This is a shout out to people who play whisper. I have played him before and after so that's not what I'm asking what is is that I have 2 points for my crew. Which is best tactician or Agent Kallus?
Edited by StrikesbackWisper with 2 point crew?
What else do you have on her and in the list? I'd favour Intel Agent or Kallus if you can't bring along a Rebel Captive.
I'd prefer Kallus. Usually I put Tactician on everything, but Kallus suits the aces better.
Kallus. He very much comes in handy against those higher PS aces. Here's the only issue I see with him:
If you use Kallus on the biggest threat, but focus that threat down and kill it right away, Kallus is now useless.
In a few games, I've tried using Kallus on a secondary threat, whom I can effectively ignore, while I hunt down the opponent's top ace. All the while, I'm getting the defensive bonus from Kallus. If it comes down to that ship in the end game against whisper, I like whispers chances.
Standard Whisper (VI,FCS,and ACD)
With all the PS 9+ out there currently, Kallus > Tactician
I like Kallus a lot more in that case. Use him to make an enemy ultra-ace/pwt/Stresshog less of a threat. Then hunt whatever you please.
I wasn't using kallus that much.
I've enjoyed navigator now that phantoms are easier to block
Kallus if you expect to play against PS10+ aces. Kallus if you expect to play against PS10+ aces. He frees up your action economy a bit while tangling with the enemy ace, allowing you to take actions other than focus.
I've only just recently jumped on the phantom bandwagon, and I have to say that Whisper with Kallus rocks. The only other crew I can think of are Tactician and Intel, but I think Kallus is a better fit for the 2 point range.
If you have exactly 2 points, take intelligence agent and 1 point initiative bid. PS9 is hotly contested right now between a LOT of aces, and you can't really afford to put yourself in a bad position. Kallus will help you, but you need to be able to choose initiative and position more than you need to get a free mini-focus. Also, Intel Agent will help more against Poe and 10+ aces than Kallus will.
Of course, if you have the room, Kallus is a GREAT end-game opportunity. I flew Whisper/VI/Kallus/ACD/Sensor Jammer this last weekend and each time I picked the ship I would aim for at end-game. I'd kill the rest first unless I had a really tasty (range 1, emperor not used yet) shot against the Kallus target.
I agree with Kallus, seems to be mainly 3 build ships these days, or 1 mega Ace and 3 or so support/blocking ship. 3 PS low blockers should not be an issue, but making it easier to kill Han, Corran etc could make the difference. Tactician can be just as situational as Kallus, ie needs to be in your arc and at range 2.
Honestly, Kallus, Intel Agent + 1pt bid, or just plain old 2pt bid are all solid options. You'd struggle to go outright wrong with any of them.
Probably Kallus. Tactician is good,but against lower PS targets you want to get those sweet R1 shots and against nimble aces you take what you can get. Neither is particularly vulnerable to Tactician from you.
What's the full list?
Kallus is the TIE Phantom's best friend. Not being able to take Autothrusters sucks when dealing with a fat turret. Whisper with Kallus' aid can take down a YT that much quicker and take less damage as Kallus helps with defense and offense.
Lambda-Class Shuttle: Omicron Group Pilot (21)
Sensor Jammer (4)
· Emperor Palpatine (8)
TIE Phantom: · "Whisper" (32)
Veteran Instincts (1)
Fire Control System (2)
Advanced Cloaking Device (4)
Tactician (2)
TIE/fo Fighter: · "Omega Leader" (21)
Juke (2)
Comm Relay (3)
Just the one I have saved
Edited by StrikesbackLambda-Class Shuttle: Omicron Group Pilot (21)
Sensor Jammer (4)· Emperor Palpatine (8)
Not sure I like SJ here. Most Emperor Shuttles simply keep him in the backfield, forcing your opponents to fight with the ships he's making unkillable.
TIE Phantom: · "Whisper" (32)
Veteran Instincts (1)
Fire Control System (2)Advanced Cloaking Device (4)
Tactician (2)
I would prefer SJ over FCS these days; it absolutely ruins TLTs.
And, as pointed out, there's wiggle-room with the Crew.
TIE/fo Fighter: · "Omega Leader" (21)
Juke (2)
Comm Relay (3)
OL's classic build. Nothing wrong here.
By shifting the SJ off of the Emperor's Shuttle over to Whisper, you now have room for up to a 4 point Crew.
Options:
-
1-- Intel Agent
IA is surprisingly good utility here, allowing you to peak at a dial before decloaking, allowing for greater ability to artificially arc-dodge, block, chase aces, acquire shots that would have juked you, et c.
You'll be cloaked every activation anyway, unless you didn't get a shot somehow.
-
2-- Agent Kallus
He adds offense and defense, though only against one threat.
Given that Whisper gets a free Focus Token after attacking, he basically turns her into a pseudo-Poe in a duel.
Combined with Sensor Jammer, that's a TLT you can completely ignore, or a fellow Ace over whom you'll have advantage..
-
2-- Tactician
Control is good, I guess. However, Tactician, while classically amazing, doesn't add as much as the other options. I prefer Kallus or IA at this point-level.
-
3-- Navigator
Remember back when the Phantom could Decloak at the revelation of her dial, rather than at the start of the round?
With Navigator, you can change your chosen maneuver for a lesser (though action-free) version of overpowered arc-dodging.
Echo finds this one hilarious, incidentally.
-
3-- Rebel Captive
The superior control option.
Whisper is the best ship in your fleet for the end-game. RC gets her there, by keeping folks from wanting to attack her.
Moreover, it also adds that Tactician stress more easily. Either they don't attack Whisper at all (SCORE), or you deal the same amount of stress that Tactician could have, without a chance of being in the wrong range or having missed the arc.
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3-- Recon Specialist
The superior defense option.
Whisper gets a free Focus Token after attacking. That's great and wonderful.
However, with Recon Specialist, you're dealing with 3 foci/round rather than just 2.
With a friendly Palpatine. And 4 agility.
How the heck is anyone supposed to get through 2/3 defensive focuses with all that around?
^Best thing about these?
All of them come with an iniatiive bid, which is important when you want to shoot 1st vs PS 9 ships.
I'm all in for Kallus. I'm 8-2 with this list in tournament play, and 14-2 overall:
"Whisper" (32)
Veteran Instincts (1)
Sensor Jammer (4)
Agent Kallus (2)
Advanced Cloaking Device (4)
Omicron Group Pilot (21)
Emperor Palpatine (8)
"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Total: 98
I'm all in for Kallus. I'm 8-2 with this list in tournament play, and 14-2 overall:
"Whisper" (32)
Veteran Instincts (1)
Sensor Jammer (4)
Agent Kallus (2)
Advanced Cloaking Device (4)
Omicron Group Pilot (21)
Emperor Palpatine (8)
"Omega Leader" (21)
Juke (2)
Comm Relay (3)
Total: 98
Great minds apparently think alike... I just took that list 8-0 to a SC this last weekend ![]()
That's the total I've played that list: 8 games. I do have a ton of experience with Whisper and the OGP Palpmobile. I didn't have a lot of experience with Omega Leader, but it didn't matter much as everyone thought that OL was the worst thing in my list! Almost everyone targeted him first. Is that what you find on this list as well?
I even forgot in one game to use Kallus, against Palp/Vader/Fel.
Edited by jonnydI'm all in for Kallus. I'm 8-2 with this list in tournament play, and 14-2 overall:
"Whisper" (32)Veteran Instincts (1)Sensor Jammer (4)Agent Kallus (2)Advanced Cloaking Device (4)Omicron Group Pilot (21)Emperor Palpatine (8)"Omega Leader" (21)Juke (2)Comm Relay (3)Total: 98View in Yet Another Squad Builder
Great minds apparently think alike... I just took that list 8-0 to a SC this last weekend
That's the total I've played that list: 8 games. I do have a ton of experience with Whisper and the OGP Palpmobile. I didn't have a lot of experience with Omega Leader, but it didn't matter much as everyone thought that OL was the worst thing in my list! Almost everyone targeted him first. Is that what you find on this list as well?
I even forgot in one game to use Kallus, against Palp/Vader/Fel.
But some of that, I think, has to do with a local lack of serious Imperial players. In a recent 31-player SC, there were 22 Rebel lists. So in this environment I don't often play people who are particularly familiar with OL. That led to some savory moments in that 31-player SC ("Wait, what do you mean Poe's ability won't work?"), but also a lot of obvious confusion over how to approach my list.
I think in a more knowledgeable local meta, OL would get the kind of aggro you're describing: I think he's only slightly more threatening than the shuttle, but he's at his squishiest when your opponent has lots of ships left. If my opponent doesn't take OL out early with concentrated fire, it may not be possible to take him out at all.
Edited by Vorpal SwordRecon Specialist sucks on Whisper. If you use gunner it guarantees that you hit with FCS, so you end up with an additional focus token from Whisper's ability. Paying the extra 2 points for gunner nets you the benefits of Recon Specialist on Whisper in addition to the crazy FCS Gunner brokenness and the defensive bonus of simply deleting something before it can fire back.
If you're stuck at 2 points and you don't care about initiative, go with Kallus. I haven't used Kallus on Whisper but I use him on my 58 point Imperial Boba and he does well. Helps you when you just have to cross your fingers and trade shots with things that Boba can't really trade shots with, like fat turrets. It helps make the evade action a little better since you can evade as your action while still getting the (partial) benefits of a focus token.
You can also just start the game by giving your opponent the middle finger turn zero and using Kallus on your opponent's Carnor, lol.
Edited by ParaGoomba SlayerRecon Specialist sucks on Whisper. If you use gunner it guarantees that you hit with FCS, so you end up with an additional focus token from Whisper's ability. Paying the extra 2 points for gunner nets you the benefits of Recon Specialist on Whisper in addition to the crazy FCS Gunner brokenness and the defensive bonus of simply deleting something before it can fire back.
Uhh...
Recon Spec Whisper has nothing to do with Buzzsaw Whisper, so I have no idea why you're bringing it up.
One's heavily defensive, and one's heavily offensive.
Still, FCS + Gunner is the same cost as Sensor Jammer + Recon Spec, so that much is salient to the conversation (even if it dies faster).
Buzzsaw is better vs other Aces, and much much worse vs TLTs and other ships with 1 or fewer agility.
Uhh...Recon Specialist sucks on Whisper. If you use gunner it guarantees that you hit with FCS, so you end up with an additional focus token from Whisper's ability. Paying the extra 2 points for gunner nets you the benefits of Recon Specialist on Whisper in addition to the crazy FCS Gunner brokenness and the defensive bonus of simply deleting something before it can fire back.
Recon Spec Whisper has nothing to do with Buzzsaw Whisper, so I have no idea why you're bringing it up.
One's heavily defensive, and one's heavily offensive.
Still, FCS + Gunner is the same cost as Sensor Jammer + Recon Spec, so that much is salient to the conversation (even if it dies faster).
Buzzsaw is better vs other Aces, and much much worse vs TLTs and other ships with 1 or fewer agility.
Uhh...Recon Specialist sucks on Whisper. If you use gunner it guarantees that you hit with FCS, so you end up with an additional focus token from Whisper's ability. Paying the extra 2 points for gunner nets you the benefits of Recon Specialist on Whisper in addition to the crazy FCS Gunner brokenness and the defensive bonus of simply deleting something before it can fire back.
Recon Spec Whisper has nothing to do with Buzzsaw Whisper, so I have no idea why you're bringing it up.
One's heavily defensive, and one's heavily offensive.
Still, FCS + Gunner is the same cost as Sensor Jammer + Recon Spec, so that much is salient to the conversation (even if it dies faster).
Buzzsaw is better vs other Aces, and much much worse vs TLTs and other ships with 1 or fewer agility.
My argument is that the Buzzsaw variant is the best defensive loadout in general.