Phantom vs. Ion

By Nickotine42, in X-Wing

Sorry if this has been discussed and hashed out before, but how do we anticipate ions effecting the cloak/decloak event? I'm thinking you can still decloak as the it occurs before movement. So the simple series would be.

Decloak

boost or barrel roll 2 (fancier stuff for Echo)

white forward 1 for the ion

action (if no stress token is present)

Am I right in thinking this? An Ioned ship can still get all this crazy movement?

I haven't play tested or played against this, but the mechanism seems really, really strong. Like game breaking strong. All this movement and a ship that is rolling 4 attack dice standard.

Nope... all the decloaking stuff happens before you reveal your dial. When you're ionized, you don't reveal a dial. As such, you cannot decloak.

You cannot decloak. It follows the same rules logic as Advanced Sensors Faq entry. Sorry.

Well Im kinda glad there is some sort of counter to them. Y-wings with ion turrets will disable them while being tanky enough to withstand a volley or 2 from them.

A phantom can afford to take on a Y-wing decloaked, however. You'll need an X-wing or something working in unison with it. or a pair of Z-95s.

oh good. I was thinking being able to decloak and as a result do the extra movements went against the intent of the ion. So one counter to them is an ion. Which now is very attractive. If you can hit them while they are cloaked (no small feat with 4 agi) you can keep them from firing back at all. Hmmmmm.

Counter is the wrong word. Ions check Phantoms, forcing them to play differently, but they aren't a counter. There are too many tricks in a phantoms toolbag for that.

You want to keep the Phantom in a single state, it's when they cloak or decloak that shenanigans start to happen. So you want them either frozen (ioned when cloaked), or steaming hot (decloaked and stressed). Just don't forget that hot stuff might burn you.

Keep in mind that an ICT is only R2... and a phantom w/ AdvS can move out of it's range before even revealing a dial, so it'll be difficult for an ICT to hit it... and the Ionnon Cannon, while R3, will be easy enough to arc dodge, knowing what it can be capable of.

Keep in mind that an ICT is only R2... and a phantom w/ AdvS can move out of it's range before even revealing a dial, so it'll be difficult for an ICT to hit it... and the Ionnon Cannon, while R3, will be easy enough to arc dodge, knowing what it can be capable of.

IPM baby.

And a Phantom vs a pair of Y's with turrets is going to be a game of one mouse vs a pair of slowly prowling cats.

Keep in mind that an ICT is only R2... and a phantom w/ AdvS can move out of it's range before even revealing a dial, so it'll be difficult for an ICT to hit it... and the Ionnon Cannon, while R3, will be easy enough to arc dodge, knowing what it can be capable of.

So basically it's unhuttable? And it rolls 4 atk dice standard? How is it not considered broken?

Keep in mind that an ICT is only R2... and a phantom w/ AdvS can move out of it's range before even revealing a dial, so it'll be difficult for an ICT to hit it... and the Ionnon Cannon, while R3, will be easy enough to arc dodge, knowing what it can be capable of.

So basically it's unhuttable? And it rolls 4 atk dice standard? How is it not considered broken?

Turrets, and the fact defense dice aren't reliable. I've killed firesprays with range 3 shots from the Hawk. It's agile, fragile, powerful, and expensive. Fragile and Expensive are hard to reconcile in this game.

Keep in mind that an ICT is only R2... and a phantom w/ AdvS can move out of it's range before even revealing a dial, so it'll be difficult for an ICT to hit it... and the Ionnon Cannon, while R3, will be easy enough to arc dodge, knowing what it can be capable of.

So basically it's unhuttable? And it rolls 4 atk dice standard? How is it not considered broken?
:)

To answer your question, though, try it and find out for yourself. We have to assume until proven otherwise that the reason it's not broken is because it's appropriately costed within the game.

Keep in mind that an ICT is only R2... and a phantom w/ AdvS can move out of it's range before even revealing a dial, so it'll be difficult for an ICT to hit it... and the Ionnon Cannon, while R3, will be easy enough to arc dodge, knowing what it can be capable of.

So basically it's unhuttable? And it rolls 4 atk dice standard? How is it not considered broken?
:)

To answer your question, though, try it and find out for yourself. We have to assume until proven otherwise that the reason it's not broken is because it's appropriately costed within the game.

**** autocorrect. And how did it switch to that I have no idea. I'll give it the benefit of the doubt as the game is very balanced ATM IMO. Just reading it without play testing, it seems to be a very strong ship. It will take a great pilot to run the thing. I'm now asking myself why anyone would take an interceptor over it. Similar concept. Hard to hit and it hits hard. The phantom does both of those things better.

Perhaps because an interceptor is much cheaper?

Perhaps because an interceptor is much cheaper?

And the interceptor looks cool. Although the Phantom looks cool too so that doesn't help....can't wait to get one, regardless!

I'm now asking myself why anyone would take an interceptor over it. Similar concept. Hard to hit and it hits hard. The phantom does both of those things better.

For a third to half again as many points.

I'm now asking myself why anyone would take an interceptor over it. Similar concept. Hard to hit and it hits hard. The phantom does both of those things better.

For a third to half again as many points.

It's not nearly that dramatic a point difference in my mind. Ps5 version is 27. Rg with ptl is 25.

The Interceptor has a far more forgiving dial, especially when you consider that stress is more hurtful for a Phantom than for an Interceptor.

And there is a lot more stress in the environment with wave 4, even without Epic jam actions. There's stress-eating Rebels, Tactician, R3-A2, Flechette Torpedoes with munitions failsafe. Come Rebel Aces you'll have Daggers flying around ion/stressing as much as they can. Double Tacticianed YT's and Lambda's gonna stress you out with their love. So will Y-Wings with the torps and R3.

And anyone who is getting fed up with Echo not standing still in his meta will pick up Blount with Ion Pulse Missiles to at least lock him down for one turn.

Powerful? Sure. Broken? Far from it.

Hi All,

Here are my thoughts on this just based on looking at the ion and decloak cards. Please excuse me of any noobishness. I’m still trying to figure it out. :)

Ion effects your planning phase. You can’t assign a maneuver dial to your ship. In the activation phase, you are forced to do a straight 1 maneuver.

Decloaking is not an action or a maneuver. You spend the cloak token to decloak before revealing the maneuver dial. When you deloak, you can either barrel roll or execute a straight 2 maneuver. After declaoking, your ship continues to the activation phase.

So, shouldn’t you be able to spend the token, perform a barrel roll/straight 2, and be forced to perform the ioned straight 1 maneuver because you can't use a maneuver dial?

Thanks for your thoughts.

**edit**

Nevermind. I just found the question and answer in the official faqs. Thanks anyways.

Edited by Darth Anjos

I have seen soontir hand echo her ass many times when flown right. Phantoms aren't the end all be all, you just need to know to fly against them

Woah zombie thread. 4 months ago when I made that statements 'broken' and 'unhittable' I had not played against a phantom. Now after a killing some phantoms and being killed by them I retract thise statements. Never did I feel that the phantom was cheap. It takes a great pilot to dominate, a good pilot to flourish, and a poor pilot to suffer. I will no longer be claiming that the sky is falling. It certainly appears ffg has a much better understanding of their game that I do.