TIE/Sa vs TIE/Ca

By Ronu, in X-Wing

Okay Imperials, wildly important question. Where does the TIE C/a “Punisher” actually fit in list? I’m having a tough time justifying it outside of a personal presence to play with Redline. The TIE S/a “Bomber” is cheaper, their abilities are about as crazy. They basically have the same payload.

The C/a does get boost, a system slot, an extra torpedo slot and a bit HP but loses an Evade in return. It’s a Medium base for the C/a so it can get around faster. Dial goes to the bomber though.... so again what’s separating the two and why reach for the big boy vs one or 2 bombers for the cost?

Punisher's don't die before they get to shoot.

Redline is bonkers. TIE Punishers in general get Tragedy Sim.

Its the "elite bomber" basically.

In exchange for the Talent slot, which for ordnance users is actually kinda annoying (lack of Sat Salvo...) they get absolutely BONKERS abilities for firing missiles/torps or dropping mines while getting multi-action economy at the same time.
Also more expensive though, so the Punisher is the ordnance "ace" basically while the bomber is the "budget ace" - to put it in a different perspective, theyre not aces just using the example.

They do everything bombers have access to in a single turn on their own, while a bomber typically requires support or a setup turn. Also they have access to TrajSim, which is nothing to scoff at at ALL in 2.0.

like Angry Albatross said, punishers dont really die that quick either. In 2.0 the days of getting slammed with 2-3 super deadly attacks are gone, you might see 1 in a list but then usually the rest are banking on dice luck. My punishers have yet to die even in 2 turns of being attacked.

Edited by Vineheart01

So it's like this:

The bomber is your workhorse. it's stiff, but it's built solid and it spams rockets. No fuss, no muss, no frills, but be **** certain it gets the job done

Now the Punisher...**** idk, it's like a ****** racecar. Either advanced sensor redline or traj sim Deathrain can just dance around the table like corpulent ballerinas farting out death wherever they dance

To illustrate the difference, I've put both in the same list

Deathrain, Salvo Bombers

(42) "Deathrain"
(3) Seismic Charges
(5) Proton Bombs
(6) Barrage Rockets
(4) Ablative Plating
(3) Trajectory Simulator
(2) Skilled Bombardier
Points 65

(36) Captain Jonus
(6) Barrage Rockets
(6) Saturation Salvo
Points 48

(30) Gamma Squadron Ace
(6) Barrage Rockets
(6) Saturation Salvo
Points 42

(30) Gamma Squadron Ace
(6) Barrage Rockets
(6) Saturation Salvo
Points 42

Total points: 197

Drive at the enemy with bombers, flank with Deathrain. You'll notice the difference soon enough

Like in 1st Ed, Deathrain is probably just the most ****** enjoyable thing in the game because he moves like he don't give a ****** and it's wonderful

Edited by ficklegreendice

heh, if i had a 4th barrage rockets i would totally do that list.

Due to my 1.0 deathrain shenanigans i have made my locals HAAAATE him to the point where i cant even really practice builds lol. They wont give me the chance because last time i found a good one it ripped them a new one (deathrain + bombletts + advsensor + unguideds + LWF in 1.0 was 36pts of super agile death)

If i ran that i guarantee you everyone would flatout ignore the bombers and just go right for deathrain. Which i would be totally ok with lol

If not enough rockets, we can try deathrain with the other "best imperial ship"

Deathrain Phantoms

(42) "Deathrain"
(5) Proton Bombs
(3) Seismic Charges
(6) Barrage Rockets
(3) Trajectory Simulator
(4) Ablative Plating
Points 63

(52) "Whisper"
(4) Juke
Points 56

(46) Sigma Squadron Ace
(4) Juke
Points 50

(30) Gideon Hask
(1) Crack Shot
Points 31

Total points: 200

Basically, it's a list full of arcdodgers (yes folks, Deathrain is a ****** arcdodger extraordinaire) and a filler TIE

Now phantoms are nice because they're the least like to get hit by your own trajectory bombs (you learn to LOVE those lateral decloaks)

Edited by ficklegreendice