Talk:TIE Silencer Expansion Pack/@comment-2602:306:3077:2980:E107:BEB2:2BC1:ADBE-20180311160213/@comment-454133-20180311170919

The TIE Defender's main feature is it's the only ship with a built-in white k-turn. One pilot, Countess Ryad, can perform green k-turns. They're entirely unique in this, and it makes them insanely effective at jousting. They also have two amazing titles, TIE/x7 for high-speed evasion and TIE/D for control through Tractor Beam or Ion Cannon. The x7 title makes the ship's HP last a long time unless you get blocked or keep hitting obstacles. The cannon title lets you control your enemies' movement and set them up for your team.

In return, the ship has few green maneuvers (without Twin Ion Engines Mk. II, and even then its turns are red), and struggles a lot with predictability. Wise TIE Defender players learn to mix things up and surprise their foes. That k-turn is so tempting, that once the foe knows when you'll do it they'll exploit it.

The TIE Silencer has a field of green for a dial. No red except for Tallon and K-Turns. It also has a useful combo of upgrade slots: Elite + Tech + System, giving you so, so many options for mobility and offense/defense. One common example: Advanced Sensors + Advanced Optics + PTL. As a natural booster it can take Autothrusters too, which counts for a lot on defense. Its title rewards singling out opponents away from their buddies for a predator-like reroll, and it grants you a single mulligan on your defense rolls to save your life. The silencer can't endlessly joust, but it's so mobile and versatile it kicks butt in its own ways. Some people imagine it like a pricey TIE Interceptor, but better in every way -- dial, actions, upgrades, you name it.

They're both murderously effective ships with a lot of offensive and defensive power, but the way they go about it is very different. And that's before comparing individual pilots. Both will like to consume a lot of squad points (moreso for the Silencer).

I hope that helps!