Howlrunner with phantom

By Popn618, in X-Wing

Has anyone tried howlrunner with phantom?

Something like this:

Pilots
------
Saber Squadron Pilot (24)
TIE Interceptor (21), Push the Limit (3)
Saber Squadron Pilot (24)
TIE Interceptor (21), Push the Limit (3)
Howlrunner (25)
TIE Fighter (18), Push the Limit (3), Engine Upgrade (4)
==========

And that gives you 27 points leftover to use on something like a firespray or a phantom (sigma+SPA) or a shuttle to support.
---
My main concern is all 3 of those ships while fast and have synergy are one dice roll away from a 25 point one-shot.
Anyone have any experience with using howlrunner to give your interceptors more damage? the phantom support while running a squad of glass cannons might be enough distraction and/or damage inducing to fly separate, so thats intriguing

Well, I've thought of pairing Kir Kanos with Howlrunner and having a couple flankers.

Howlrunner ultimately benefits a closely packed swarm. I can imagine 3x Royal Guards with PtL and Howlrunner with an assortment of upgrades. That will be a joust that could go either way followed by a game that doesn't see Howlrunner's ability used much more (beyond one or two beneficiaries)....

Edited by InvestFDC

Has anyone tried howlrunner with phantom?

Something like this:

Pilots
------
Saber Squadron Pilot (24)
TIE Interceptor (21), Push the Limit (3)
Saber Squadron Pilot (24)
TIE Interceptor (21), Push the Limit (3)
Howlrunner (25)
TIE Fighter (18), Push the Limit (3), Engine Upgrade (4)
==========

And that gives you 27 points leftover to use on something like a firespray or a phantom (sigma+SPA) or a shuttle to support.
---
My main concern is all 3 of those ships while fast and have synergy are one dice roll away from a 25 point one-shot.
Anyone have any experience with using howlrunner to give your interceptors more damage? the phantom support while running a squad of glass cannons might be enough distraction and/or damage inducing to fly separate, so thats intriguing

None of those are Phantoms.

Howlrunner wants to fly with lots of ships.

Even the cheapest Phantom costs slightly more than 2 ships.

Phantoms, moreso than any other craft in the game, do NOT fit formation tactics.

Phantoms, moreso than any other craft in the game, do NOT fit formation tactics.

This. The biggest advantage of the phantom is how unpredictable it can be. If you chain it to range 1 of a TIE fighter you've just thrown away everything that makes it worth taking.

To me the only way you fly Howlrunner with Phantoms is to support the ships that aren't Phantoms. To put it another way you're not flying Howlrunner with the Phantom but rather flying the Phantom to support what ever Howlrunner is doing. The two together? Only on a rare occasion and probably not something that is set up intentionally.

Oh wheres my head.

I completely meant interceptors. And of course its not possible to edit. The phantom was just an add on as a distraction that can still deal damage as a solo ship.

The main idea is an interceptor-like howlrunner, running with interceptors.

And now no one will actually open the post because it uses the P-word.

Has anyone tried howlrunner with phantom?

Something like this:

Pilots

------

Saber Squadron Pilot (24)

TIE Interceptor (21), Push the Limit (3)

Saber Squadron Pilot (24)

TIE Interceptor (21), Push the Limit (3)

Howlrunner (25)

TIE Fighter (18), Push the Limit (3), Engine Upgrade (4)

==========

And that gives you 27 points leftover to use on something like a firespray or a phantom (sigma+SPA) or a shuttle to support.

---

My main concern is all 3 of those ships while fast and have synergy are one dice roll away from a 25 point one-shot.

Anyone have any experience with using howlrunner to give your interceptors more damage? the phantom support while running a squad of glass cannons might be enough distraction and/or damage inducing to fly separate, so thats intriguing

One of Howlrunners best attributes is her ability to effect the whole squad when in range. The Phantom and Interceptors best attributes are their maneuverability. Keeping these ships together is going to go against what the Phantom and Squints want, splitting them up to exploit their maneuverability goes against what Howlrunner wants.

Well INTERCEPTORS with Howlrunner may not be as bad but you're still giving up a bit of mobility to gain the benefit.

For 36 points you could get 2 Alphas or 3 Academies. Either way that's 6 dice for primary attack. Howlrunner can only reroll 2 of them for the Alphas or 3 for the Academies.

And that gives you 27 points leftover to use on something like a firespray

....except that the cheapest Firespray is 33 pts.....

I've had success with this interceptor/howlrunner build:

Howlrunner + Swarm Tactics

Carnor Jax

Alpha Squad Pilot x3

So Howlrunner + 4 interceptors = 14+ attack dice. Swarm Tactics on Howlrunner means you have 3 ships firing at PS8, which has a reasonable chance of taking out an x-wing before it fires. The alphas and Carnor are just great at cutting down on actions.

I like the idea of howl supporting interceptors.

List I made was.

Howl, swarm

Mauler, swarm

Alpha interceptor x 2

Royal guard with ptl.

Really wanted 4 interceptors and howl but just couldn't fit them in and still have decent ps.

Howl and her pack of TIE Fighters is standard in my line ups. I often add Backstabber to her squad to entice the opponent to focus on the pack instead of the Ace, be it Interceptor, Phantom, Firespray, etc.