon instructs you to spend a target lock, you may discard an equipped Ordnance Token instead.

This would permit one to discard the 2 ordnance tokens on the "Extra Munitions" card first, or Ordnance Tokens on low cost munitions if desired.

Edited by Yakostovian

That's not too dissimilar to suggestions in the past - only that earlier proposals were to "discard another missile or torpedo upgrade", that way you get full use of the underlying card as well, once the tokens have been exhausted. So, Thread Tracers and EM provide quite a cheap bank of TL surrogates.

Even though improving the Punisher's access to attack mods would go someway to bringing it up to speed, I think the majority opinion is that it is survivability that is the bigger handicap to overcome - hence why other prior suggestions (also similar, in a way) have been to spend ordnance to mitigate incoming damage.

Edited by ABXY

It's been done before, but I think allowing a 2nd mod might be the best fix.

Then you could combo LWF with AT to be really tanky. Or LWF with chips or LRS to be tankier without losing your ability to be effective with ordinance.

I feel like if you were to cut the top pods off, then compress the body together so the lower pods were closer together, creating a triangle-shaped array with the cockpit pod on top... it would still be the ugliest ship in the game and the dumbest, laziest design, but it would be a little better, and thus technically count as a fix.