That's assuming the Falcon player is awful. It covers as much ground as a Phantom boost on a 1 forward. Staying at range 3 isn't easy against a Falcon. The constantly moving nature of the game will make it alk but impossible once people learn how Phantom's move. Believe it or not flying the Phantom takes less skill and knowledge than flying against it. Were I facing a YT with a Phantom my goal would be to collide with the YT at every opportunity, unless it had Anti pursuit lasers.Ya but Turrets can be easily countered.I think we're going to see a lot of swarmy rebel builds with 2-4 Z-95s. I think we're going to see a lot of support style action passing builds with Cracken as well.
Etahn will be the most used E-Wing by far, as he can support a good sized fleet.
Etahn +2 points of upgrades +2 Rookie X-Wings +2 Bandits has a lot of potential.(OR cut the upgrades and make the X-wings Blue Squadron b-Wings. Or see what you can do with some A-Wings once the refit hits)
In Epic he'll be even more crazy.
That said, as I'm about to get to, YT's are going to see a lot of use.
On the Imperial side Phantoms and Defenders are going to have less impact in and of themselves o squad building, and a whole lot more on what gets used against them.
Phantoms are very very powerful. As people get used to them they'll start to get almost broken, and then people will learn to play against them and counterbuild them, and they'll become an early game target, as a Phantom left to endgame is nigh on untouchable. Triple Focus Whisper comes to mind as absolutely terrifying. Soontir Fel, eat your heart out. Unfortunatly, the answer to this is Turrets. Hawks offer a veriety of support options that will give phantoms hell. Roark passing Chewie PS 12 will murder Phantoms in their sleep. Jan and Kyle(and Dutch, who might as well be a Hawk) both offer potent boosts to accuracy and can Ionize Phantoms, locking them into cloak. But YT's with Gunner are going to be the bane of Phantoms everywhere. Where Hawks make it a fair fight, YT's slap Phantoms silly. We're going to see a lot of counter-building that leaves Phantoms out to dry.
Fortunatly, Most Imperial builds will be able to take on anti-Phantom lists pretty well. Chewie is good, but he's expensive and once he's focused on he goes down fast and hard. His support with be 1-2 ships with 3 attack or 3-4 with 2. Ties, bounty hunters, and Shuttles will eat him alive.
On the Imperial side of anti-Phantom tech Fettigator and other Firesprays just got better. Kath is a great Phantom counter, as is the Doom Shuttle and Rebel Captive. Krasis isn't as good, but HLC can put on the hurt, and his extra accurate Ions will be amazing.
So basically Rebels get some swarms, but need turrets more, while Imperials will be playing less Tie-Swarm and more Big Ship.
That's my guess.
1) stay at range 3 which is easier for the Phantom to do. While at range 3 you have no shoot unless you're going against a Falcon, which brings me to number 2
2) Give them Something else to shoot at. What are you going to shoot at? Tie fighter range 2,or a Panton at range 3. It's sm with Echo writes movements is easy to keep him back without having to get to close.
Your right Turrets will be is weakness, but it won't be easy. If flab properly it will still be hard to hit
Yes Hawks and Y-wing only have range two turrets. But range 2 is a big space. A phantom is too fragile to slip up with. One mistake and it's dead.
Unless biggs is there, top priority is focus fire Falcon.
Just like your said, he go down hard. It could be a tough match, but don't under estimate the Phantom
They are also not easy to hit. Now granted dice can't always be on your side, but you rolling 3 dice vs my 4-5 or possibly 6 with a focus makes them hard to kill. So even if you do 1 dmg a turn, still take you 3 turns, and while everything is chasing that, you Falcon would be focus fired on as well.
It definitely changes the aspect of the game. I think that is what ffg was intending.
I love flying the Phantom. Don't know how is feel about flying against it.
Edited by Krynn007