countering the phantom

By cubby09, in X-Wing

so i had my first experience with the phantom (hyper mobile Echo with navigator)yesterday (thanks Sable!). other than locking it up with ions or stresses it seems like the YT is the only true counter to it.

thoughts?

Special missions use prototype TIE Interceptor, or Defender or Shuttle or Slave 1, and use +2 attack dice base OR two full attacks per turn base.

Norm play use Proton Bombs or prox mines On TIE Bombers or Slave 1 type ships.

In the future if TIE Cruise missiles come out use those above all else.

Admittedly, I have flown against this only once, but it I was using a squad I am very familiar with, 2 BH with Gunner and Ion Cannons and Howlrunner. Even with the arcs on the BH's it was virtually impossible to get Echo in a fire arc. I fly Interceptors A LOT as well, so I have very good special awareness. The key to taking a Phantom will be more ships, not a few high PS ones.

Maybe a PS 9 Kath, with Engine Upgrade may have been able to, but I am not convinced. I really do not like the chances of getting a bomb off near them. Fel might be able to match Echo as may Vader, but everything else simply cannot move quickly enough to counter them.

Turrets are a no brainer really, but everyone else is in for a steep and painful learning curve.

But also what type of ships are being flown with Echo?

I've come up with some lists that seem to do pretty well. Though I've only flown against rebel ships, but I mean you cab get two shuttles a tie, a mini swarm. Firespray with a tie, or two Phantoms with a mini swarm

Admittedly, I have flown against this only once, but it I was using a squad I am very familiar with, 2 BH with Gunner and Ion Cannons and Howlrunner. Even with the arcs on the BH's it was virtually impossible to get Echo in a fire arc. I fly Interceptors A LOT as well, so I have very good special awareness. The key to taking a Phantom will be more ships, not a few high PS ones.

Maybe a PS 9 Kath, with Engine Upgrade may have been able to, but I am not convinced. I really do not like the chances of getting a bomb off near them. Fel might be able to match Echo as may Vader, but everything else simply cannot move quickly enough to counter them.

Turrets are a no brainer really, but everyone else is in for a steep and painful learning curve.

High PS firesprays with boost or Navigator stand a good chance. In the end the Phantom can't arc dance perfectly, and once it messes up and takes shots at 2 agility it's probably done.

That's what I'm thinking as well. With its low base defenses, only need a couple shots with high PS ship with some sort of reposition action ability. Albeit, your high PS ship needs to survive to at least get 2 shots off, possibly more.

Also, with the popularity of the Phantom, it might be useful to build your own Phantom to counter a mirror match :P . Really makes me question whether I should ever run a low PS Phantom. Also shows the importance of Stygium Particle Accelerator on the low PS ones. Cant easily get 1 shot if you have an evade token.

Blocking up spots to decloak isn't horrible either. If the Phantom goes in the rocks, it isn't all that difficult to force 1 decloak direction, even on Echo. The Phantom may just opt to stay cloaked, which isn't horrible.