Whisper vs Asajj

By spacelion, in X-Wing

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

Yes, Assaj screws massively with Phantoms. Stress control is gonna be A Thing again.

Assaj need to catch Phantoms in mobile firing arc at range 1-2... I think she will give a lot of ships trouple, probably not Phantoms so much?

Assaj need to catch Phantoms in mobile firing arc at range 1-2... I think she will give a lot of ships trouple, probably not Phantoms so much?

Phantoms don't get that much post-dial movement, and range 1-2 of a large ship is a big area to avoid - and if they have to skip a shot to get it, then they either BR and get shot without cloak, or cloak and get stressed and shot, and become predictable next round.

Assaj is going to be a real issue for Phantoms because of WHEN the stress happens meaning that they won't be abel to cloak after shooting if it's applied for them.

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

Of all the ships out there Phantoms probably have the best tools to engage at an angle that is not covered by the mobile arc. Combination of decloak, regular maneuver and barrel roll can make you attack from the side when you were behind the turn before. Even other arc-dodgers, such as Interceptors, can't quite manage to change the vector of their approach as a Phantom. Not to mention Phantoms don't fly stressed, so if there's absolutely no way for them to escape Asajj's effect, they can simply just cloak instead of shooting and clear their stress in the next round.

Edited by Lightrock

just cloak instead of shooting

This is not a trivial thing. Losing a shot means losing a third of your list's damage output for the round, which means Assaj just paid for herself trivially that round. In the case of Whisper it also means losing a near-guaranteed extra focus token to suck down the range 1 or 2 3-die primary weapon you're about to eat.

Assaj is gonna be mean to Phantoms.

I think Whisper has the advantage because Asajj was dead before four out of the five factions in the game existed.

I think Whisper has the advantage because Asajj was dead before four out of the five factions in the game existed.

Or so we THOUGHT!

*scarechord*

The combo, while good is a bit less scary than it seems.

1) You rotate arc before Whisper moves. This means there is no guarantee you will get him in arc.

2) You will need PtL and dedicate both your actions to rotate arc and BMST every round in order to keep doing the combo. This leaves Ventress with 0 tokens for defense.

The idea that you'll need to rotate your arc at all is questionable at best. From experience on Vassal, Assaj can basically set the arc on one side of the ship and kite round the outside of the fight keeping the arc to the inside. It's rarely necessary to rotate it.

The idea that you'll need to rotate your arc at all is questionable at best. From experience on Vassal, Assaj can basically set the arc on one side of the ship and kite round the outside of the fight keeping the arc to the inside. It's rarely necessary to rotate it.

On the other hand, between decloak and barrel roll I can't imagine Whisper having a tremendously hard time dodging an arc that never moves.

Just wait till op spots outmaneuver/tail gunner kath........

Scum got a few options to really scew with an imp's day this wave

Edited by Ralgon

The idea that you'll need to rotate your arc at all is questionable at best. From experience on Vassal, Assaj can basically set the arc on one side of the ship and kite round the outside of the fight keeping the arc to the inside. It's rarely necessary to rotate it.

On the other hand, between decloak and barrel roll I can't imagine Whisper having a tremendously hard time dodging an arc that never moves.

OK. We'll just have to agree to differ then.

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

Edited by BleakSquadron

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

Sadly for those shadow casters, for every phantom player there are a load of u-boat players drooling over how easy it will be to kill a shadowcaster. Super accurate ordinance still keeping ace counters down.

Far too many cool ideas end with "... but Jumpmasters".

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

Sadly for those shadow casters, for every phantom player there are a load of u-boat players drooling over how easy it will be to kill a shadowcaster. Super accurate ordinance still keeping ace counters down.

Far too many cool ideas end with "... but Jumpmasters".

There is an equal number of cool ideas that end with 'but Palp aces'. Like missile z-95 swarms or torp bombers for example

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

Sadly for those shadow casters, for every phantom player there are a load of u-boat players drooling over how easy it will be to kill a shadowcaster. Super accurate ordinance still keeping ace counters down.

Far too many cool ideas end with "... but Jumpmasters".

There is an equal number of cool ideas that end with 'but Palp aces'. Like missile z-95 swarms or torp bombers for example

Nuh-uh. Not cool ideas.

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

sadly, but arc-play is TOO PS DEPENDENT.

that's not that good.

Asajj is able to put a stress on Whisper after movement phase, then next turn move first and BMST. Whisper has no way to block this. Is this gonna be a trend when Wave 9 hits? I know this also applies to other ships like Corran and Inquisitor. Thankfully everyone has Barrel Roll to move out of a telegraphed Mobile Arc ......

1.) Yes, this super dunks Whisper. Good, **** Acewing. All hail our Shadowcaster overlords, an interesting (balanced) ship with plenty of different, viable, interesting ways to set it up like the Jumpmaster and Ghost and Hound's Tooth.

Can you imagine how much better this game would be if wave 5 and the Falcon before it were like the Shadowcaster? Mobile arc, interesting (mobile) arc dependant abilities instead of stupid boring **** like Chewbacca's pilot ability or RAC's ability or Kenkirk's ability, no need to saturate the game with Autothrusters. Shadowcaster is one of the best expansions for the game in a while.

2.a) Gyroscopic Targeting happens before Ketsu Onyo crew does. This means if something was tagged with a tractor beam token from last turn or from another ship on the current turn but it dodged the Shadowcaster's mobile arc, you can use Gyros to spin the mobile arc into place.

2.b) Side arcs are a little wider than the front arcs. The way the Shadowcaster flies, it's more difficult to dodge than a normal side arc or rear arc. Not only that, but you have 180 degrees to work with.

2.c) Go ahead, tell yourself that it's no big deal because it's telegraphed. Just because my opponent knows what I'm doing doesn't mean they can do anything about it. See: The TIE Koigran, AKA TIE Defender.

Sadly for those shadow casters, for every phantom player there are a load of u-boat players drooling over how easy it will be to kill a shadowcaster. Super accurate ordinance still keeping ace counters down.

Far too many cool ideas end with "... but Jumpmasters".

There is an equal number of cool ideas that end with 'but Palp aces'. Like missile z-95 swarms or torp bombers for example

Which is why both Scouts and Palp are problems ;)

I like Jumpmasters, they keep TLT spam away!

still better than facing VI PWTs

you take what you can get

Yorr will probably make a bit of a comeback. Yorr wasn't as necessary due to Uboats pushing out the Stresshog and those three points were better spent elsewhere. At least Yorr forces more investment in the shuttle and leaves less for the aces.

So this ship with her cost, PS, and abilities:
85A61EFB-F0F5-4F14-849B-6C700990723F.png

Is an easy selection and counter to this ship with her cost, PS, and abilities?
BF616585-6C2D-4A1B-9874-8F77A9A2B513.png

I know Asajj has a neat tool that can possibly be useful, and I'm no expert, but I've seen Phantom pilots to wicked crazy moves that seem to not only dodge arcs, but move beside or behind opponents almost magically....I don't see her as a lock to put fear in Phantom pilots. Just sayin'

Edited by clanofwolves

phantoms have always been countered by stress attacks, either tactician or stressbot or random pilot ability.

Given that the arc is wide, barrelroll probably wont escape it unless shes very close to you. Which you can just plan for.

I prefer Echo anyway. Nobody can predict Echo's movement.