Phantoms aren't so scary!

By Plainsman, in X-Wing Battle Reports

I took on two Imperial squadrons today with two Phantoms each! They aren't really very scary at all now as I beat them both.

Phantoms are like glass hammers! If they get to hit you, they might hurt, but eventually all glass can be broken!

IMHO, play the game the way you normally have been, if it's been working for you, concentrate on your flying and learn how those Phantoms fly and you'll be fine.

Plainsman :)

The winner of my local AoIA tournament chose a Phantom. The week after the tournament, he played my nine-year old daughter, using the Phantom.

She beat him.

So no, they aren't that scary. But boy, is he getting a raft of crap.

F18 suck too when they have a crappy flyer. Rebels scum chatter....

Chiggy says Abandon All Hope.

F18 suck too when they have a crappy flyer. Rebels scum chatter....

Why does pilot quality matter in a modern jet? It's all beyond visual range now. Press 1 button and the computer runs the show. The only thing stopping air-to-air being pilotless is that the lawyers won't let a drone pull its own trigger.

But back on topic, how would YOU recommend the Phantom is used or flown?

In saturdays LGS tournament, I ran into a 40 point phantom with 60 points of academies using my variation of TalaDagger Knights. I managed to convince the TIEs to come at me in a corner, and trapped the phantom between my 95's and my B's. Not only did the blasted thing escape the trap, but in a 1v1 range 1 engagement with ym B, it dealt 5 damage and dodged all 3 of my return hits on it. That was the only range 1 shot I accomplished on it that game. The phantom and two ties survived the game.

In Imdar Alpha, I gave the imperials to a player who has never touched them before that game. He was a rebel-only player that won both regionals he attended last year, took both Kessel Runs that he was able to attend, and took #2 at nationals last year. His phantom single handedly destroyed my entire team in the final match.

Screw phantoms... lol

Edited by Eruletho

In saturdays LGS tournament, I ran into a 40 point phantom with 60 points of academies using my variation of TalaDagger Knights. I managed to convince the TIEs to come at me in a corner, and trapped the phantom between my 95's and my B's. Not only did the blasted thing escape the trap, but in a 1v1 range 1 engagement with ym B, it dealt 5 damage and dodged all 3 of my return hits on it. That was the only range 1 shot I accomplished on it that game. The phantom and two ties survived the game.

In Imdar Alpha, I gave the imperials to a player who has never touched them before that game. He was a rebel-only player that won both regionals he attended last year, took both Kessel Runs that he was able to attend, and took #2 at nationals last year. His phantom single handedly destroyed my entire team in the final match.

Screw phantoms... lol

I think that's the big problem with Phantoms. In the hands of an average player, they are more of a liability. In the hands of a skilled player they are scary. :o

F18 suck too when they have a crappy flyer. Rebels scum chatter....

Why does pilot quality matter in a modern jet? It's all beyond visual range now. Press 1 button and the computer runs the show. The only thing stopping air-to-air being pilotless is that the lawyers won't let a drone pull its own trigger.

But back on topic, how would YOU recommend the Phantom is used or flown?

I fly the named Phantoms in the same manner as I do Fel. I present a doom shuttle And a recon firespray while I run Echo up the back door. You have to max out you imperial power game cheese to give the named phantoms a blank canvas .

In saturdays LGS tournament, I ran into a 40 point phantom with 60 points of academies using my variation of TalaDagger Knights. I managed to convince the TIEs to come at me in a corner, and trapped the phantom between my 95's and my B's. Not only did the blasted thing escape the trap, but in a 1v1 range 1 engagement with ym B, it dealt 5 damage and dodged all 3 of my return hits on it. That was the only range 1 shot I accomplished on it that game. The phantom and two ties survived the game.

In Imdar Alpha, I gave the imperials to a player who has never touched them before that game. He was a rebel-only player that won both regionals he attended last year, took both Kessel Runs that he was able to attend, and took #2 at nationals last year. His phantom single handedly destroyed my entire team in the final match.

Screw phantoms... lol

I think that's the big problem with Phantoms. In the hands of an average player, they are more of a liability. In the hands of a skilled player they are scary. :o

Amen, you can't flip flop back between flying rebel and Empire.if you plan to fly the vet Int or phants worth a crap it takes tons of practice. Have at least 6 turns planned out in advance . Study your opponent as he's setting up, you should be able to tell alot about how he will fly just by looking at him. After turn one you should know everything you need to.....

Chiggy says Abandon All Hope.

McQueen will save us!

In saturdays LGS tournament, I ran into a 40 point phantom with 60 points of academies using my variation of TalaDagger Knights. I managed to convince the TIEs to come at me in a corner, and trapped the phantom between my 95's and my B's. Not only did the blasted thing escape the trap, but in a 1v1 range 1 engagement with ym B, it dealt 5 damage and dodged all 3 of my return hits on it. That was the only range 1 shot I accomplished on it that game. The phantom and two ties survived the game.

In Imdar Alpha, I gave the imperials to a player who has never touched them before that game. He was a rebel-only player that won both regionals he attended last year, took both Kessel Runs that he was able to attend, and took #2 at nationals last year. His phantom single handedly destroyed my entire team in the final match.

Screw phantoms... lol

I think that's the big problem with Phantoms. In the hands of an average player, they are more of a liability. In the hands of a skilled player they are scary. :o

Amen, you can't flip flop back between flying rebel and Empire.if you plan to fly the vet Int or phants worth a crap it takes tons of practice. Have at least 6 turns planned out in advance . Study your opponent as he's setting up, you should be able to tell alot about how he will fly just by looking at him. After turn one you should know everything you need to.....
Edited by Aminar

Chiggy says Abandon All Hope.

I can't believe I got that reference.

My phantom got one shotted twice, too many points for that risk.

In saturdays LGS tournament, I ran into a 40 point phantom with 60 points of academies using my variation of TalaDagger Knights. I managed to convince the TIEs to come at me in a corner, and trapped the phantom between my 95's and my B's. Not only did the blasted thing escape the trap, but in a 1v1 range 1 engagement with ym B, it dealt 5 damage and dodged all 3 of my return hits on it. That was the only range 1 shot I accomplished on it that game. The phantom and two ties survived the game.

In Imdar Alpha, I gave the imperials to a player who has never touched them before that game. He was a rebel-only player that won both regionals he attended last year, took both Kessel Runs that he was able to attend, and took #2 at nationals last year. His phantom single handedly destroyed my entire team in the final match.

Screw phantoms... lol

I think that's the big problem with Phantoms. In the hands of an average player, they are more of a liability. In the hands of a skilled player they are scary. :o

Amen, you can't flip flop back between flying rebel and Empire.if you plan to fly the vet Int or phants worth a crap it takes tons of practice. Have at least 6 turns planned out in advance . Study your opponent as he's setting up, you should be able to tell alot about how he will fly just by looking at him. After turn one you should know everything you need to.....
I heartily disagree. You can and should play both sides. It makes you a better player. Learn to fly the shuttle well and you can fly anything. After that it's understanding the uses of each ship you fly against. The hardest part of the game is knowing how to face what's against you, not how to fly your own ships.

Playing both sides helps you learn the limitations of both which certainly helps but when you are trying to use the Interceptor Aces or Phantoms you have to commit to those ships until you know what you are doing with them, if you play them every other game instead of every game for until you do well it will take you longer to fly them effectively

]I heartily disagree. You can and should play both sides. It makes you a better player. Learn to fly the shuttle well and you can fly anything. After that it's understanding the uses of each ship you fly against. The hardest part of the game is knowing how to face what's against you, not how to fly your own ships.

I agree! Flying both sides and all ships helps one fly better and tackle opponents with the knowledge of their capabilities! That's the way it is on the real battlefield and wargaming, which this is, practice for learning how to fight your opponent! If one doesn't learn those capabilities, then they will be run over like the Allies at the beginning of WWII, the French and Americans in Vietnam and the Iraqi's in the Gulf War!

In XWing, it means winning or losing a game, so not major consequences. But if one wants to learn to win and/or be competitive in a tournament, practice and knowledge is important. Just MHO!

In saturdays LGS tournament, I ran into a 40 point phantom with 60 points of academies using my variation of TalaDagger Knights. I managed to convince the TIEs to come at me in a corner, and trapped the phantom between my 95's and my B's. Not only did the blasted thing escape the trap, but in a 1v1 range 1 engagement with ym B, it dealt 5 damage and dodged all 3 of my return hits on it. That was the only range 1 shot I accomplished on it that game. The phantom and two ties survived the game.

In Imdar Alpha, I gave the imperials to a player who has never touched them before that game. He was a rebel-only player that won both regionals he attended last year, took both Kessel Runs that he was able to attend, and took #2 at nationals last year. His phantom single handedly destroyed my entire team in the final match.

Screw phantoms... lol

I think that's the big problem with Phantoms. In the hands of an average player, they are more of a liability. In the hands of a skilled player they are scary. :o

Amen, you can't flip flop back between flying rebel and Empire.if you plan to fly the vet Int or phants worth a crap it takes tons of practice. Have at least 6 turns planned out in advance . Study your opponent as he's setting up, you should be able to tell alot about how he will fly just by looking at him. After turn one you should know everything you need to.....
I heartily disagree. You can and should play both sides. It makes you a better player. Learn to fly the shuttle well and you can fly anything. After that it's understanding the uses of each ship you fly against. The hardest part of the game is knowing how to face what's against you, not how to fly your own ships.

Playing both sides helps you learn the limitations of both which certainly helps but when you are trying to use the Interceptor Aces or Phantoms you have to commit to those ships until you know what you are doing with them, if you play them every other game instead of every game for until you do well it will take you longer to fly them effectively

Interceptors are not that hard to fly. Knowing the strategy behind them is tougher, but still can be learned. If anything playing against Interceptors is more important for learning to fly tem.