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JamieSpace

Redline help - how to not get punished!

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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

First off, accept that Redline will die - if not the first turn of the engagement, than the second. But that's OKAY; it means you know who's getting shot at first, and that gives you control of the game. Flechette Torps as either a "whoops, I lived and emptied out my Clusters" weapon, or just general Ace stressing materiel, is better than the Plasma Torps - which basically do the same job as Clusters.

 

Second, Wired is TERRIBLE. Strip that and Comm Relay out and give ZL Predator. He's not a priority target for the enemy, not with a Redline there, so make sure he can do as much damage as possible. If you don't bother with the Flechette Torps then you can give him a Comm Relay too which WILL. But I'm not sure which is truly better: increasing Redline's versatility (he does lack an R3 secondary after all) or increasing the durability of your secondary ships?

 

Lastly, the Academy Pilot is YES. The list is super-vulnerable to blocking. Blocking even one ship means that you have the potential to ruin their entire game. That said, forgoing Comm Relay/Flechette Torpedoes lets you upgrade him to a Black Squadron with Crackshot, and that version is capable of throwing enough dice to destroy a JM before it gets a shot off. EASILY capable.

 

Backstabber also neatly replaces Academy if the list is sans Flechettes/CR on ZL, and throws a lot of dice for dirt-cheap too. I do think the Flechettes version is stronger versus Aces, though, and it does give Redline more versatility.

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Plasmas on Redline because they are great against shielded targets, but mostly because nobody does it better. If you are really advocating ace bane munitions, then Homing Missile are the better choice. Flechettes are for compromising.

I think 'Red works best with a threatening wingmate. The enemy get so focused on Red's Wing that they end up letting you shoot all your munitions. Of course this means it needs to be stout, and a pocket ace to back then both up works great too.

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I like pairing Redline with Thread Tracer Inquisitor.  You can get a focus double target lock combo on those high hp targets esp. when using the Plasmas to chew through shields or Clusters to one shot.

I don't know if sacrificing the Inquisitor's good chance at damage range 3 shot for thread tracers is necessarily a good idea. You are only slightly increasing Redline's potential when he is already going to have rerolls for his missiles anyway. I can only see thread tracers being beneficial if you are giving like 3 other ships their target locks, and this is usually for the low pilot skill ships that move first and have a hard time getting them on their own. Redline can just primary attack something and get them easily with FCS also in case he moves into range after an ace. I think I like tracers on Blount with a missile Z swarm or Jonus and some bombers, but a bit overkill to get Redline his locks.

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I like pairing Redline with Thread Tracer Inquisitor.  You can get a focus double target lock combo on those high hp targets esp. when using the Plasmas to chew through shields or Clusters to one shot.

I don't know if sacrificing the Inquisitor's good chance at damage range 3 shot for thread tracers is necessarily a good idea. You are only slightly increasing Redline's potential when he is already going to have rerolls for his missiles anyway. I can only see thread tracers being beneficial if you are giving like 3 other ships their target locks, and this is usually for the low pilot skill ships that move first and have a hard time getting them on their own. Redline can just primary attack something and get them easily with FCS also in case he moves into range after an ace. I think I like tracers on Blount with a missile Z swarm or Jonus and some bombers, but a bit overkill to get Redline his locks.

 

Actually he works really well with Redline and two Black Cracks on the opening joust because you can keep him back while Redline and the Black Cracks get up close for a savage first volley with those TLs esp. since he'll fire first giving the rest of the list those TLs on top of the focus.  It also gives the chance for the Inquisitor to take a focus and then get the TL/ Evade from Tracers that first round, turtling him up a bit.  He'll always have the range 3 sniping for later in the game after you've put serious hurt on a high hp/ high value target.  But to each his own.

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I like pairing Redline with Thread Tracer Inquisitor.  You can get a focus double target lock combo on those high hp targets esp. when using the Plasmas to chew through shields or Clusters to one shot.

As soon as it comes out, TIE Shuttle with Fleet Officer is going to be Redline's bestest buddy.

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Giving up one shot with the Inquisitor so Redline could take a focus, or even better possibly re-position out of arc with boost, isn't such a bad thing. With the pair of Black Squaddies to get a free target lock as well, even better. 

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I think the black squads get more out of it than Redline does because them getting to focus helps with their damage more than a single focus for cluster missiles. Also the ties can better use the focus and Inq his evade for defense, but for Redline the focus isn't doing much. The fact remains that without adding a couple other ships to benefit, you sacrifice a 3 dice shot that acts as if it isn't from range 3, for the possibility of helping sure up some already decent damage potential. This is a variance thing. You limit your overall potential by taking a thread tracer shot instead of primary, but increase your average a little bit by giving everyone TL and focus. I guess the math would tell you what you should do, but I'm not the best at all that and even then it might depend on the target as well. If higher agility, then you definitely want to go with fewer shots, more sured up so that they can actually get through so I can see the tracers working again with a few ships to benefit.

Also if the tracers miss, you're screwed. Lol

Edited by Skeether

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The first list is pretty much identical to one I've come up with to play around with due to having the Punisher and Adv. Prototype and not having used either yet.

Rather than 1pt bid I spent the last point on Tracers for the Inquisitor. I went for it more as an insurance for Redline. If for any reason I don't get a TL or get a better choice of target once higher PS guys move, I can pop it off with the bonus that the Black with cracks really benefit form it too.

I did wonder about putting Jonas in place of the Ties. Not sure how much heat his ability would pull off Redline or if he'd be too easy to remove.

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The first list is pretty much identical to one I've come up with to play around with due to having the Punisher and Adv. Prototype and not having used either yet.

Rather than 1pt bid I spent the last point on Tracers for the Inquisitor. I went for it more as an insurance for Redline. If for any reason I don't get a TL or get a better choice of target once higher PS guys move, I can pop it off with the bonus that the Black with cracks really benefit form it too.

I did wonder about putting Jonas in place of the Ties. Not sure how much heat his ability would pull off Redline or if he'd be too easy to remove.

you don't really need jonus if you have FCS on redline

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