TIE Silencer: Kylo Ren

By Boom Owl, in X-Wing

Are people really enamored with Afterburners over Shield on QD?

Honestly, the lack of any passive mods for QD does make it a case against going in on that second attack for value

21 minutes ago, Blail Blerg said:

Are people really enamored with Afterburners over Shield on QD?

Honestly, the lack of any passive mods for QD does make it a case against going in on that second attack for value

Yes, afterburners is good on QD. Yesterday it got me out of three Arcs in one game, helped me chase down a Guri and reposition for a range 1 double modded shot after Muse went down.

You may not use both charges in every game but just the threat of it can scare opponents into other moves or get you out of trouble if you've been caught out.

On 9/2/2019 at 4:49 AM, Blail Blerg said:

Are people really enamored with Afterburners over Shield on QD?

Honestly, the lack of any passive mods for QD does make it a case against going in on that second attack for value

At first I was all about shield upgrade, because more shots AND more life is better right?

But after playing against a very good Quickdraw player with afterburner, I can totally see why it's better. The boost combined with the rear arc is fantastic to get potshot at (often) range 1, and not get shot at in return. And free shots are better than return shots right? :P

On 2/17/2019 at 3:37 PM, Boom Owl said:

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.

I was revisiting making Kylo a swole bomber (with Pro or Plasma Torps and Homing Missiles), and I must say that 99 pts Instinctive Kylo is far nastier relative to the meta than when this thread was started. Against swarms you dodge as normal, but against I6, you can defend a corner with some pain threatening an attacker. Even a 90 pts version that runs just plasma as the munition has good utility. It's fascinating to alter pre-existing Kylo archetypes by moving points around for the build fit. There might be a place for it. But sadly, whereas Super Optic Kylo torments Sun Fac, without a friend to coordinate barrel rolls to setup the range controlling candy cane hard 1's, the tables are significantly turned on Instinctive Kylo.

I think Mag Pulse will really push munition Kylo. If you really want to punish *most of* the I6's, you could give him Heightened Perception and put Targeting Sync on a charging scout ship pretending to be a probe droid. Or more efficiently, put the tech on any of the FO I6+.

Reviving the thread because a more consistent buddy for Kylo is in the game. Quickdraw is cool for ditching high-priority targets, but doesn't have any speakable arc-dodging capabilities without equipping afterburners: essentially FO Wedge, a mortal being that must be traded correctly. Blackout is nice for that Brolencer archetype and pairs really well with Midnight for obstacle-orientated engaging or Muse for some jerry-rigged Supernatural Reflexes, but only 2 I5 3 die guns make caging an I6 and doing repeated damage on him quite tricky. But now..."There is another..."

The OP Soontir of the faction. Sure, overall the Silencer is the best ship in the faction, but as a wingmate, having a knife-fighting, regen-ing, enemy-nerfing, 4 health interceptor gives it a run for its credits. Heck, even Daredevil alone is enough on this ship if you're cagey enough: which it is, given that it can even bank to prep a disengage, note that the enemy hasn't given proper chase, and then br + daredevil to get back in the fight! Going straight as opposed to semi-commiting with a bank in is also really cool, given that the lock + daredevil combo allows a 4 die attack out of the enemy arc.

But the important thing is the disengaging. Whereas Quickdraw finds it really hard to escape a brawl, Vonreg finds a quick turn, a br, and then a boost away easy work. Not only that, but unlike the SF, he can really flex those obstacles on the board to break enemy formations for engaging/disengaging.

Simply replacing Quickdraw with Vonreg in a classic Super Kylo + Quickdraw + filler list is very solid. Heck, 2 ship Super Kylo looks really neat now. But both of those are extended, and Hyperspace is the hotness...where FO does really well. Kylo + Vonreg + friend* or even Kylo + Vonreg + friends are very solid. There is undoubtedly a synergy between both FO interceptors in how they fly: the Silencer goes fast and does Interceptor things whereas the BA stands guard with a slow to moderately fast move and then slashes around like a Starviper. Both approaches can work easily on a lot of things in the Hyperspace meta, and each covers the few weakpoints that the other has to this style of engaging.

*The thiccnesse of your aces determines the friend's role from blocker to ace himself. Both 2 heavies + lightweight or 3 aces have significant merits, suited to different preferences for gaining and maintaining MOV.

Edited by Hoarder of Garlic Bread

Kylo+Vonreg+Scorch seem solid, or Holo if you're willing to run the other two leaner (which could be smart, considering they can and will pop every so often.)

Edited by StriderZessei

Kyloceptors

(57) Major Vonreg [TIE/ba Interceptor]
(6) Mag-Pulse Warheads
Points: 63

(54) "Holo" [TIE/ba Interceptor]
(2) Proud Tradition
Points: 56

(76) Kylo Ren [TIE/vn Silencer]
(3) Brilliant Evasion
Points: 79

Total points: 198

-or-

Triple Threat

(57) Major Vonreg [TIE/ba Interceptor]
(6) Mag-Pulse Warheads
(9) Deuterium Power Cells
Points: 72

(76) Kylo Ren [TIE/vn Silencer]
(4) Advanced Optics
Points: 80

(33) "Scorch" [TIE/fo Fighter]
(2) Fanatical
(4) Advanced Optics
Points: 39

Total points: 191

EDIT: Scorch doesn't feel good now, and I don't know why. Maybe because Vonreg can't absorb the same punishment as QD could. Definitely better to go with Midnight and plink away at range 3 instead of trying to get close with Scorch.

Edited by StriderZessei