Tie Punisher 2.0 Discussion Thread

By DXCrazytrain, in X-Wing

The Punisher is shaping up to be one of the break out hits of 2nd Edition. This is the place to post your analysis, strategies, and list ideas for this ugly duckling that has finally blossomed into a beautiful bringer of doom.

Here's my first shot at a list. It's got a whole lot of punch you in the face, with just a little sprinkling of synergy thrown in.

New Squadron

(44) "Redline"
(5) Cluster Missiles
(6) Concussion Missiles
(6) Adv. Proton Torpedoes
Points 61

(88) Colonel Vessery
(4) Juke
(4) Heavy Laser Cannon
Points 96

(36) Captain Jonus
(6) Barrage Rockets
Points 42

Total points: 199

Deathrain

*Trajectory + protons + seismics + ablative + barrage Rockets

Is probably the best, most fun thing about second edition

He party hardies with Jonus and two gammas (sat salvo, barrage Rockets; the only way to play)

Just remember that EVERYONE BURNS in second edition, so make sure you don't overvalue the lives of your bombers.

Gotta Sat Salvo just force the opponent to hopefully spend a token? Dewit! Roll less than perfect, got enemy in bullseye; no Jonus? Spend that charge! Need to potentially bomb your own guys to get at Soontir? Pyrhhic away!

Also don't fret about burning bombs just to action

Life's too short for that, ESPECIALLY in a punisher!

Edited by ficklegreendice
30 minutes ago, DXCrazytrain said:

The Punisher is shaping up to be one of the break out hits of 2nd Edition.

People are certainly excited about it. I think the hype of the strong offensive chassis masks is that it still only has 1 Agility. 9 Hull 3 Shields does take some time to chew through, but Punishers will likely be higher priority targets out of the gate that melt really fast.

Setting that aside, I think that the synergy of TS+Proton Bombs alongside Concussion Missiles should be strong, especially against 4+ ships/swarms. Both named pilots get action efficiency that jives well with ordnance use. I really like Deathrain or Redline with an Inferno Squadron escort. It's particularly strong because of Seyn handing out facedown damage cards, especially strong since her ability would trigger Concussion Missiles, Hask, and Meeko.

Edited by Praetorate of the Empire
17 minutes ago, DXCrazytrain said:

The Punisher is shaping up to be one of the break out hits of 2nd Edition. This is the place to post your analysis, strategies, and list ideas for this ugly duckling that has finally blossomed into a beautiful bringer of doom.

Here's my first shot at a list. It's got a whole lot of punch you in the face, with just a little sprinkling of synergy thrown in.

New Squadron

(44) "Redline"
(5) Cluster Missiles
(6) Concussion Missiles
(6) Adv. Proton Torpedoes
Points 61

(88) Colonel Vessery
(4) Juke
(4) Heavy Laser Cannon
Points 96

(36) Captain Jonus
(6) Barrage Rockets
Points 42

Total points: 199

There's a lot of this going round at the moment. Reading various things on here, people coming to similar conclusions..... Only 2 nights ago did I mock up a list featuring those 3 dudes. All from just idly reading the forum.

Still really struggle to run a single Punisher without the TS/Bomblet/URockets combo (or the 2.0 equiv, Brockets)... Redline only normally comes in when I use 2... After trying it on FlyCasual, leaving bombs off my bombers seems a better idea, without Ablative Plating :D

Mind you, Seismic charges did bad things to silly AI TIE mini swarms.... I'd be half tempted to take them with a TS instead of the Adv Protons. The new Seismics have a pretty cool variable range thing going on. And Han certainly won't like them.

7 minutes ago, ficklegreendice said:

Deathrain 

*Trajectory + protons + seismics + ablative + barrage Rockets 

Just perfect built.

i noticed one thing in particular the Punisher can do nobody else can.

Trajsim + Bomblet + Reload

Bomblets are neither Unique nor state they cannot be reloaded so you can bypass the shield spending bit. And theyre only 5pts....dang

2 punishers with that under their belt sounds mean

Oh right, word of warning:

9 health, 1 agility don't ****. Your generous, five-engine *** will get Swiss Cheesed by even a half decent howlie swarm. Those new crits will also do about as well for you as a second ******* right where your third eye should be

Love, nuture, and cherish your boost action (especially premanuever!). It is literally what makes the punisher a gloriously corpulent dancer of death, as opposed to the poor, clunky SCURRG

...never thought I'd get to say that SCURRG was significantly inferior to the flippin punisher...SECOND EDITION!!!!!!!

How about...

Redline. 79

FCS, Concussions, Clusters, Fifth Bro, Plating.

Deathrain. 65

TS, Brockets, Proton Bombs, Seismics, Skilled Bomber, Plating.

Jonas. 56

Sat Salvo, Brockets, Proton Bombs, Seismics.

Basically, anything anywhere can blow up at any time.

Edited by Cuz05
Copied it out wrong....

The key to Punishers is you can keep them cheap while doing A LOT of efficient damage. Redline w/ Proton Torpedoes by itself is really good, but Adv Sensors is a really solid purchase on Redline too. Deathrain wants Trajectory Sim and a bomb or two to basically have double actions like Redline which means Deathrain can also take Proton Torpedoes, but because of I4, I can see the use of Barrage Rockets instead. Ablative Plating and Skilled Bombadier can also be useful for Deathrain. If extra points left over, Homing Missiles are amazing for the cost.

Edited by RStan

TIE Bomber > TIE Punisher still.

Prove me wrong.

1 hour ago, Cuz05 said:

How about...

Redline. 79

FCS, Concussions, Clusters, Fifth Bro, Plating.

Deathrain. 65

TS, Brockets, Proton Bombs, Seismics, Skilled Bomber, Plating.

Jonas. 56

Sat Salvo, Brockets, Proton Bombs, Seismics.

Basically, anything anywhere can blow up at any time.

There is very little value on FCS on Redline, as he has no trouble getting locks to spend.

I got most of what I wanted for Punishers, and more!

I favor Redline over any other pilot currently.

I like protorps and concussion missiles on him, FCS, fifth bro.

I hope we get more interesting ordnance so I can get really creative with it.

1 minute ago, HolySorcerer said:

There is very little value on FCS on Redline, as he has no trouble getting locks to spend.

I think there is more value in using locks after other actions, rather than double lock.

13 minutes ago, Hawkstrike said:

TIE Bomber > TIE Punisher still.

Prove me wrong.

Bombers have far worse repositioning capabilities and literally no trajectory simulating capability

unless Deathfire dies


Bomber has far more efficient prize tag and is better with mines

so really, one's only better than the other in specific contexts. In reality, you should just run both

Deathrain" — TIE Punisher 42
Trajectory Simulator 3
Barrage Rockets 6
Skilled Bombardier 2
Seismic Charges 3
Proton Bombs 5
Ablative Plating 4
Ship Total: 65
Captain Jonus — TIE Bomber 36
Saturation Salvo 6
Barrage Rockets 6
Ship Total: 48
Gamma Squadron Ace — TIE Bomber 30
Saturation Salvo 6
Barrage Rockets 6
Ship Total: 42
Gamma Squadron Ace — TIE Bomber 30
Saturation Salvo 6
Barrage Rockets 6
Ship Total: 42
Edited by ficklegreendice
2 hours ago, Vineheart01 said:

i noticed one thing in particular the Punisher can do nobody else can.

Trajsim + Bomblet + Reload

Bomblets are neither Unique nor state they cannot be reloaded so you can bypass the shield spending bit. And theyre only 5pts....dang

2 punishers with that under their belt sounds mean

Proton bombs provide guaranteed ctits, have the same number of charges and cost the same as the bomblet generator. It can be a toss up. Take the bomblets if you're feeling lucky, but Protons are always solid.

Regarding Punishers vs bombers, I like both! Two great tastes that go great together. Deathrain, Jonus and some fodder bombers are enough to ruin anyone's day.

Punishers are definitely better for a single-ordnance user, since they have better bomb access (bomblets or two types of bombs) and their abilities just feed into them being alone. Plus, the white reload makes getting the low-charge stuff easier.

Bombers would be better in pairs or trios especially with Jonus around. They have the EPT for Salvo which is just nutty on Barrage Missiles.

This is the list I have been practising the most.

My Achievement 2.0

(46) Colonel Jendon
(13) Emperor Palpatine
Points 59

(44) "Redline"
(3) Seismic Charges
(9) Proton Torpedoes
(8) Advanced Sensors
Points 64

(52) "Whisper"
(5) Director Krennic
(6) Stealth Device
(4) Juke
(3) Fire-Control System
Points 70

Total points: 193

I won’t worry too much about the Jendon, Whisper Krennic stuff other than to say it is all about being prepared for the opening salvo. I’ve been optimising Jendon.

Redline doesn’t really need Jendon but getting 2 long range Locks on the first turn is pretty useful. Redline does like being coordinated and Palp for soft focus as well for when they are way out of position.

What I like about this Redline.

-Advanced Sensors Boost (acquire Lock) 4K

-Advanced Sensors Roll (acquire Lock) blue move.

-Advanced Sensors Focus (acquire Lock) anything you want.

With the 2 reposition options, the large base, the high initiative and the only ability in the entire game to chain a second action off Advanced Sensors Redline is basically a heavy ace able to infiltrate enemy lines and get from one side of the board to the other in record time. It’s pretty easy to prevent shots on Redline and it’s impossible to take away Redline’s actions.

I have been looking at a different list that replaces Whisper with the Grand Inquisitor and drops Palp to shift Krennic to Jendon.

I haven’t played against high ship counts yet so the swarm could be a problem and I might want bombs or Clusters instead. But for now I’m really enjoying the tools in this build.

10 hours ago, Praetorate of the Empire said:

9 Hull 3 Shields does take some time to chew through ...

I think you overestimate your chances...

9 hours ago, Commander Kaine said:

I think there is more value in using locks after other actions, rather than double lock.

Plus, being able to 'hold' a double lock makes him one of the most efficient solo users of Cluster Missiles - Redline and Jonus are about the only two pilots who can really make them zing.

11 hours ago, Vineheart01 said:

Bomblets are neither Unique nor state they cannot be reloaded so you can bypass the shield spending bit. And theyre only 5pts....dang

Yup. The shield-burn-reload is only there to allow them to be used en masse on ships which don't have reload (i.e the Scurrg). For a 'proper' heavy bomber - go nuts.

  • Cutlass Squadron Pilot (36) x 4
    • Trajectory Simulator (3)
    • Barrage Rockets (6)
    • Bomblet Generator (5)

A howlrunner/iden versio swarm, you say? Tell me more. Also, have some ordnance. No, I insist.

Edited by Magnus Grendel
9 hours ago, Hawkstrike said:

TIE Bomber > TIE Punisher still.

Prove me wrong.

Orange>lemon

Still.

Prove me wrong.

This is the internet in 2018

Good point (I just noticed) about ablative plating.

  • Cutlass Squadron Pilot (36) x 4
    • Trajectory Simulator (3)
    • Skilled Bombardier (2)
    • Bomblet Generator (5)
    • Ablative Plating (4)

Technically, the TIE Punisher does have primary weapons. But you don't want to mess around with that sort of thing.....

4 hours ago, player2422845 said:

Orange>lemon

Still.

Prove me wrong.

This is the internet in 2018

Well those are your facts. @Hawkstrike has alternative facts to your’s. Truth isn’t truth!

America in 2018.

7 hours ago, DodgingArcs said:

This is the list I have been practising the most.

My Achievement 2.0

(46) Colonel Jendon
(13) Emperor Palpatine
Points 59

(44) "Redline"
(3) Seismic Charges
(9) Proton Torpedoes
(8) Advanced Sensors
Points 64

(52) "Whisper"
(5) Director Krennic
(6) Stealth Device
(4) Juke
(3) Fire-Control System
Points 70

Total points: 193

I would try Agent Kallus on Whisper, or you can even squeeze Vader in there. I just don't like Director Krennic in 2.0.

14 hours ago, Hawkstrike said:

TIE Bomber > TIE Punisher still  .

Prove me wrong.

image.jpeg.4b69e621058fad1b80e9af96c6904cdf.jpeg

FTFY