Can Whisper survive the new U-Boat Overlords?

By sinclair5150, in X-Wing

So..... triple or at least double torp spam Scouts are now beginning their reign of terror (justified or not). Recently I've taken to flying Whisper/Decimator to decent success. Yes, I'm behind the times I know. With Regionals now approaching I'm wondering if Whisper/Deci can handle the munitions onslaught. I've faced them twice on vassal and won both although barely. This was on the boosting strength of decimator rather than Whisper as he died quickly. Dodging that many wide arc, accurate torps isn't easy.

My current list:

RAC w/VI, engine, Gunner, Reb. captive

Whisper w/VI, ACD, FCS, Inten Agent.

One possible change that I'm now thinking is:

RAC w/adaptability, gunner, reb. captive, engine

Whisper w/VI, ACD, FCS, Agent Kallus

Thoughts?

Torp scouts are brutal, but a boosting RAC that keeps hugging close at range 1-2 is going to be a more surgical brutality. When you think about it,the scout wants to keep the focus for offense, so you're looking at a pair of X-Wing health wise, MINUS 1 health, without a defense focus. That can be taken down quickly by good shots.

Try to save 2 points somewhere to upgrade from FCS to Sensor Jammer. It can make the difference on a mediocre roll from the torpedoes, as the SJ'd die can't be re rolled. Though there's nothing stopping the guidance chip and proton torp mods...

I hope it kills the Phantom, as I just hate that ship.

Honestly, I suspect Whisper would struggle. Just aiming to get her into range 1 and stay there seems to be the only solution to me.

I'm really liking Whisper but I have thought about changing him out for a loaded up Vader. Maybe helps survive with the focus/evade. I'm not a Soontir player at all so he's not an option.

There's always the Inquisitor. Should be dodgy enough to avoid the torpedoes, can handle them reasonably well at R3 (evade, thrusters and shields), and couldn't care less about a 2-dice primary out of arc. He probably does fly a little bit like Fel though.

Edited by Okapi

I played against it in a store championship this past weekend and had 2 boomerangs killed and 1 with 5 hull left (I flew a basic RAC and Imperial Boba Fett). It was the first time I'd (and most people) had played against it, so I think that played into my opponent's win a lot. I really don't think it's as tough as people think it is and I don't believe it will last to regionals. The key is not letting them get actions (so stress, or bump) and stay out of their firing arcs. At that point, they're floating bathtubs. I'm not saying they're not a tough list to take on, in any way, but it's definitely beatable. In fact, it was beaten in swiss by a Dash, shuttle, gold y-wing list.

There's always the Inquisitor. Should be dodgy enough to avoid the torpedoes, can handle them reasonably well at R3 (evade, thrusters and shields), and couldn't care less about a 2-dice primary out of arc. He probably does fly a little bit like Fel though.

I read this and just think about how I was able to play just a single game so far with my Inquisitor. I.....just barely failed to dodge arcs and ended up dead in the first round of firing. I didn't even get to take a shot. :(

I gotta practice more!

I hope it kills the Phantom, as I just hate that ship.

:o :angry:

Try to save 2 points somewhere to upgrade from FCS to Sensor Jammer. It can make the difference on a mediocre roll from the torpedoes, as the SJ'd die can't be re rolled. Though there's nothing stopping the guidance chip and proton torp mods...

Our area had a LOT of TLT ships, so at this point I'm thinking sensor jammer is Whisper's best bet (instead of FCS). Also, kallus is pretty amazing on Whisper. Echo may even make a comeback with all these TLT's and 3-tubs!

With SJ, Kallus and palp she should be just fine in most games.

With SJ, Kallus and palp she should be just fine in most games.

Make sure you Kallus the one you aren't intending to shoot first. I still think its not a good matchup for Whisper/RAC. If you lose Whisper early, RAC is pretty much screwed.

Sensor Jammer is kind of a bad idea, especially with Protons. If they get a roll that's all hits, you essentially give them a crit.

Edited by Jo Jo

Sensor Jammer is kind of a bad idea, especially with Protons. If they get a roll that's all hits, you essentially give them a crit.

SJ isn't mandatory. If they roll all hits, you don't use it. If they roll at least one eyeball, SJ just added another. When your opponent is throwing 4 dice at you, they are going to end up with at least one eyeball before modification more often than not.

Try to save 2 points somewhere to upgrade from FCS to Sensor Jammer. It can make the difference on a mediocre roll from the torpedoes, as the SJ'd die can't be re rolled. Though there's nothing stopping the guidance chip and proton torp mods...

Unless your opponent ends up with 4 hits, you're making then use their GC on the eyeball from Sensor Jammer instead of one of the eyeballs or blanks that they ended up with.

Edited by WWHSD

well if VI Vader didn't do it, then you always have the opportunity to survive if you fly well enough

Whisper's agility will help to mitigate the damage, but I am afraid she still needs to rely mostly on arc-dodging.

She's an excellent pair to Captain Kagi, though :)

Why PS at all against any of these lists? PS6 will shoot before the typical TLT list, and certainly before U Boats as well. I know you people love your engine upgrade, but chop that and the VIs and that's 6 points you could spend on some useful EPTs. Just a thought.

Whisper's agility will help to mitigate the damage, but I am afraid she still needs to rely mostly on arc-dodging.

She's an excellent pair to Captain Kagi, though :)

That's the nice thing about R4, it's one of the few abilities that grants a Target Lock that doesn't circumvent Kagi's ability.

Why PS at all against any of these lists? PS6 will shoot before the typical TLT list, and certainly before U Boats as well. I know you people love your engine upgrade, but chop that and the VIs and that's 6 points you could spend on some useful EPTs. Just a thought.

Because you still need to play the list against all of the other things that aren't nothing but low PS ships.

Edited by WWHSD

In my limited experience flying Whisper in a Palpatine Aces list against ordnance spam, she can survive a couple of shots--but your dice need to participate, and you need to maneuver well. Arc-dodging is really important, and if you can't dodge arcs you need to crowd them (because you're much more capable against their Range 1 primary than against their torpedoes).

Also, Sensor Jammer isn't proof against Proton Torpedoes + Guidance Chip, but it can absolutely be used to turn 4 hits+crits on the torpedo into 3, and that's a key threshold to get past.

Basically, you want to be in a position where one Jumpmaster can shoot its torpedoes at you, one can only take a Range 2+ shot at you out of arc, and another one has you in arc at Range 1. Kallus, Palpatine, and focus+evade should let you survive that barrage, unless you completely blank your dice more than once.

Played against Trip Scouts this weekend and grasped victory with:

Echo
VI, FCS, Recon Spec, ADV CD

Juno
Juke, TIE/x1, Accuracy Corrector

Inquisitor
Juke, TIE/v1, Autothrusters

I lost Juno early, but the inquisitor and phantom's ability to swing around arcs made it a pretty easy win. They tore through the Jumpmasters pretty nicely.
you just need to play a little defensive with the phantom and lure them with a different ship.

Edited by Midv4lley

Why PS at all against any of these lists? PS6 will shoot before the typical TLT list, and certainly before U Boats as well. I know you people love your engine upgrade, but chop that and the VIs and that's 6 points you could spend on some useful EPTs. Just a thought.

Because you still need to play the list against all of the other things that aren't nothing but low PS ships.

This :)

I'm playing Whisper/Deci because I like it. I'm not looking to nerf the whole list just to tailor more to u boats. I am conflicted on whether to keep RAC or demote to Oicunn w/ Palp maybe. I have run both at 2 recent decently sized SCs and finished 2nd in both (darn Palp Aces!!!!) I think Palp would obviously help a little versus the torps along with Kallus but the offense of Gunner/RAC really goes a loooonnng way to dealing with Bots, and all the hard to hit Aces.

Oicunn w/ engine, Palpatine, Predator

Whisper w/VI, ACD, FCS, Agent Kallus

98pts.

Or

RAC w/adaptability, engine, gunner, reb. cap

Whisper w/VI, ACD, FCS, Kallus

99pts

Try to save 2 points somewhere to upgrade from FCS to Sensor Jammer. It can make the difference on a mediocre roll from the torpedoes, as the SJ'd die can't be re rolled. Though there's nothing stopping the guidance chip and proton torp mods...

Don't do that. Latest build of 3 scout use 2 UBoats + a bumpmaster (to counter aces and other 3 Scout builds), so they use Proton Torpedoes instead of Plasma, so turning a hit into an eye allow the torpedoes to turn it into a crit and use Boba crew to remove an upgrade.

Also, the bumpmaster run feedback array, so whisper will have an harder time arc dodging because you need to arc-dodge a R1 Large base donut too that has Intelligent Agent to know where you will go.

Edited by Wildhorn

I only worry about PS in terms of my squad's firing order. I'm always glad when someone blows their EPT taking an 8 or a 9 to double digits. I prefer to play it out rather than "stating" it out.

It actually makes it all pretty simple if they go for the PS bid. Well, your it's your PS 10's shot, only he doesn't have one. My shot then. The PS bid was critical back when PWT ruled the roost, seems like that paranoia dies hard. With the brick of RAC and the elusiveness of a Phantom, seems like you could have something to say about when your ships get to shoot regardless of PS.