TIE Silencer and Rebel B/sf-17 preview up

By HolySorcerer, in X-Wing

Just now, Biophysical said:

Being DOT is only bad if you can't handle the opposing burst damage. Kylo is as hard as anything to pin down, and has a strong defensive profile.

He is certainly difficult to pin down, but I would not say he has a strong defensive profile. His defenses are 3 agility with Focus and Autothrusters. Against traditional attacks that's great. Against ordnance, he will definitely take damage. Without an Evade action his maximum damage mitigation potential against ordnance is three. If he ever sees a Plasma Torp pointed his way, he is down 33% of his health. And unlike Protectorates, he doesn't get any bonuses for jumping into range 1. If anything his defense is better than Quickdraw's thanks to AT, but worse than most other aces. The extra health I feel is meant to cover this, but if Kylo is consistently taking high damage attacks, he won't make it to the end game.

5 minutes ago, defkhan1 said:

He is certainly difficult to pin down, but I would not say he has a strong defensive profile. His defenses are 3 agility with Focus and Autothrusters. Against traditional attacks that's great. Against ordnance, he will definitely take damage. Without an Evade action his maximum damage mitigation potential against ordnance is three. If he ever sees a Plasma Torp pointed his way, he is down 33% of his health. And unlike Protectorates, he doesn't get any bonuses for jumping into range 1. If anything his defense is better than Quickdraw's thanks to AT, but worse than most other aces. The extra health I feel is meant to cover this, but if Kylo is consistently taking high damage attacks, he won't make it to the end game.

I agree, but what are the major threats that will hit him with plasmas? Could be Nym, I suppose, but it would probably be a suboptimal Nym build. Dengar with a bigger bid could do it (if the FAQ never happens). Scouts are the main plasma carriers, though, and they should never get a torp off against him.

4 hours ago, Rinzler in a Tie said:

Genuinely, we now need power creep to keep ships and whole factions relevant. It's be nice to no have to use Munitions in the Imperial faction..

The Silencer had better have some serious tricks in the rest of the Ex pac or we're as a faction still relying on Missiles and the Gunboat. Sad.

And you don't realize that some people genuinely like bombwing, kwing or the scurrg? And that they had the exact same argument during soontir's reign or the defenders or dengaroo?

It is this exact way of thinking that escalates the power creep again and again.

I appreciate that Disney clearly went for the dark, evil look in the final version, but I'm not sure I like the Silencer's all black colour scheme as much as I liked the model with white solar panels shown previously.

I haven't seen it mentioned yet, but has anyone else noticed that there are no rules reference cards in the spreads for either of these ships? We know for a fact that titles, boost actions, and bombs all have rules cards and that these expansions have all of those things. My guess/hope is that they're still holding onto a few surprises for us that will make the Silencer worth its points.

6 minutes ago, darthlurker said:

I haven't seen it mentioned yet, but has anyone else noticed that there are no rules reference cards in the spreads for either of these ships? We know for a fact that titles, boost actions, and bombs all have rules cards and that these expansions have all of those things. My guess/hope is that they're still holding onto a few surprises for us that will make the Silencer worth its points.

Like any ship, the dial will be key. If it has a TIE/fo dial, is that good enough? Does it need more than one green turn? Does it need white turn around moves?

18 hours ago, Freeptop said:

Trajectory Simulator instead of FCS, Targeting Synchronizer for the Tech slot, and then Ordinance Silos with whatever non-action bomb you choose. This makes the bomber a support ship. It uses its own action to lock on, but then lets another ship use that lock. The bomber's PWT is more of a "take a pot shot simply because you can" option. The real weapon is the ability to fling bombs around.

At least, I'm assuming when it says "launch bombs... instead of dropping them" it means that you use the 5-straight template out the front instead of the back. Otherwise it would say "you may use the 5-straight template when dropping bombs", similar to Bombardier.

Launch might mean front guides. But wouldn't they specify that? Trajectory Simulator was in the article as a highlighted card, it wasn't like folks were just reading it from the tiny image in the fan. If they came up with a "cool new way" to use bombs, why wouldn't they explain it, like they explained Reload and Jammed and Bullseye Arcs? It doesn't really make sense to me.

However, what if "Launching" is a front-guides, and after you move? Then that becomes interesting. Your bomb then covers range 2-3 directly in front of your ship. Let's assume that the ship prices follow the K-Wing, and the PS1 would then be 23 points. Add Thermal Dets, Silos, TrajS, and TarSync. The ship would then be 32 points, launching front stress-bombs, and passing off target locks. I could see that working.

Just now, Biophysical said:

I agree, but what are the major threats that will hit him with plasmas? Could be Nym, I suppose, but it would probably be a suboptimal Nym build. Dengar with a bigger bid could do it (if the FAQ never happens). Scouts are the main plasma carriers, though, and they should never get a torp off against him.

Yeah and that's where you're first point would come in: difficulty to pin down. It is now on the skill of the player to dodge all ordnance that could be pointed his way. What I had in mind was Dengar with a bid or Cruise Missile Nym. The former may just disappear after the FAQ. Other threats are high PS Cruise aces, like PS11 Vader in Duncan's Nationals list. My point is just that Kylo is actually very susceptible to high damage attacks. Despite his seemingly high durability, he is actually quite fragile without the Evade action and will require very careful play.

2 minutes ago, defkhan1 said:

Yeah and that's where you're first point would come in: difficulty to pin down. It is now on the skill of the player to dodge all ordnance that could be pointed his way. What I had in mind was Dengar with a bid or Cruise Missile Nym. The former may just disappear after the FAQ. Other threats are high PS Cruise aces, like PS11 Vader in Duncan's Nationals list. My point is just that Kylo is actually very susceptible to high damage attacks. Despite his seemingly high durability, he is actually quite fragile without the Evade action and will require very careful play.

Dont forget that LRS Plasma Starwings can be effective area denial tools. "you, there... if you end up anywhere in this arc, eat a plasma. BRB, reloading."

2 minutes ago, defkhan1 said:

Yeah and that's where you're first point would come in: difficulty to pin down. It is now on the skill of the player to dodge all ordnance that could be pointed his way. What I had in mind was Dengar with a bid or Cruise Missile Nym. The former may just disappear after the FAQ. Other threats are high PS Cruise aces, like PS11 Vader in Duncan's Nationals list. My point is just that Kylo is actually very susceptible to high damage attacks. Despite his seemingly high durability, he is actually quite fragile without the Evade action and will require very careful play.

Careful, yes. I've been playing Fel in this met a fair bit, so I do appreciate the challenges. The evade token loss is big, but having the HP to say "it's okay if 2 get through, I'll deal out a condition, the missile is gone." Is not a trivial luxury.

25 minutes ago, GreenDragoon said:

And you don't realize that some people genuinely like bombwing, kwing or the scurrg? And that they had the exact same argument during soontir's reign or the defenders or dengaroo?

It is this exact way of thinking that escalates the power creep again and again.

Oh - I didn't realize my rhetoric was part of the Dev's playbook. Considering my lack of involvement with their process I think I'll relieve myself of that burden...

People can enjoy Scurrgs (I sure do) - I am simply stating a fact: to be competitive, the Imperial faction needs power creep. The Silencer preview hasn't shown that type of meta impact yet. I'm still hopeful because I want this ship to dominate.

12 minutes ago, Biophysical said:

Like any ship, the dial will be key. If it has a TIE/fo dial, is that good enough? Does it need more than one green turn? Does it need white turn around moves?

For its price the only red on the dial should be the stop maneuver. Sloops, kturns, and trolls should be green or white. The only way this thing sees play is if the dial is insane.

25 minutes ago, darthlurker said:

I haven't seen it mentioned yet, but has anyone else noticed that there are no rules reference cards in the spreads for either of these ships? We know for a fact that titles, boost actions, and bombs all have rules cards and that these expansions have all of those things. My guess/hope is that they're still holding onto a few surprises for us that will make the Silencer worth its points.

They don't when they are the bigger packages. They don't show the rules pamphlet that will come with these ships.

13 minutes ago, Rinzler in a Tie said:

Oh - I didn't realize my rhetoric was part of the Dev's playbook. Considering my lack of involvement with their process I think I'll relieve myself of that burden...

People can enjoy Scurrgs (I sure do) - I am simply stating a fact: to be competitive, the Imperial faction needs power creep. The Silencer preview hasn't shown that type of meta impact yet. I'm still hopeful because I want this ship to dominate.

You? Probably not directly.

People buying OP ships like crazy? Pretty sure they are

Edit

Edited by Boom Owl

Has Intensity and Comm Relay/Advanced Optics been discussed yet?

1 hour ago, darthlurker said:

I haven't seen it mentioned yet, but has anyone else noticed that there are no rules reference cards in the spreads for either of these ships? We know for a fact that titles, boost actions, and bombs all have rules cards and that these expansions have all of those things. My guess/hope is that they're still holding onto a few surprises for us that will make the Silencer worth its points.

They are 30 and 40$ packs, so they get a booklet. If there are no new rules then they need no rules reference cards

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Proton Bombs (5)
Proton Bombs (5)

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Proton Bombs (5)
Proton Bombs (5)

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Proton Bombs (5)
Thermal Detonators (3)

Total: 100

View in Yet Another Squad Builder

Seems kind of ridiculous and stupid? Definitely something to try.

The talk on the Silencer is a bit exaggerated. It basicaly is a Brobot without evade and one hitpoint fewer, but with vastly superior mobility due to green turns and a small base that becomes usable in the mid 40 point area. Sure, Brobots aren't competitive, but being better than them is a good start. Especially when you are a lot more flexible with the list, not being locked into a one-dimensional style. It can fit into 3 ships with Kylo, a standard ace, and a pocket ace, an ion control basis, a two ship list...

Unlike many others I won't predict how good this ship right now, but it seems like one with potential and needs more information to be accurately judged, probably table time, too.

Two fewer hitpoints than a Brobot actually. And effectively one fewer attack die. But yes the we will have to see what the dial is like and whether that hidden tech is any good.

3 hours ago, Admiral Deathrain said:

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Proton Bombs (5)
Proton Bombs (5)

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Proton Bombs (5)
Proton Bombs (5)

Cutlass Squadron Pilot (21)
Electronic Baffle (1)
Extra Munitions (2)
Proton Bombs (5)
Thermal Detonators (3)

Total: 100

View in Yet Another Squad Builder

Seems kind of ridiculous and stupid? Definitely something to try.

I like the potential of the 31pt Cutlass Punisher...

Cutlass Squadron Pilot - Thermal Detonators, Harpoon Missile, Extra Munitions, Trajectory Simulator, Long-Range Scanners

1 minute ago, Stay On The Leader said:

I like the potential of the 31pt Cutlass Punisher...

Cutlass Squadron Pilot - Thermal Detonators, Harpoon Missile, Extra Munitions, Trajectory Simulator, Long-Range Scanners

That is a neat little toolbox. Of course still with the dreadful combination of low durability and low PS, but neither Miranda Nym nor Dengar Nym are likely to one-turn it, so maybe it has some ground.

On Friday, September 08, 2017 at 11:31 PM, xanderf said:

Can we take this moment to recognize how bankrupt of new ideas the current franchise designers are?

"So we need, like, a new ship for the good guys...like, a big ship, say something like a B-17, but SciFi. Ideas?"

How about we call it...the B/SF-17?

"GREAT IDEA GAVYN! Yeah, let's run with that - what else we got?"

In class with the MEGA-class star destroyer. Apart from the stupid names, just ever scaling up things (like TFA's basically 3rd deathstar). The Snoke flagship is likewise military not really viable (compare fates of Yamato, Bismarck etc, all obsolete already while constructed), and physically problematically (the huge gravity that much mass exerts).

But also "[unique dot] Test Pilot". However, probably FFG again has not much to go by (close lid on the film's content by LFL/Disney, and maybe there even is Test Pilot X in the film (then I am prepared to take back my comment)).

@Rinzler in a Tie

No Empire does not need more OP stuff to counter other OP stuff. Unless you want to spiral the game finally out of control. What is needed, is some nerfing. Or better yet, certain combis are just banned (better than blunt nerfs making whole cards totally unplayable).

As for the Resisstance bomber. Looks a bit meh, another fat rebel turret with even more bombs, bombing harder, but not that much other stuff (2connor, 1 seismic, 1 thermal, 1 target synchroniser, new is 3(!) pieces of trajectory simulators (aint a bit much?) the 2 specific for it and 2 of the new tech(?) which also is in Kylo's ship). And steep prices...

[edit spelling]

Edited by Managarmr

Who else likes the new bomb/obstacle avoidance ept in the silencer?

41 minutes ago, Infinite_Maelstrom said:

Who else likes the new bomb/obstacle avoidance ept in the silencer?


The what? You mean the EPT that gives you an evade if you're near an obstacle?

18 hours ago, defkhan1 said:

No but everything else will when you don't have PTL. A single action ace is usually a sad ace.

Firecontrol System on the silencer AND Mindlink Protectorate Fighters disagree. Single Reposition can be enough IF there is enough other positive factors. In case of the fangs you gain extreme strong additional abilities, and action efficiency is still there, without the stress limitation from PTL on your dial.