STAR WARS IMPERIAL TACTICS: WHISPER
Next up is the ship that I used almost exclusively to learn how to play X-Wing last year.
The 2nd Edition version is genuinely one of the more interesting ships I have had a chance to play so far.
- No longer playing the Advanced Cloaking Device Trap Game is liberating
- Comm Relay is good and Phantoms basically have Comm Relay
- Whisper no longer needs to be the 100% center point of your list, at 52 pts like Soontir she can be absurdly good Ace filler
- Imperials have the coolest Crew options in the game by a very wide margin.
- There are few ships that can change their gameplay as drastically as Whisper can with just the crew upgrade choices alone.
- I am mostly just putting Juke only on Whisper and feeling completely ok with what she can contribute.
- Whisper is fragile enough that any mistake at any point can very quickly lead to disaster. That is rewarding.
This is just intended to summarize some stuff and spark a discussion about builds/lists for a specific pilot.
In some ways its also just to highlight how cool all the Imperial crew cards are...
Pilot Card
-
Initiative
- i5 is high enough to deal with a # of heavy hitters Boba, Guri, Luke, Norra, Inquisitor etc.
-
Pilot Ability
- 2 Green Dice & 2 Evade Tokens anytime you shoot and hit your target first
- Its not uncommon to end up with 1 Focus Token and 2 Evade tokens before anything else fires.
-
Ship Ability
- Essentially the 2nd Edition version of Comm Relay
- Allows you to almost always have a focus and evade provided you have room to decloak
- Able to Cloak and Decloak while stressed since you spend the evade to "gain" a cloak
-
Stat Line
- 3 Red Dice is plenty in this new world.
- 2 Green Dice makes this thing vulnerable to focus fire just like nearly everything else
- 3 Hull and 2 Shields along with that free evade is durable enough for the new role Whisper plays
- Compares very favorable to almost any X-Wing with or without crew/system equipped
Dial
- Not alot of blue but the usual path of banks and decloak strafing still applies here
- That hard 1 turn is still just as good and but just as predictable
- I still tend to avoid K-Turns unless I know for sure they are safe to do.
- The implications of stress have changed slightly thanks to the wording on the ship ability.
Talent
- Obvious and likely default choice for any Tie Phantom.
- Whisper with just this and nothing else is a solid use of 56 pts
- Stapled Juke to Omega Leader in 1.0, probably can do the same with Whisper in 2.0
- Cheaper way to boost Whispers offense a bit. Send a ton of generics in and chip away.
- This might out right be a better choice than Juke depending on what Min-Swarms people come up with to sacrifice
- Looks very interesting with Sloane Crew
- Gives a slight boost on both sides of the dice, think I prefer Juke for the 4 pts though
- Failing a decloak is bad news even with 4 green dice.
- I won't be using this but its at least interesting to consider if it works?
- Mainly including here just to find out if it works...
- Not an action. Doesnt work.
Sensor
- The combo of decloak, evade, barrel roll, hard turn is at minimum fun and in practice useful.
- Gives you a chance to end a K-Turn or Bump with a Focus/Evade, or fly over rocks if thats your thing
- Gets total pts expensive though especially when there are so many great crew cards to pay for
- The bottom part of this text is legitimately awesome.
- There are absolutely times when being able to decloak forward or through a rock would be massively beneficial.
- Allows you to engage an opponent in places that you would otherwise never consider which makes Whisper less predictable
- I can only imagine taking this if Tarkin is around on another ship to allow Whisper to acquire a Target Lock
- FCS is crazy good value for 3 pts in general so if Whisper does some how acquire that lock its worth a look.
Crew
- At 3 points this card seems potentially very useful.
- Gives Whisper the equivalent to a force charge at range 1.
- I can't imagine many players will choose the stress token but I have been wrong before.
- One of my favorite crew cards that the Imperials have access to.
- Fits very nicely on Whisper as whatever ship has Sloane becomes a target priority and cloak/decloak lets you stay on the move to protect it and force an advantage.
- All around solid 10 pt option and makes those Mini-Swarms happy.
- No longer grants the defensive bonus
- Now can be shifted to another target of your opponents choosing after the initial hunted ship is destroyed
- Nice option at just 6 pts and lets you save Whisper's pile of tokens for defense.
- Also seems excellent on Whisper.
- Grants both one rechargeable force charge and the ability to stay cloaked and stay relevant for 14 pts
- This is almost comically entertaining.
- Another force user...force charges are good. This time 16 pts
- I love this card. The art is badass. The ability is seemingly game changing for a ship like Whisper.
- Your basically paying for a force charge and an infinite initiative action
- Given the fact that Whisper can cloak this thing becomes even more powerful and offers some help against Vader/Fenn/Han.
- Another force user (12 pts)! How do they have this many??
- Not entirely sure how to get enemies to gain stress besides Sloane and one or two other things.
- Could make K-Turns/Talons/Sloops and certain ships with more red on their dials a little more scared of Whisper
- There might be something really nasty involving Sloane, Death Troopers, and Seventh Sister Whisper.
- All cool stuff but I don't know how to use it for anything other than the force charge just yet
- Phantom's don't have Target Locks. Until now!
- Thanks Krennic for facilitating so many achievements
- Greatly toned down from 1.0 thankfully but still a very good card and only 5 pts.
- I kinda like the idea of taking Juke/Krennic/FCS Whisper, Optimzed/Super/FCS/Burner Vader, and 40 pts of something
- Now that dials and arcs matter a little more I feel like Informant has slightly more value in general than it once did.
- Things will move after you and good players will be very difficult to pin down when they do.
- Still better just to "predict" where your opponent is going
- But for 5 pts this could really help a little against an i6 like Vader or Fenn within Range 1-2
- Though its worth mentioning that often you wont have "multiple" decloak options so the benefit can be limited
- Are you an Imperial player?
- Have you ever wondered what it would be like to Regen a shield.
- GONK!
- 10 pts...
- 10 pts feels like alot for this given other options at that cost...and possibly unnecessary with the ship and pilot ability available
- Mentioning this one here not because Whisper can take her ( she can't )
- Mainly because the options available to a decloaking ship that can BR into a rotate and take a blue move are absurdly entertaining
Modification
- Lately I have been getting in the habit of putting Afterburners on everything that moves just to see what happens
- Tie Fighters, Tie Bombers, Low PS stuff you want to use as blockers etc.
- A Tie Phantom that can boost twice per game while stressed to stay range 1 to trigger a crew effect or get a kill shot?
- Or pair with collision detector decloak peace out through a rock?
- Might make it easier to set up those all important Decloak lanes for strafing runs.
- Points are probably better saved for other ships in the list but it still has some appeal!
- 5/6 pts to pick up essentially a full X-Wing stat line plus all the nonsense mentioned above?
- Seems good but again approaching to many upgrades territory
- Stealth Device with a force charge is maybe worth a look but also gets expensive
Notes & Questions
-
Right now I am exploring a huge # of Whisper builds...mostly just to see how various crew work occasionally throwing in the system
- Juke ( 56 pts )
- Juke/0-0-0 ( 59 pts )
- Juke/Krennic ( 61 pts )
- Juke/Kallus ( 62 pts )
- Ruthless/Sloane ( 66 pts )
- Juke/Gonk ( 66 pts )
- Juke/Seventh Sister ( 68 pts )
- Juke/Vader ( 70 pts )
- Juke/Grand Inq ( 72 pts )
- Whats your favorite option so far? In general. Listed points totals above just for reference.
-
Are you even using the System upgrade?
- There are 2 solid options but I keep wanting to save the pts
- Boils down to Nothing vs Collision Detector vs Advanced Sensors
-
Is Afterburners Whisper worth consideration?
- Confident the answer is no even though boosting seems fun
- Obviously cuts into the crew upgrade budget.
- I often read cards wrong so corrections are welcomed.
- Most of this from a post last year no longer applies or was wrong to begin with but the bottom picture might be helpful to new players wondering how Phantoms can move around, so have a look.
-
Whisper really has changed in alot of ways and I think it all seems very positive.