Never Kturn with a phantom...they have turns and BRs for a reason. Much like interceptors, just don't do it. And Echo Kturns without taking a red...
Other than Echo (who still can't turn 180), Phantoms can't turn more than 90 degrees in a turn without an engine upgrade. If you pull it right they have to pull the Kturn or possibly take some free hits.
Or just get out of the way so that nobody can fire.
Assuming you're at Range 2 (which was the original suggestion), that's anywhere from 3-5 ship lengths. There's not a ship out there that can guarantee a shot at a cloaked Phantom by K-turning. The Phantom decloaks right, turns right, barrel rolls right, and you're pretty much guaranteed to be out of the arc.
Patience is a virtue. Making poor choices rather than being willing to take a turn positioning and accepting no fire at all is a very good way to lose a Phantom. It hits hard, but it's fragile, and in any sort of traded shots scenario where it can't cloak it's going to come out on the short end of it.
Lets not forget the original request asking for tips and strategies playing against Phantoms. As I stated, and thanks for highlighting it, it at the very least buys you a turn without firepower 4 showing up to party. The good thing about an unexpected Kturn is that your opponent doesn't expect it. Most people still try to joust a bit too much IMO and that means they try to make the first pass last more than one round of shooting if possible, so most break out the 1 or 2 forward moves.. So far I've caught two opponents once each with it, granted never again, but its still a valid strategy since the worst that happens is a turn goes by without a shot.
It gets really interesting when you Kturn a turn early with a turreted ship like the Falcon. Every turn the phantom isn't shooting it really hurts.
Never Kturn with a phantom...they have turns and BRs for a reason. Much like interceptors, just don't do it. And Echo Kturns without taking a red...
Other than Echo (who still can't turn 180), Phantoms can't turn more than 90 degrees in a turn without an engine upgrade. If you pull it right they have to pull the Kturn or possibly take some free hits.
Buhalin beat me to it...They only need to turn 180 if they were facing you straight on to begin with. If they were jousting you to begin with they shouldn't ever get the chance to live through the round. They should also forgo a round of shooting if you "fool them" rather than try to chase you down.
And all this assumes no Advanced Sensors shenanigans. 5 bases worth of lateral movement before moving opens up a whole new can of worms.
Just from my experience, its very hard to avoid coming straight on in the first pass. Just kind of happens naturally when people choose their initial targets and try to get rid of them as fast as possible. Most people break out the slow straight maneuvers, focus, and target locks to maximize the firepower. Lateral movement is nice (especially with AS) but w/o PTL it hurts initial firepower and still doesn't help the ship turn 180 degrees. But to each their own since gaming experience can vary wildly.

