3 phantom list???

By NateWolfman, in X-Wing

Im just curious to see if any of you think this could be a viable list, and also which crew should be added in.

The List:

TIE Phantom: Sigma Squadron Pilot w/ Advanced Sensors and Stygium Particle Accelerator X3

That Leaves me with 10 points for pilots. Which of these do you think would be most effective?

1) Fleet Officer X3: This would make for an amazing Alpha Strike, I would be pre-cloaked from turn one, using my advanced sensors I would activate all 3 Fleet Officers then de-cloak with a green maneuver.

Positive: This would give my 3 Pilots 2 Focus and an Evade going into the first strike at 4 dice (plus 4 movement which means ill likely be in range 1)

Negative: They would likely be worthless after that first round. I love the alpha strike combo but assuming I lose 1 ship in that alpha strike (even with the huge defensive boost) they are then worthless.

2) Navigator X3: This I think will be the reverse of above, less useful during the Alpha but far more useful after that first turn.

Positive: Should make them far less predictable and hopefully I take out high PS enemies in the alpha leaving my PS3 squad members in decent position

Negative: Might end up not being useful at all, im really not sure

3) Flight Instructor X2, Intelligence Agent: This could be a great Defensive combo for mid-late game but im unconvinced.

What do you guys think? Suggestions beyond this?

put gunner and FCS in 2 Sigmas along with Stygium mod. That leaves 32 points for the third.

This is the list I came up with, hoping to test it this weekend:

Shadow Squadron Pilot (27)
Fire-Control System (2)
Stygium Particle Accelerator (2)
Shadow Squadron Pilot (27)
Fire-Control System (2)
Stygium Particle Accelerator (2)
"Echo" (30)
Veteran Instincts (1)
Recon Specialist (3)
Advanced Cloaking Device (4)
Total: 100
The goal is to fly the two generics together. That way if the try to pin down echo, the generics can go to town, or vice versa. No need to keep them together either, if splitting them up serves better.

This is the list I came up with, hoping to test it this weekend:

Shadow Squadron Pilot (27)
Fire-Control System (2)
Stygium Particle Accelerator (2)
Shadow Squadron Pilot (27)
Fire-Control System (2)
Stygium Particle Accelerator (2)
"Echo" (30)
Veteran Instincts (1)
Recon Specialist (3)
Advanced Cloaking Device (4)
Total: 100
The goal is to fly the two generics together. That way if the try to pin down echo, the generics can go to town, or vice versa. No need to keep them together either, if splitting them up serves better.

I actually tried this exact list yesterday. It worked very well. Out of two games I only lost one sheild point.

Edited by AverageBoss

This is the list I came up with, hoping to test it this weekend:

Shadow Squadron Pilot (27)

Fire-Control System (2)

Stygium Particle Accelerator (2)

Shadow Squadron Pilot (27)

Fire-Control System (2)

Stygium Particle Accelerator (2)

"Echo" (30)

Veteran Instincts (1)

Recon Specialist (3)

Advanced Cloaking Device (4)

Total: 100

View in Yet Another Squad Builder

The goal is to fly the two generics together. That way if the try to pin down echo, the generics can go to town, or vice versa. No need to keep them together either, if splitting them up serves better.

I actually tried this exact list yesterday. It worked very well. Out of two games I only lost one sheild point.

Aw man, now I need a third Phantom

Im just curious to see if any of you think this could be a viable list, and also which crew should be added in.

The List:

TIE Phantom: Sigma Squadron Pilot w/ Advanced Sensors and Stygium Particle Accelerator X3

That Leaves me with 10 points for pilots. Which of these do you think would be most effective?

1) Fleet Officer X3: This would make for an amazing Alpha Strike, I would be pre-cloaked from turn one, using my advanced sensors I would activate all 3 Fleet Officers then de-cloak with a green maneuver.

Positive: This would give my 3 Pilots 2 Focus and an Evade going into the first strike at 4 dice (plus 4 movement which means ill likely be in range 1)

Negative: They would likely be worthless after that first round. I love the alpha strike combo but assuming I lose 1 ship in that alpha strike (even with the huge defensive boost) they are then worthless.

2) Navigator X3: This I think will be the reverse of above, less useful during the Alpha but far more useful after that first turn.

Positive: Should make them far less predictable and hopefully I take out high PS enemies in the alpha leaving my PS3 squad members in decent position

Negative: Might end up not being useful at all, im really not sure

3) Flight Instructor X2, Intelligence Agent: This could be a great Defensive combo for mid-late game but im unconvinced.

What do you guys think? Suggestions beyond this?

I'd say a variant on the first list. Why would you take Three Fleet Officers and stress all of your ships when you can take three Recon Specialists, get the same result (they all have 2 focus tokens), and no stress tokens?

Im just curious to see if any of you think this could be a viable list, and also which crew should be added in.

The List:

TIE Phantom: Sigma Squadron Pilot w/ Advanced Sensors and Stygium Particle Accelerator X3

That Leaves me with 10 points for pilots. Which of these do you think would be most effective?

1) Fleet Officer X3: This would make for an amazing Alpha Strike, I would be pre-cloaked from turn one, using my advanced sensors I would activate all 3 Fleet Officers then de-cloak with a green maneuver.

Positive: This would give my 3 Pilots 2 Focus and an Evade going into the first strike at 4 dice (plus 4 movement which means ill likely be in range 1)

Negative: They would likely be worthless after that first round. I love the alpha strike combo but assuming I lose 1 ship in that alpha strike (even with the huge defensive boost) they are then worthless.

2) Navigator X3: This I think will be the reverse of above, less useful during the Alpha but far more useful after that first turn.

Positive: Should make them far less predictable and hopefully I take out high PS enemies in the alpha leaving my PS3 squad members in decent position

Negative: Might end up not being useful at all, im really not sure

3) Flight Instructor X2, Intelligence Agent: This could be a great Defensive combo for mid-late game but im unconvinced.

What do you guys think? Suggestions beyond this?

I'd say a variant on the first list. Why would you take Three Fleet Officers and stress all of your ships when you can take three Recon Specialists, get the same result (they all have 2 focus tokens), and no stress tokens?

Be careful. Remember to get your free evade action before stressing yourself with fleet officer(which really hurts its usefulness in this list though.

Im just curious to see if any of you think this could be a viable list, and also which crew should be added in.

The List:

TIE Phantom: Sigma Squadron Pilot w/ Advanced Sensors and Stygium Particle Accelerator X3

That Leaves me with 10 points for pilots. Which of these do you think would be most effective?

1) Fleet Officer X3: This would make for an amazing Alpha Strike, I would be pre-cloaked from turn one, using my advanced sensors I would activate all 3 Fleet Officers then de-cloak with a green maneuver.

Positive: This would give my 3 Pilots 2 Focus and an Evade going into the first strike at 4 dice (plus 4 movement which means ill likely be in range 1)

Negative: They would likely be worthless after that first round. I love the alpha strike combo but assuming I lose 1 ship in that alpha strike (even with the huge defensive boost) they are then worthless.

2) Navigator X3: This I think will be the reverse of above, less useful during the Alpha but far more useful after that first turn.

Positive: Should make them far less predictable and hopefully I take out high PS enemies in the alpha leaving my PS3 squad members in decent position

Negative: Might end up not being useful at all, im really not sure

3) Flight Instructor X2, Intelligence Agent: This could be a great Defensive combo for mid-late game but im unconvinced.

What do you guys think? Suggestions beyond this?

I'd say a variant on the first list. Why would you take Three Fleet Officers and stress all of your ships when you can take three Recon Specialists, get the same result (they all have 2 focus tokens), and no stress tokens?

The fleet officer allows one ship to pass out focuses later creating some adaptability. Which is cool.

Be careful. Remember to get your free evade action before stressing yourself with fleet officer(which really hurts its usefulness in this list though.

Another reason I think Recon Spec is the better option.

What's funny is I use recon spec a lot in this game and for some reason it didn't even occur to me to try it in this build lol

Run 4 of the 25 pt ones :D