TIE Silencer: Kylo Ren
Pretty much since 2.0 released I have been running Striker Swarms or Striker Mini Swarms supporting an Ace. Anything with Ailerons really.
Recently though I have gotten back to practicing Luke and Kylo. Both are fun to play and are two of my favorite non-striker pilots in the game.
That means its time for another rambling Hyperspace ship breakdown!
Pilot Card:
Dial:
Force Upgrade:
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Supernatural Reflexes
- Though I enjoy running him more without it, Supernatural is by far the best force ability for Kylo.
- At just 24 pts this is still a ridiculously effective card.
- Paired with the Silencer's dial and ship ability its the best current platform for Supernatural ( at least until Republic Jedi arrive ).
- Primed Thrusters puts Kylo at 109 pts
- I5 Super Luke is great as well, 24 pts is not "expensive" for this card. Its just potentially costed correctly.
- It basically flips the normal order of actions that you take with Kylo and defines Dial Casual.
- Instead of Focus Roll Stress, you Roll + Boost Stress Clear it then Focus or Lock ending with a fully open dial again.
- Or if you screwed up and ended with a Stress, Primed lets you keep the premovement chain going regardless.
- Super Kylo might be training wheels Kylo but that doesnt make it any less effective.
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Instinctive Aim
- Paired with a Proton Torp and Advanced optics Kylo can shoot 4 dice with roughly a 60% chance of 4 hits. Its solid.
- Taking just the TL ups the % a bit. With instinctive Kylo cares less about the bid, can take a focus and choose to save it for Defense if needed.
- Luke doesn't mind just taking a TL since he has "infinite" force charges. Kylo on the other hand kinda wants that focus for defense just in case.
- Paying 2 pts for a guarantee that you can use the 12 pt torps you paid for against the many i5 and i6 ships in the meta seems ok.
- Typically I prefer to run Kylo without any Force Upgrade to try and bid a bit more, but this is making its way into more of my lists specifically because of Optics.
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Hate
- Gives you a little more force to work with when defending against multiple shots.
- Not a card that I have found tremendously useful, though open to opinions on it.
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Sense
- This is a genuinely useful card, but not one that I use often. Prefer to Bid.
- The ability to check a dial at Range 3 is solid since Kylo has so many ways to reposition based on the info.
- Paired with Snoke you can flip 2 of your opponents dials per turn which feels great for your opponent.
Tech Upgrade:
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Advanced Optics
- Gradually becoming stapled to Kylo every chance I get.
- Paired with just 1 Force charge its a reliable 80% chance of 3 hits per attack.
- Focus + Reposition for a stress no need to TL for essentially a Focus/Lock level of attack efficiency.
- Options to mod on Defense. Its fantastic. Blackout can do something similar with Lone Wolf Optics.
- By far my favorite Tech Upgrade for Kylo if I am not running full Super Primed bully Kylo.
- 80 pt Kylo with just Optics is great value.
- I call this the "Grandfather Build" because its the Kylo build that plays the most like 1.0 Vader.
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Primed Thrusters
- Solid even without Super, ridiculous paired with Super.
- Kylo stresses alot the more you reposition, primed allows you to be less thoughtful about your dial and still have 2 force charges to mod your dice.
- 85 pt Kyo with just primed is nice and forgiving if you dont want to feel pressured to reposition "less".
- Primed frees you up to just constantly boost roll. Movement is massively important in 2.0.
- This gives you a ton more options and thats good.
Torpedo Upgrade:
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Proton Torpedo
- The auto crit is a nice little bonus for Kylo's pilot ability to let you push through a clutch Panicked Pilot against higher init things you need to shutdown.
- Optics + Torp + Instinctive Kylo is just 94 pts.
- I still cant believe Proton Torps has 2 Charges. Its just a straight Primary Weapon change.
- Its semi obvious but worth pointing out anyway that it gives Kylo a 4/3/4/2 Statline plus 2 force charges.
Missile Upgrade:
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Proton Rockets
- I am a huge fan of this card in general, mostly because I find it so rewarding to set up.
- Bullseye for Kylo is pretty easy to get even against small bases. Optics again is a great modifier here.
- I think its close to 50% Chance of 5 Hits with Focus/1 Force/Optics.
- Running Kylo with this makes him feel like a little a less tanky Fenn Rau, just not infinitely chucking 5 dice.
- I find it to be really particularly useful if you save it for moments where you are confident it can swing a game.
- Great way to put meaningful damage into big/medium base ships.
- Kylo with Optics/Proton Torps/Proton Rockets = 99 pts. Its alot to invest in ordinance,
- But it does give you a very angry Kylo that is capable of staying out of danger until he wants to engage.
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Cluster Missiles
- Bonus attacks are only as good as the mods you have available.
- Hyperspace will have enough High Ship count lists that Cluster Missiles or even Concussion might not be the worst idea.
General Notes:
- I am still working out what to run next to Kylo but there lots of decent options worth trying.
- Its fun testing the many different combinations of other First Order wingmates to pair with him.
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Already mentioned above but these are the two "core" builds I see for Kylo.
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Optics + Kylo = 80 pts
- Easily Fits with a wide variety of other ships, and has become my go to build.
- As previously mentioned I think of 80 pt Kylo or 92 pt Kylo with just Torps as the "Vader" version of Kylo.
- Unable to premovement reposition and more effective the less you double reposition.
- Focus link into boost or roll becomes his bread and butter.
- This is the most rewarding build for Kylo that I think requires the most skill to play well.
- Supernatural is just reading the table, reacting to what you see, or choosing the safest possible option if your not moving last.
- Superless Kylo has to be much more thoughtful turn to turn and will spend more time fully disengaging to find a better approach.
- At less than 100 pts hes also slightly less afraid to stay in the mix and pretend to be a force using X-Wing with 3 dice for a bit.
- 80 pt Kylo expects to fight and tends to be a little more direct out of necessity.
- Where 109 pt Kylo actively expects not fight at all for much of the game.
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Super + Primed + Kylo = 109 pts
- Snoke Tavson fits with considerable Bid and works very well against a wide variety of lists.
- Trouble is your opponent doesnt have to opt into fighting Tavson, though they normally do anyway. His arc is very avoidable.
- Just be aware that you need to be prepared to play for the MOV and End Game matchup you want for the first 20-30 minutes.
- Then super run to time for the rest of the game.
- Its effective and a legit tactic, just requires lots of patience.
- Also still possible to take Super Kylo with QD and an FO for about 199 but you give up the insane flexibility of 109 Primed Kylo.
- Supernatural is so good you dont even really need a bid to get value from it. You just need a good amount of patience.
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Optics + Kylo = 80 pts
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Force Charges are ridiculously powerful, I don't think this can be overstated.
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List of things that force charges free you up to be stupid about:
- Over Repositioning
- K-Turn and Talon Rolls
- Flying over Rocks
- Bumping into things
- Spending Focus on Offense
- Taking TL actions instead of Focus actions
- Keeping Stress Tokens from previous turns
- All stuff good players actively avoid, you still want to avoid over doing it but Force puts all of these things in your play book.
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List of things that force charges free you up to be stupid about:
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Kylo's Pilot Ability
- Is still very good. Particularly with Proton Torps.
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This lets you burn a force to assign one of the following pilot crits if you land a crit in a subsequent turn
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- Panicked Pilot is the clear choice here to shutdown an Ace moving after you or to deny mods.
- Though alot of things have passive options so it "feels" worse than it actually is for your opponent most of the time.
- I use his ability every time that I "defend" and didnt spend a charge on defense.
- Most of the time though id rather guarantee that I take at least 1 charge with me into next turn so I always have 2.
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5 Blue Straight without Super Natural
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5 Blue Straight with Supernatural
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Super Primed All Options - this is what players mean when they say "pick ship up and go wherever you want".
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- Location maps thanks to this cool site: https://c-basse.github.io/c-basse/
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Overall I have been having a blast running 80 pt Optics Kylo. Its just the right mix of challenging and forgiving and everything I could possibly want from an Ace.
Now that the point adjust has been out awhile how are you running Kylo?
What are you running him with?
Edited by Boom Owl