New to Whisper

By SDCC, in X-Wing

Hi guys,

I've got a new squad ready to try out, and for the first time I'll be running Whisper.

With FCS, Gunner, VI and ACD.

Now this isn't about the effectiveness of the upgrades or how much he costs. It's not even about how he fits in the list.

I'd like some help on the amount of options I have available per turn.

I look at it like this at the moment.

Round 1 - Move and cloak

From then on.....

Decloak

Evade

Shoot - Get TL - Then if I hit, get a focus. If I miss, use gunner, then hopefully get a focus.

Cloak

Use evade when attacked.

Is that right?

Edited by SDCC

Here is a piece of advice that does not fall in the list of options in your original post: learn to place your first asteroid at the proper distance so that at the beginning of round 2, you can decloak in every direction and do the maneuver that you want (1 turn, banks, etc). There are some situations where you'll want to be aggressive with Whisper based on how your opponent moves and others where you'll want to decloak to the side and play it safer, drawing your enemy in a pincer attack. Precise asteroid measuring and placement can open up a lot of possibilities.

Hi guys,

I've got a new squad ready to try out, and for the first time I'll be running Whisper.

With FCS, Gunner, VI and ACD.

Now this isn't about the effectiveness of the upgrades or how much he costs. It's not even about how he fits in the list.

I'd like some help on the amount of options I have available per turn.

I look at it like this at the moment.

Round 1 - Move and cloak

From then on.....

Decloak

Evade

Shoot - Get TL - Then if I hit, get a focus. If I miss, use gunner, then hopefully get a focus.

Cloak

Use evade when attacked.

Is that right?

Pretty much.

It works a treat. But its 44 pts (if I remember) and can be shut down hard fairly easily in my experience.

One single stress token and it's probably all over.

Blount with his ability and/or stressbot xwing (Dreis I think) is a brutal combo.

If I miss I still get the TL. So if I then use Gunner, I can use the Target Lock on that result as it's a different roll to the one that gained me the TL?

Edited by SDCC

You are correct with the interaction of FCS and Gunner. The Gunner attack can use the acquired FCS TL.

You are correct with the interaction of FCS and Gunner. The Gunner attack can use the acquired FCS TL.

Cheers :)

If I can pilot him at all decently I can see why people like Phantoms. If my practice with him tomorrow goes at all decently I'll be putting him in my new squad for the store championship alongside Fel and Yorr.

That's if I remember all his actions and can get my head around decloaking and then moving!

Hi guys,

I've got a new squad ready to try out, and for the first time I'll be running Whisper.

With FCS, Gunner, VI and ACD.

Now this isn't about the effectiveness of the upgrades or how much he costs. It's not even about how he fits in the list.

I'd like some help on the amount of options I have available per turn.

I look at it like this at the moment.

Round 1 - Move and cloak

From then on.....

Decloak

Evade

Shoot - Get TL - Then if I hit, get a focus. If I miss, use gunner, then hopefully get a focus.

Cloak

Use evade when attacked.

Is that right?

Don't forget instead of evade you can also barrel roll.

If it means getting less shots on whisper

And you will still get your target lock, and gunner if needed and most likely a focus.

Ya there are ways to shut it down, but it still makes me shudder when i see it across the table

But it can be dealt with, and it packs a wallop.

Play smart and have a good squad and it'll do wonders for ya

Good shout. I need to remember that if I decloak and 4k I can get myself right out of things and hopefully be OK to perform a green next round. I won't be afraid to dodge or disengage!

I'm used to Fel and know he's awesome, but I'll only have PTL on him (usually loaded up). Whisper could be a nice addition.

Yorr is an interesting one. He could strip away stress, but usually I go OGP for Lambda (Doomshuttle). I could take either of those options, though 2 AP TIEs intrigues me too.

Yorr is an interesting one. He could strip away stress, but usually I go OGP for Lambda (Doomshuttle). I could take either of those options, though 2 AP TIEs intrigues me too.

Just remember that Yorr doesn't synergise well with Fel: If he takes the stress instead of Fel, Soontir doesn't get the free focus.

Yorr is an interesting one. He could strip away stress, but usually I go OGP for Lambda (Doomshuttle). I could take either of those options, though 2 AP TIEs intrigues me too.

Just remember that Yorr doesn't synergise well with Fel: If he takes the stress instead of Fel, Soontir doesn't get the free focus.

Very good point!! OGP or 2xAP?

Here is a piece of advice that does not fall in the list of options in your original post: learn to place your first asteroid at the proper distance so that at the beginning of round 2, you can decloak in every direction and do the maneuver that you want (1 turn, banks, etc). There are some situations where you'll want to be aggressive with Whisper based on how your opponent moves and others where you'll want to decloak to the side and play it safer, drawing your enemy in a pincer attack. Precise asteroid measuring and placement can open up a lot of possibilities.

This really is some good advice, and whenever I use phantoms I'm really hurt by asteroids. Do u have a more specific way to help when placing?

Edited by AdmiralThrawn

If you know you are not going to be shot and have a shot of your own, focus.

If you can avoid being shot (by all targets) while still snapping off a shot of your own, barrel roll.

If being shot is unavoidable, evade.

Don't forget to acquire those TLs, don't forget to pick-up your free focus, and don't forget to cloak with ACD.

Buzzsaw Whisper's a beast. My favourite Phantom. My next project is running and learning the ins and outs of Buzzsaw Echo.

If you are looking for Stress relief don't overlook the possibility of a TIE Fighter w/ Wingman although if you're trying to keep Stress off of a Phantom that is a very tall order.

Here is a piece of advice that does not fall in the list of options in your original post: learn to place your first asteroid at the proper distance so that at the beginning of round 2, you can decloak in every direction and do the maneuver that you want (1 turn, banks, etc). There are some situations where you'll want to be aggressive with Whisper based on how your opponent moves and others where you'll want to decloak to the side and play it safer, drawing your enemy in a pincer attack. Precise asteroid measuring and placement can open up a lot of possibilities.

This really is some good advice, and whenever I use phantoms I'm really hurt by asteroids. Do u have a more specific way to help when placing?

Here's what I do at home before a tournament if I intend to use Whisper:

- Decide how far ahead I want to move Whisper in the first round (usually 2 forward).

- Place one unit square near my edge of the map, put 2 moving template, place another unit template at the end. That's your first round (you cloaked here).

- Using the 2 maneuvering template, "decloak" in every direction and put another unit square in each of those direction.

- Now you know from where you could perform your following maneuver at round 2.

- Place your asteroids and see where they need to be to not cause you any trouble for the maneuvers that you are most likely to do.

- Measure those asteroids in relation to where you started using the range finder (which you are allowed to use when placing asteroids or units), give yourself some margin of error and presto, you know how to plan the first 2 rounds of the fight with Whisper.

I do similar tests with Soontir all the time. For example, if my Soontir starts in flanking position near the edge of the map and my opponent has a small ship starting near the middle which moves a 3 or 4 forward, most of the time a 5 moving forward, turning boost and barrel roll will grant me a free shot outside of the enemy's firing arc. All of it is pre-measured in my mind, so I get an advantage on the first round if he moves exactly that amount. Otherwise, I just do a 5 forward and wait for the next round to stress myself.

Yorr is better.

Can someone do a asteroid tutorial for Phantoms? Placement, like that one mentioned above?

Yorr is an interesting one. He could strip away stress, but usually I go OGP for Lambda (Doomshuttle). I could take either of those options, though 2 AP TIEs intrigues me too.

Just remember that Yorr doesn't synergise well with Fel: If he takes the stress instead of Fel, Soontir doesn't get the free focus.

Very good point!! OGP or 2xAP?

Well, I'm not a fan of the Shuttle (it's a very good ship, it just doesn't fit my style) so I would go with 2 AP.

But from a strictly neutral point of view, the Shuttle would add some thoughness to the lot... although with the 2 greatest arc dodger there is, I fear she will go down a little too fast and give some free points to your opponent.

I had a battle with my new squad, and it was horrendous. I made some very silly mistakes ,but I've learnt at least.

My brother started with his Biggs, Wedge and a B-Wing (it had advanced Sensors and HLC) in a pinwheel on the far right corner (as I was looking at it).

I started with Whisper and Fel centrally and then Yorr slightly further along, facing his group. Which I think was my first mistake. Should have been more patient and used the asteroids or given myself more time to use my moves.

W/F both shoot forward, with Yorr moving forward slowly. Next round his ships come into the middle, whilst I do a dumb thing and turn in too. I thought with boost and barrel roll I'd be out of arc, but though he avoided the B both X's could get him at R3.

Fel doesn't make it out of that.

I then tried to come round deeper with Whisper, but ended up in similar position and it didn't end well. Yorr put up a good fight, but went down under focused fire.

So, a complete mess.

I did remember all the actions, but didn't make enough of the moves decloaking gave me.

Generally speaking, when the enemy starts in a corner and you are using hyper mobile ships like Soontir and Whisper, you’ll want to start near the opposing corner. The only exception would be if you set up a ship right across from them with the hope of using it as a lure (ex: Soontir at a 45 degree angle with the intent of doing a bank 3 away + boost).

The reason is that you need to waste a few rounds to put your ships in position and get your opponent out of that corner (and preferably away from the edge as well). I’m sure that there are other tactics, but that’s one advice that I follow when I fly them :)

Generally speaking, when the enemy starts in a corner and you are using hyper mobile ships like Soontir and Whisper, you’ll want to start near the opposing corner. The only exception would be if you set up a ship right across from them with the hope of using it as a lure (ex: Soontir at a 45 degree angle with the intent of doing a bank 3 away + boost).

The reason is that you need to waste a few rounds to put your ships in position and get your opponent out of that corner (and preferably away from the edge as well). I’m sure that there are other tactics, but that’s one advice that I follow when I fly them :)

Couldn't agree more. As soon as the game finished I said to my brother that I set up wrong and should have went to the opposite corner. I needed him to be in open space for me to dance around, not head ahead towards him and hope for the best.

If you can, stay away from the rocks so you don't limit yourself when it comes to decloaking.

With Whisper and Echo options are key - as that keeps your opponent guessing.