So yeah. It does have them. It uses them in an important scene.
A lot of us complained about lack of a missile slot right after the first reveal.
Come on, FFG, fix this! Give us a missile slot on the silencer.
Edited by MaxPowerSo yeah. It does have them. It uses them in an important scene.
A lot of us complained about lack of a missile slot right after the first reveal.
Come on, FFG, fix this! Give us a missile slot on the silencer.
Edited by MaxPowerWas a good scene too, not sure what he fired though.
The Silencer is already a strong ship, putting a missile slot on it is dangerous. I believe they omitted it for balance. The Bomber isn't movie accurate either.
2 hours ago, BVRCH said:The Silencer is already a strong ship, putting a missile slot on it is dangerous. I believe they omitted it for balance. The Bomber isn't movie accurate either.
Also a pricing issue
2 minutes ago, RufusDaMan said:Also a pricing issue
Exactly. Add a cruise missile to your build and you start suffering from Corran-itis (without regen). Reserving half your pts for a Silencer really hampers your options for wing mates too.
They're saving high maneuverability with missiles for the TIE Avenger. ![]()
The thing people agree about concerning the silencer is that it lacks a bit of punch for its points and that it is overall quite expensive (not saying it is an overall bad ship!!!). Adding a cruise missile or harpoon to it, would give it that "1 time punch" it desperately craves, all the while increasing its points. So it is a choice, and I believe a choice people would not find a 100% answer too. And I don't think the Silencer will (and would, with an added missile) break the meta, in any case.
That's why I do not think they omitted it for balance reasons, but merely as an oversight or for lack of information given to them. A silencer with a missile slot certainly wouldn't be NPE in my book, given that you cant pull off an all PS 11 triple alpha list with a silencer, considering its high points (so Vader+QD+X would still be the goto alpha list, I'd think) . Actually, I think the silencer would not change much balance-wise if they simply gave it a missile slot (especially since adding guidance chips would break the autothruster slot, so that is a pay-off).
Gameplay > Fluff
/thread
9 hours ago, BVRCH said:The Silencer is already a strong ship, putting a missile slot on it is dangerous. I believe they omitted it for balance. The Bomber isn't movie accurate either.
I do not think that a missile would break much on a 3dice Primary ship how many times do you see people actually using their ordnance slots on a 3 red dice ship?
Edited by Hannes Solo26 minutes ago, Hannes Solo said:I do not think that a missile would break much on a 3dice Primary ship how many times do you see people actually using their ordnance slots on a 3 red dice ship?
Only the Defender and the Firespray have missiles and 3 attack, which is huge for harpoons and crits. Both of these ships are not feasible in any way to be used as missile carriers.
Adding in missiles could break the Silencer - he can now fly at 50+ points, with a QD wingman at 40 points. Kylo won't die, but they are now likely to destroy something in the first round. That would be huge.
4 minutes ago, GreenDragoon said:Only the Defender and the Firespray have missiles and 3 attack, which is huge for harpoons and crits. Both of these ships are not feasible in any way to be used as missile carriers.
Adding in missiles could break the Silencer - he can now fly at 50+ points, with a QD wingman at 40 points. Kylo won't die, but they are now likely to destroy something in the first round. That would be huge.
The YT-1300 can take a missile too. I never see anybody use that.
And if you expand your view on Torpedo Ordnance there are quite a few 3red dice ships that can take torps and very few actually use them. Ordnance doesn't break 3red dice ships cause you pay a lot for having a single attack that is only a little better then what you already have as a primary.
16 minutes ago, Hannes Solo said:The YT-1300 can take a missile too. I never see anybody use that.
And if you expand your view on Torpedo Ordnance there are quite a few 3red dice ships that can take torps and very few actually use them. Ordnance doesn't break 3red dice ships cause you pay a lot for having a single attack that is only a little better then what you already have as a primary.
Not for the empire, which is what we're talking about here. There's only the Defender, the Decimator and the Firespray. None of those are used as ordnance carriers, really. Adding the Silencer would change it massively.
Scurrg has attack value of 3, can take a harpoon missile and guidance chips. As well as extra munitions or autoblaster turret. And deadeye. 3 such guys in a list.
18 minutes ago, Jagos said:Scurrg has attack value of 3, can take a harpoon missile and guidance chips. As well as extra munitions or autoblaster turret. And deadeye. 3 such guys in a list.
For Empire? No`? Why then is it relevant?
3 Harpoon Scurrgs are a pretty good list. Giving part of that to Kylo and a second Harpoon carrier (QD, Vader) would be very, very good
Edit: yes I‘m aware that you‘d rarely trade AT for GC on Kylo. But the other 3 pilots could well take it
Edited by GreenDragoonMissiles with Blackout would be a scary thing to see. No obstructed bonus and -1 green dice to spare, on top of a 5-dice cruise missile attack and trick shot?
2 hours ago, Hannes Solo said:I do not think that a missile would break much on a 3dice Primary ship how many times do you see people actually using their ordnance slots on a 3 red dice ship?
In most cases a missile on a silencer would push the build up to too many pts for most players to even use it. So in a way you're right, but also arguing against your own point.
However, there are 3 reasons I think it would be broken. 1 is cruise missiles, with a dial that fast and access to fire control systems and advanced optics/threat tracker as well as it's fantastic repositioning I could see that becoming a real threat in the already strong imperial PS alpha. Cruise missiles are cheap but the caveat is they're harder to pull off. The silencer on the other hand has all the tools it needs to have cruise missiles hit extremely hard.
The other reason is Kylo and harpoons. Having Kylo be able to double down on his already strong ability is just playing with fire. I realise his pilot ability isn't as good as his crew, but I can see why FFG didn't want to entertain that combo all from a single ship.
The third is an overarching issue with the generic pilots. You could technically run 3 with missiles for a devastating alpha and then still have 3 really solid ships after the initial joust. FFG still licking their wounds from the jumpmaster fiasco, and as much as many wouldn't bother with a list like 3 silencers, somebody would and it has the potential to throw the meta right back into same old rut. Furthermore, targeting synchroniser could be really dangerous with 3 missile laden silencers.
Edited by BVRCHGiving it missiles would be a problem when Harpoon exists. But they really, really shouldn't exist, so
3 hours ago, GreenDragoon said:Gameplay > Fluff
/thread
Wrong.
3 hours ago, Hannes Solo said:I do not think that a missile would break much on a 3dice Primary ship how many times do you see people actually using their ordnance slots on a 3 red dice ship?
This. ^
They didn't gave the Silencer a missile because they didn't knew it had in the first place.
2 hours ago, Hannes Solo said:The YT-1300 can take a missile too. I never see anybody use that.
And if you expand your view on Torpedo Ordnance there are quite a few 3red dice ships that can take torps and very few actually use them. Ordnance doesn't break 3red dice ships cause you pay a lot for having a single attack that is only a little better then what you already have as a primary.
And this. ^
45 minutes ago, Odanan said:Wrong
Well, the alternative would be that a very strong ship/pilot in the story should also be very strong in the game. For example, Poe taking out 10 TIE /FOs within seconds. Clearly that is wrong too, isn't it? So maybe you can explain to me why Fluff is more important than gameplay?
Wouldn't say it is more important, but it shouldn't be seen as an unwanted stepchild you can abandon as soon as it gets in your way. The primary reason I traded STATW for X-Wing, cause fluff AND gameplay fitted so much better together.
It is true that you shouldn't throw gameplay out of the window for fluff but it is the same the other way round.
1 minute ago, Hannes Solo said:Wouldn't say it is more important, but it shouldn't be seen as an unwanted stepchild you can abandon as soon as it gets in your way. The primary reason I traded STATW for X-Wing, cause fluff AND gameplay fitted so much better together.
It is true that you shouldn't throw gameplay out of the window for fluff but it is the same the other way round.
"Gameplay > Fluff" means that if the situation arises where gameplay/balance have to be made sure, then fluff can be sacrificed for that. Nothing more. Of course they should aim for both, but fluff can never be more important than gameplay. And that necessarily means that fluff should be thrown out of the window if necessary, but of course as little as possible.
Here the decision might have been that the fluff of missiles can be sacrificed because the consequences gameplay wise would be too dire.
I fail to see why that is wrong, which is why I asked
Yes, but giving the silencer a missile slot it isn't nearly such a catastrophe as you paint it on the wall.
EDIT: Missiles on a 3red ship aren't that effective in the first place. the only things that are actually interesting are cruise missiles and harpoons (on kylo). Both are nice but won't break the game. If you see whqat we have in this game and what this game already survived it seems somewhat funny why some people are so afraid of these cobos.
Crusie missile is pretty good on a ship with a fast dial. And? CMs on A-Wings or TIE-Adv.(Prototypes) didn't breke the game why would the silencer?
Harpoon on Kylo might actually make his ability interesting, but you have to take GC instead of AT which is a bummer so...meh.
21 minutes ago, Hannes Solo said:Yes, but giving the silencer a missile slot it isn't nearly such a catastrophe as you paint it on the wall.
I'd rather have FFG err on the side of caution than slavishly follow the fluff. The Silencer is already strong enough without a missile slot, weak offense being the main weakness. Adding a missile would strengthen his main weakness.
Edit: to reply to your edit:
21 minutes ago, Hannes Solo said:Missiles on a 3red ship aren't that effective in the first place. the only things that are actually interesting are cruise missiles and harpoons (on kylo). Both are nice but won't break the game. If you see whqat we have in this game and what this game already survived it seems somewhat funny why some people are so afraid of these cobos.
They are on a range 3 shot. They are on 3 Scurrgs. They are on Quickdraw and Inquisitor, who are effectively 3red ships, just not for the purpose of GC. Which is extremely useful in a list with harpoons.
But your last sentence here... wtf. What this game already survived? Maybe it was horrible and we should not lightly call for similar mistakes again?! Have you forgotten Dominance of Whisper? Palpaces? Tripledefenders? Triplescouts? Paratanni? Dengaroo?
All of them had to be nerfed, and way too late. And now you think it's "funny why some people are so afraid of these combos"?!
Edited by GreenDragoonAccording to the ICS The Last Jedi book, it's proton torpedoes, not missiles, that the TIE Silencer carries.