TIE Silencer vs Defender

By Ronu, in X-Wing

27 minutes ago, Archangelspiv said:

If you put Kylo and Blackout in the same list, you will find there isnt any room for anything else.

You can, just gotta be light (which I think is a good thing!)

FO Aces

(82) Kylo Ren
(3) Hate
Points 85

(70) "Blackout"
(2) Fanatical
Points 72

(41) Commander Malarus
Points 41

Total points: 198

1 hour ago, urbanyeti said:

You can, just gotta be light (which I think is a good thing!)

FO Aces

(82) Kylo Ren
(3) Hate
Points 85

(70) "Blackout"
(2) Fanatical
Points 72

(41) Commander Malarus
Points 41

Total points: 198

Captain glitterstim is good, but you can drop him to a squad leader "Null" for 35 pt, saving you 6 pt. When it comes to options for these ships, a total of 8 pt makes one giddy, especially with I7 coordinate man taking a lot of aggro.

Edited by player3010587
2 hours ago, Archangelspiv said:

If you put Kylo and Blackout in the same list, you will find there isnt any room for anything else.

Gonna have to disagree with you on this one ... you could revive multiple versions of Aces High.

Null - Quickdraw - Kylo (7 - 6 - 5 )

Kylo Ren — TIE Silencer 82
Supernatural Reflexes 12
Pattern Analyzer 5
Ship Total: 99
Half Points: 50 Threshold: 3
"Null" — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2
"Quickdraw" — TIE/SF Fighter 45
Crack Shot 1
Pattern Analyzer 5
Special Forces Gunner 10
Fire-Control System 3
Shield Upgrade 6
Ship Total: 70
Half Points: 35 Threshold: 4

Null - Kylo - Blackout

Kylo Ren — TIE Silencer 82
Supernatural Reflexes 12
Ship Total: 94
Half Points: 47 Threshold: 3
"Null" — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2
"Blackout" — TIE Silencer 70
Trick Shot 1
Ship Total: 71
Half Points: 36 Threshold: 3

There's room for bid, especially in Null/QD/Kylo -- could drop either or both Pattern Analyzers, Crackshot. That leaves you room for a mediocre bid with some meat on Null, or just a larger bid in general--Double tap Dash at I7 is making waves...

4 minutes ago, bydand said:

Gonna have to disagree with you on this one ... you could revive multiple versions of Aces High.

Null - Quickdraw - Kylo (7 - 6 - 5 )

Kylo Ren — TIE Silencer 82
Supernatural Reflexes 12
Pattern Analyzer 5
Ship Total: 99
Half Points: 50 Threshold: 3
"Null" — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2
"Quickdraw" — TIE/SF Fighter 45
Crack Shot 1
Pattern Analyzer 5
Special Forces Gunner 10
Fire-Control System 3
Shield Upgrade 6
Ship Total: 70
Half Points: 35 Threshold: 4

Null - Kylo - Blackout

Kylo Ren — TIE Silencer 82
Supernatural Reflexes 12
Ship Total: 94
Half Points: 47 Threshold: 3
"Null" — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2
"Blackout" — TIE Silencer 70
Trick Shot 1
Ship Total: 71
Half Points: 36 Threshold: 3

There's room for bid, especially in Null/QD/Kylo -- could drop either or both Pattern Analyzers, Crackshot. That leaves you room for a mediocre bid with some meat on Null, or just a larger bid in general--Double tap Dash at I7 is making waves...

Why not all the points and abuse I7 coordinate on autothrusters?

Emo Ren (82)

A Day to Remember (12)

Ship total (94)

My Chemical Blackout (70)

Traitors (1)

Ship Total (71)

Null and Void (31)

Squad Leader (4 pt, and yeah, no funny name for the upgrade, but I assume that flying with Kylo, he is exposed to Green Day on the Intercom)

Ship Total (35)

No bid, all glory.

6 hours ago, bydand said:

Gonna have to disagree with you on this one ... you could revive multiple versions of Aces High.

Null - Quickdraw - Kylo (7 - 6 - 5 )

Kylo Ren — TIE Silencer 82
Supernatural Reflexes 12
Pattern Analyzer 5
Ship Total: 99
Half Points: 50 Threshold: 3
"Null" — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2
"Quickdraw" — TIE/SF Fighter 45
Crack Shot 1
Pattern Analyzer 5
Special Forces Gunner 10
Fire-Control System 3
Shield Upgrade 6
Ship Total: 70
Half Points: 35 Threshold: 4

Null - Kylo - Blackout

Kylo Ren — TIE Silencer 82
Supernatural Reflexes 12
Ship Total: 94
Half Points: 47 Threshold: 3
"Null" — TIE/FO Fighter 31
Ship Total: 31
Half Points: 16 Threshold: 2
"Blackout" — TIE Silencer 70
Trick Shot 1
Ship Total: 71
Half Points: 36 Threshold: 3

There's room for bid, especially in Null/QD/Kylo -- could drop either or both Pattern Analyzers, Crackshot. That leaves you room for a mediocre bid with some meat on Null, or just a larger bid in general--Double tap Dash at I7 is making waves...

You play Int 5 pilots with a rubbish bid, you are wasting your points.

7 hours ago, Archangelspiv said:

You play Int 5 pilots with a rubbish bid, you are wasting your points.

No matter what you bid, your opponent could outbid you. You should always build with that in mind, and have a plan if you have to go first against same initiative pilots. A couple of list building strategies that help with this are I6-7 pilots (which is partly why I think Null and Midnight will show up often alongside Kylo) and cards that reward you for shooting first, like Juke, Airen Cracken and Whisper.

Sometimes I seriously get the impression that some people simply give up if they have to move first. :P

Edited by Okapi
1 hour ago, Okapi said:

No matter what you bid, your opponent could outbid you. You should always build with that in mind, and have a plan if you have to go first against same initiative pilots. A couple of list building strategies that help with this are I6-7 pilots (which is partly why I think Null and Midnight will show up often alongside Kylo) and cards that reward you for shooting first, like Juke, Airen Cracken and Whisper.

Sometimes I seriously get the impression that some people simply give up if they have to move first. :P

This. Seriously. Also why squad lead Null is legit bull that I will be fielding. At least he doesn't negate your mods and strips focus just by shooting at you/getting shot.

Edited by player3010587

In the subject of bids, I agree that you can’t know how low your opponent will go so it’s either an arms race to go low or you embrace it. One of the reason I like hate as a force power is the sort of dare you to shoot me effect it will bring.

On 12/1/2018 at 3:20 AM, Bad Idea Comics said:

I've been killin' it with Saber Squadron pilots.

How do you stop them just popping? I've tried them and they have a nasty habit of just dying from opportunistic shots through rocks

2 hours ago, gadwag said:

How do you stop them just popping? I've tried them and they have a nasty habit of just dying from opportunistic shots through rocks

Shield upgrade is neat for them, as is elusive. I don't know what gad uses, but I like them as Outmaneuver flanker whilst Redline soaks aggro

6 hours ago, urbanyeti said:

In the subject of bids, I agree that you can’t know how low your opponent will go so it’s either an arms race to go low or you embrace it. One of the reason I like hate as a force power is the sort of dare you to shoot me effect it will bring.

Hate is definitely going to see play on Kylo squeezed into a dandy list, but all in all, I see it as a means of regenerating calculate after defending and showing the dark side. Hate will see its true potential on Darth Maul, a 1 agi ship that can spend 1 force to bonus attack off a miss or 2 force to bonus attack off a hit. That is some serious "shoot me, I dare you" shenanigans to those who shooy before him, as you may not want him to get off more than 1 shot that round. Makes me wish he were I4 for that deterrent reason.

3 hours ago, gadwag said:

How do you stop them just popping? I've tried them and they have a nasty habit of just dying from opportunistic shots through rocks

I've been running Soontir and 3 Sabers, all with Swarm Tactics. I keep them in 2 pairs, coordinating movement to put guns on target simultaneously. Got a problem target? - roll in fast and hard and light it up at In6. Got dodgy opponents? - lead in with one team, and follow with the other - they won't escape you. And staying in close works nicely with Squints - more opportunity for dodging arcs, though I've found I'm most often focus->boosting or sometimes rolling and only rarely having to double reposition.

These tactics could work with Silencers as well, but they get outnumbered easier. Four Squints dish out a lot of fire, especially shooting at In6.

Hmm, sounds like fun! I've only got two squints but perhaps strikers can pick up the slack on that end. Outmaneuver sounds hideously expensive for such a fragile ship, but I like swarm tactics with soontir - powerful but requires some tricky flying

11 hours ago, Bad Idea Comics said:

I've been running Soontir and 3 Sabers, all with Swarm Tactics. I keep them in 2 pairs, coordinating movement to put guns on target simultaneously. Got a problem target? - roll in fast and hard and light it up at In6. Got dodgy opponents? - lead in with one team, and follow with the other - they won't escape you. And staying in close works nicely with Squints - more opportunity for dodging arcs, though I've found I'm most often focus->boosting or sometimes rolling and only rarely having to double reposition.

These tactics could work with Silencers as well, but they get outnumbered easier. Four Squints dish out a lot of fire, especially shooting at In6.

I dont understand, swarm tactics on an I6 makes senase, however the rest are already I4 so you are just wasting points on the ept are you not? Or is it a timing thing where I6 passes to I4 making them a I6 and so on?

8 hours ago, O3jake said:

I dont understand, swarm tactics on an I6 makes senase, however the rest are already I4 so you are just wasting points on the ept are you not? Or is it a timing thing where I6 passes to I4 making them a I6 and so on?

Yep - Fel passes I6 to a Saber, then it daisy chains along. Having it on all of them is so I don't have to worry about their individual positions. Four 3 dice models shooting at I6 will burn down most small ships in one pass. Large ships take more work, but you provide a deterrent to facing them directly because you know they'll shoot first, so it helps modify your opponent's strategy (a bit of psych warfare).

I'm excited to see what the FO Squint has up its sleeve. I'm sure it will have shields, which will modify its cost for sure. The Silencer was my go-to arc-dodger in 1E because it wasn't as squishy (Squints got to the point they were unplayable). It looks like the Silencer will still be loads of fun to fly and will be even more survivable without the insane dice from 1E getting thrown. Of course, it can still get burned down by 12 dice at I6. :D

Edited by Bad Idea Comics

I think the lack of an I6 kills the Silencer. Sure, Blackout is cool, but he's a side-piece, the ship you want NOT to be focused on.

Oh well, he was a whiner in the movies, so all he'll be in the game is an echo of a whine...

I am really hoping that when the Silencer and TIE SF are re released that we get some more Aces for them, they both seem pretty bare Ace wise. I am pretty happy with the TIE FO as I feel like it got a decent stable of Aces to go with it but The TIE SF feels short changed with only Backdraft and Quickdraw for named pilots. I also feel that the Silencer is a little light with only 4 named Aces for I feel like should be Xwing of the faction.

The TIE/fo is the X-wing of the faction. Given the 4 uniques and 2 generics I would feel pretty confident in saying the Silencer will be a pure re-release when the time comes. It's just too natural. The only exception would be if FFG is really lacking in content for the First Order.

1 hour ago, Endureil said:

I am really hoping that when the Silencer and TIE SF are re released that we get some more Aces for them, they both seem pretty bare Ace wise. I am pretty happy with the TIE FO as I feel like it got a decent stable of Aces to go with it but The TIE SF feels short changed with only Backdraft and Quickdraw for named pilots. I also feel that the Silencer is a little light with only 4 named Aces for I feel like should be Xwing of the faction.

I dunno. 4 pilots for the Silencer is a pretty decent spread.

100% agree on the SF, though. Only two?

1 hour ago, theBitterFig said:

I dunno. 4 pilots for the Silencer is a pretty decent spread.

100% agree on the SF, though. Only two?

It sounds like FFG is better at coming up with hilarious edgy names (Silencer) but not so much for more or less professional callsigns (SF) when it comes to the First Order. I was hoping they could have silly names for the SF such as "Half-wing": You may rotate your arc to any section.