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JamieSpace

Redline help - how to not get punished!

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So with the release of guidance chips I want to bring back some more punishers. I love they look of the ship, it really is imposing on the board especially when flown with other Ties.

 

My current thinking is:

 

"Redline" (27)
Fire-Control System (2)
Plasma Torpedoes (3)
Extra Munitions (2)
Cluster Missiles (4)
Guidance Chips (0)

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

Black Squadron Pilot (14)
Crack Shot (1)

Black Squadron Pilot (14)
Crack Shot (1)

Total: 99

 

But should I upgrade the Plasma torps to Proton torps in this Y wing meta? Plus on that first fire when you grab the target locks you can change the focus to almost guarantee 4 hits.  Any suggestions on improvements or how to fly.

 

I also have been thinking of this list.

 

"Redline" (27)
Fire-Control System (2)
Plasma Torpedoes (3)
Extra Munitions (2)
Cluster Missiles (4)
Guidance Chips (0)

"Omega Leader" (21)
Juke (2)
Comm Relay (3)

"Zeta Leader" (20)
Wired (1)
Comm Relay (3)

Academy Pilot (12)

Total: 100

 

Does it have legs?. I always worry that Redline will just die to TLT and mass fire!

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With Redline the key is to realise that he's squishy as hell, and has a huge target on his back because of his expense and how hard he hits.  You need to confuse targetting priority.  Either go with a couple of other high-threat aces, OL being an excellent one because of his value, or go with a miniswarm to block for him, ideally keeping enemies from getting arc on him by doing so.

 

Alternatively, consider running him with Jendon and the title, and feeding him that first lock early so he can be a threat in the first engagement.

 

Either way, usually you aim to slow-roll with him and get the first enagement at range 3 to maximise his chance of survival, and either use a missile or torp, or pick up a TL with FCS, then close immediately to range 2 (ideally not range 1) and fire off those tasty tasty cluster missiles.

 

You also need to make sure you lock and kill the right targets with him.  Don't waste that punch on small fry unless you think you might lose him.

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I'm anxious to get my Punishers flying too.  I like the idea of a mini-swarm to block, and take some heat off.  As a thought though, can you add a Decimator?

I think a good way to hide the big guy is next to a bigger guy.

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My limited Redline experience is that he works best as a flanker. You can try to run blockers for him, but your opponent will still get to him most likely. I don't worry about getting him engaged on the first round of shooting. Let your opponent focus or chase after other elements of your list and bring Redline late to the party. Once he starts dealing damage, it becomes hard for your opponent to actually kill him because focus fire is more difficult to achieve as the match wears on.

So, either fly him in a '3 flankers' list (Jax + inquisitor, perhaps?), or put him on the wing with something that can square off with the enemy: perhaps a mini-swarm, a decimator, a pair of defenders (post veterans) or similar...

Edited by blade_mercurial

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I've had a lot of success with Redline, Vessery and a TIE Shuttle with Fleet Officer and Tactician when testing Vets stuff out previously.  It really confuses targetting priority when Vessery hits as hard as he does with TIE/D and Tractor Beam and the shuttle feeds them both focus and threatens stress.

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Well that's sort of what I was thinking with the first list.

I have the ties that with crack shot are a threat if pushed up and in your face. I have the Inquisitor that's also a threat on the flank and I can slow roll the punisher from the flank or behind.

 

the second list I like the Idea of the Two FO aces causing havoc while Redline is flanking. The academy seemed like good filler for blocking etc.

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that first list looks very familiar...

 

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honestly, I'd keep the bid for the 1% chance you run into Dash. Makes all the difference, being able to move after him.

 

Protons won't really help vs Ys, because there won't be much left of them after your cluster missiles

 

How you finding it? Did it go ok against the scouts?

 

I played against Two TLT Ys, A 4-Lom misthunter and a missile boat pirate. Kind of messed up the initial engagement and couldn't get rid of a Y wing quickly enough (Poor rolling on clusters). Then I got the Inquisitor stuck into the furball. Did ok and if I flew it better I think I could do alright with it!

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Protons won't really help vs Ys, because there won't be much left of them after your cluster missiles

 

How you finding it? Did it go ok against the scouts?

 

I played against Two TLT Ys, A 4-Lom misthunter and a missile boat pirate. Kind of messed up the initial engagement and couldn't get rid of a Y wing quickly enough (Poor rolling on clusters). Then I got the Inquisitor stuck into the furball. Did ok and if I flew it better I think I could do alright with it!

 

 

 

the jist of it:

 

despite some poor rolling (Goddamn fickle ties), two range 1 crack squadrons + redline CM + Inq downed a scout before it got to shoot (it even spent its focus on defense; rolled two focus on its first defense roll)

 

redline ate torpedoes in exchange, got mauled by a PWT the following turn. 38 points for 33; not efficient. But, it set up the Inq for the late game.

 

more poor rolling from Tie Fighters, green this time, but with the Inq being awesome it ends up being him at two hull (ate a plasma @ range 3) versus a torpless scout

 

 

PTL ensured it was just gg from there. Inq needs the bloody thing; would've died so many times before and lost so much damage without focus helping me out

 

 

fun and punchy

 

minor annoyance is how Redline and Inq overlap:

 

  • they both love flanking
  • they both don't like range 1 (actual range 1) because they get nothing out of it
Edited by ficklegreendice

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I used a Doomshuttle with Tactical Jammer and 3x Academy Ties.

I prefer Assault Missles for Swarms with Plasma Torps for big ships.  After the first lock, FCS allows me to run into the back  of the shuttle for extra cover.  

Plasma Torps are good for the Jumpmaster. Took it down much more quickly than I anticipated.

2016-03-23%2014.51.04_zpsztfnlwzf.jpg

Edited by USCGrad90

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I wrote up a very similar list today. But I focused more on a wall of blockers and keeping the hard hitters in the back field. The strategy I guess would be to have the academies fly fast and straight on turn 1 and have the Inq. and Punisher hang back and move slowly. Then hopefully I can set up the wall and blast from afar.

 

The Inquisitor

-PTL

-TIE/v1

-Autothrusters

 

Cutlass Sq. Pilot

-FCS

-Extra Munitions

-Plasma Torps

-Concussion Missiles

-Guidance Chips

 

Academy Pilot x3

 

Never really tried this strategy before so any advice would be appreciated

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I used a Doomshuttle with Tactical Jammer and 3x Academy Ties.

I prefer Assault Missles for Swarms with Plasma Torps for big ships.  After the first lock, FCS allows me to run into the back  of the shuttle for extra cover.

Plasma Torps are good for the Jumpmaster. Took it down much more quickly than I anticipated.

 

Awesome! Like seeing tactical jammer put to use. I keep throwing it in squads, then take out. Love the FCS and just ram in the back of the shuttle strategy though.

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I really want to get Redline on the table especially now that guidance chimps has dropped. The build I want to use is with Vessery because I love defenders too and once veterans comes out, I'd like to do this for mega target lock synergy for Vess.

TIE Punisher: · "Redline" (27)

Extra Munitions (2)

Plasma Torpedoes (3)

Cluster Missiles (4)

Fire Control System (2)

Guidance Chips (0)

TIE Defender: · Colonel Vessery (35)

Juke (2)

Twin Ion Engine Mk. II (1)

TIE/x7 (-2)

TIE/fo Fighter: · "Omega Leader" (21)

Juke (2)

Comm Relay (3)

-- TOTAL ------- 100/100p. --

For now, I'm split on running him with a mini swarm, or with a Vader, gunner deci to deal with arc dodgers / high agility stuff.

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I'm going to try this list but with Tie/FO Epsilon's instead of the Black Squadron Ties. 

 

"Redline" (27)
Fire-Control System (2)
Plasma Torpedoes (3)
Extra Munitions (2)
Cluster Missiles (4)
Guidance Chips (0)

 

The Inquisitor (25)
Push the Limit (3)
Autothrusters (2)
TIE/v1 (1)

 

Tie/FO Epsilon Pilot (15)

Tie/FO Epsilon Pilot (15)

 

Total: 99

 

I'm thinking of swapping out the FCS for an Accuracy Corrector.  Ideas?

Edited by joliversc

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I'm thinking of swapping out the FCS an Accuracy Corrector.  Ideas?

Why would you want to do that? FCS is what makes Redline so good!

Also, the blacks w/ crack is probably better than epsilons at the moment. You want the extra damage and since the TIEs aren't getting shot at in the beginning (because your opponent wants to kill Redline), the extra shield is less important...

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Crack shot is a once and done card, I prefer the FO's because of the shield but mostly for their better dials. I seldom bother to target lock but that is a good option when nobody is in arc.

 

I think Accuracy Corrector will make those cluster missiles more potent. I'm not sure how FCS and Redline interact. How many target locks is too many target locks? Can these locks be spread over multiple ships?

Edited by joliversc

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Ahh now I see that Acc Corrector and Guidance Chips wouldn't work well together at all. Now i'm going to stick with the FCS.

 

How do you feel about tracer missiles?

Edited by joliversc

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Crack shot is a once and done card, I prefer the FO's because of the shield but mostly for their better dials. I seldom bother to target lock but that is a good option when nobody is in arc.

 

You might change your mind when you get one Scout off the board in round one with the plasma torps and dual crack shots on the first pass if you get your range right.

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I might but I highly doubt you could get a scout off the board on turn one. The Punisher can't even get into target lock range on turn one.

 

Are we having an argument over my suggested changes to a list that was posted for the purpose of critique?

 

I happen to think the FO's have more staying power due their superior dial, the shield and the target lock

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I did think about the FOs instead of the Black Crack Ties. The problem is that PS1 is pretty bad in the current meta. As Blade mentioned, the Ties are not getting targeted initially (Redline or the Inquisitor is) and at Ps4 with Crackshot they are going to help get rid of a scout/TLT Y wing/B wing before they get to fire!

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Are we having an argument over my suggested changes to a list that was posted for the purpose of critique?

 

I had thought you posted your list for critique and then rebutted the suggestion of taking Crack Shot. My intent was to offer a reason to reconsider.

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