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Tirnaog

TIE - Punisher: Builds/Tactics

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Hello fellow Imperial Commanders!

 

Just picked up one of these. Love the model!

Any suggestions on builds and tactics for this baby?

 

My first few tries:

1] DeathRain: [44]

--- Munitions Failsafe, Fire-Control System, extra Munitions, Assault Missiles, Cluster mines, Conner Net.

 

2] Punisher squad: [100]

--- Cutlass Pilot:  Twin ion engines, Accuracy Corrector.

--- Cutlass Pilot:  Munitions Failsafe, Accuracy Corrector.

--- Cutlass Pilot:  Cluster Mines.

--- Black 8 Pilot:  ION Bombs.

 

In this squad would like to keep each ship to 25pts.

 

3] Punishers Incoming!: [200] { ok going a little nuts here :) }

--- Cutlass Pilot: Shield upgd, Accuracy Corrector, Cluster mines, Cluster mines.

--- Cutlass Pilot: Shield upgd, Accuracy Corrector, Cluster mines, Cluster mines.

--- Cutlass Pilot: Shield upgd, Accuracy Corrector, Cluster mines, Cluster mines.

--- Cutlass Pilot: Shield upgd, Accuracy Corrector, Cluster mines, Cluster mines

--- obsidian Pilot: x4

 

What builds do ye fine works good for this ship?

How are they against B-Wings? Seems to be our B-Wing, at least to me it does.

 

Thanks.

 

 

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Don't know if this could work?

 

Cutlass Squadron Pilot (21)
Fire-Control System (2)
Extra Munitions (2)
Cluster Missiles (4)
Concussion Missiles (4)

 

Cutlass Squadron Pilot (21)
Fire-Control System (2)
Extra Munitions (2)
Cluster Missiles (4)
Concussion Missiles (4)

 

Cutlass Squadron Pilot (21)
Fire-Control System (2)
Extra Munitions (2)
Cluster Missiles (4)
Concussion Missiles (4)

 

Total: 99

 

View in Yet Another Squad Builder

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don't bother playing against the specialization of the named pilots

 

Deathrain should not have missiles, Redline should not have bombs (though, if you have to pick, deathrain with missiles is far worse off because missiles are simply naturally more cluncky than bombs)

 

 

Also, personally, I find cluster mines to be a rotten clump of **** (no crits =  green dice odds of hitting). Wouldn't ever bother with them. more conners! (or prox mines)

 

 

FCS on Deathrain also doesn't acomplish much. I can see the argument for AC if he needs to do damage after proverbially blowing his load, but either Scopes or Sensors make his job of flinging mines so much easier.

 

 

remember, Punishers kind of need to be expensive to get all the tools they need to be effective, but they're stupidly squishy. Don't add anything that isn't absolutely necessary (system, two of relevant bomb or ordnance, extra munis; thrusters for redline because he will probably be trading dice while Deathrain has control and shenanigans to keep him/her safe)

Edited by ficklegreendice

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Also, personally, I find cluster mines to be a rotten clump of **** (no crits =  green dice odds of hitting). Wouldn't ever bother with them. more conners! (or prox mines)

 

 

 )

Really?!?. Are.they really no good

I haven't gotten around to using cluster bombs yet, been waiting on my acrylic ones to arrive.

Are they seriously no good????

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Also, personally, I find cluster mines to be a rotten clump of **** (no crits =  green dice odds of hitting). Wouldn't ever bother with them. more conners! (or prox mines)

 

 

 )

Really?!?. Are.they really no good

I haven't gotten around to using cluster bombs yet, been waiting on my acrylic ones to arrive.

Are they seriously no good????

 

Cluster Mines have pretty good damage if you can land all 3. 

Even if you can't, it provides a large zone-control against ships that pay a premium per HP (like Soontir Fel and the like), as they can't afford to risk it.

 

Connors' Nets have been proven to be insane amounts of control and disruption, and are currently the preferred 4-drop bomb.

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Really?!?. Are.they really no good

I haven't gotten around to using cluster bombs yet, been waiting on my acrylic ones to arrive.

Are they seriously no good????

 

Two cluster mines do the same average damage as one proximity mine (4 * 3/8 vs. 3 * 4/8) but without the possibility of crits, and they cost more.  So you're worse off unless you can hit with all three templates.  I think proximity mines are generally better and cheaper.

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I've run Deathrain in a tournament with Krassis and came in second. Advanced Sensors with Proton Bombs and Prox Mines (extra munitions of course) were nasty. It gave her the ability to boost, drop a proton bomb out the front to catch multiple ships, barrel roll, then do a Kturn to engage with primaries. Against higher PS ships, particularly arc dodgers, you could fly close to them and drop a prox out the front for unavoidable damage. Basically she turns bombs from a passive secondary weapon into a deadly second attack in the round.

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Used Deathrain with the proton bombs against a friend the other day, and crippled the Houndstooth into uselessness with a couple of crits that went right through the shields. Never underestimate an opening salvo of proton bombs and Advanced Homing Missiles.

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I've run Deathrain in a tournament with Krassis and came in second. Advanced Sensors with Proton Bombs and Prox Mines (extra munitions of course) were nasty. It gave her the ability to boost, drop a proton bomb out the front to catch multiple ships, barrel roll, then do a Kturn to engage with primaries. Against higher PS ships, particularly arc dodgers, you could fly close to them and drop a prox out the front for unavoidable damage. Basically she turns bombs from a passive secondary weapon into a deadly second attack in the round.

I'm curious what the rest of your list was like. Would you mind sharing it? Also, would you run something similar these day?  We aren't seeing many Imperial Firesprays around.

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Really?!?. Are.they really no good

I haven't gotten around to using cluster bombs yet, been waiting on my acrylic ones to arrive.

Are they seriously no good????

 

Two cluster mines do the same average damage as one proximity mine (4 * 3/8 vs. 3 * 4/8) but without the possibility of crits, and they cost more.  So you're worse off unless you can hit with all three templates.  I think proximity mines are generally better and cheaper.

 

 

Cluster Mines deal 1.125 damage on average if you hit with all 3 mines each time. That's pretty terrible value for 4 points when you're probably going to land 2 mines most of the time.

 

Conner net is the way to go IMO. It does 1 damage every time and absolutely neuters aces and fat ships for 1-2 rounds for 4 points - now that's good value.

 

As for a Deathrain build, you should be taking Advanced Sensors every time to increase your Conner (AdvSen bomb) and Proton Bomb (AdvSen boost then drop)  threat range.

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I've run Deathrain in a tournament with Krassis and came in second. Advanced Sensors with Proton Bombs and Prox Mines (extra munitions of course) were nasty. It gave her the ability to boost, drop a proton bomb out the front to catch multiple ships, barrel roll, then do a Kturn to engage with primaries. Against higher PS ships, particularly arc dodgers, you could fly close to them and drop a prox out the front for unavoidable damage. Basically she turns bombs from a passive secondary weapon into a deadly second attack in the round.

I'm curious what the rest of your list was like. Would you mind sharing it? Also, would you run something similar these day?  We aren't seeing many Imperial Firesprays around.

 

“Deathrain”
Advanced Sensors (3)
Extra Munitions (2)
Plasma Torpedoes (3)
Advanced Homing Missiles (3)
Cluster Missiles (4)
Proton Bombs (5)
Cluster Mines (4)
 
50 points
 
Krassis Trelix
Advanced Homing Missiles (3)
Heavy Laser Cannon (7)
Seismic Charges (2)
Slave-1 (0)
Extra Munitions (2)

 

50 points

 

Krassis hung back and was artillery utilizing his reroll ability with the HLC and AHMs, while Deathrain was in-your-face havoc with proton bombs and cluster mines. If possible, Deathrain would targetlock, drop a proton bomb, K-turn, then launch a AHM for two crits through the shields. Krassis would follow up with a heavy pounding from the HLC, or a third AHM. When Krassis got pulled into things, he would try drop a seismic, fly past, then catch them in the rear arc.

Edited by Shrapnelbait

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I'm looking forward to giving this Deathrain list a whirl at my league tonight:

 

"Deathrain" (26)
Advanced Sensors (3)
Extra Munitions (2)
Conner Net (4)
Seismic Charges (2)
 
"Howlrunner" (18)
 
Black Squadron Pilot (14)
Crack Shot (1)
 
Black Squadron Pilot (14)
Crack Shot (1)
 
Black Squadron Pilot (14)
Crack Shot (1)
 
Total: 100
 
 
It keeps Deathrain on the cheaper side without sacrificing a great deal of effectiveness, and the Black Sq miniswarm with Crack Shot is capable to laying down a fair amount of pain by itself, especially with Howlrunner's re-roll.

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Guest ImperialMortification

Clusters are great! Load up and full the gaps between meteors, then fall back and use something like a lambda with hlc and Vader stalling in stasis with tie f/o to remove the stress. 

 

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Not a lot of people talk about him, but I really like Redline. The double target lock allows you to attack with ordnance and still have a target lock to spend, and with FCS you get both target locks back every time. Here's a list I came up with using him:

"Redline" + FCS + Plasma Torpedoes + EM + Cluster Missiles + Guidance Chips - 38 pts

Darth Vader + TIE/x1 + ATC + Predator + EU - 37 pts

Pure Sabacc + Adaptive Ailerons + VI + Lightweight Frame -25 pts

I've only played one game with this list thus far, as I'm not a big risk taker. It did confuse my opponent's target priority pretty effectively, and Redline punished (pun intended) his RAC very heavily.

 

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On 10/27/2015 at 11:17 AM, kerbarian said:

 

Two cluster mines do the same average damage as one proximity mine (4 * 3/8 vs. 3 * 4/8) but without the possibility of crits, and they cost more.  So you're worse off unless you can hit with all three templates.  I think proximity mines are generally better and cheaper.

The errata indicates that CMs do a face down damage for each hit or crit rolled, so your math is off. 

CMs are easier to line up with an adv SLAM, but can still do some neat stuff. 

Why not buy 1 of each with EM added?

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