I've been thinking how I can have the most fun with the phantom, and struck upon the idea of trying to make it as mobile as possible, and add on outmanoeuvre to maximise this potential. I don't own VI, and realise that's probably the best option for the EPT, but I actually think the lack of it might make playing him more fun, as it gives the opponent a bit more of a chance, and more fun for me as I have to be a bit more careful about placing the phantom. hopefully it will make for a tense game for both of us, which is when the game is at it's most rewarding.
anyway, I'm thinking about how I can make the most out of a single phantom (only have 1,with an emphasis on manoeuvrability.
Starting out, I think the pilot has to be Echo. I also think ACD adds a chunk of manoeuvrability as it means he can decloak every turn, aside from the fact that it's a no-brainer. I'm thinking of advanced sensors for how this can used to add a pre-manoeuvre barrel roll.
I'm going to team him up with a doom shuttle and a defender (mainly because it gives me chance to try out my new ships, but also because it gives me a toolbox type lost the I enjoy flying with my rebels).
anyway here's the list so far:
Echo, ACD, advanced sensors and outmanoeuvre
Omicron, vader
delta
that leaves me with 6 points spare. I'm seriously considering the ion cannon on the defender for an extra tool in the box, but that still leaves me with 3 points. I like the idea of tactician or rebel captive for stress dealing, but I'm not sure which one, or which ship to put it in. another alternative is to upgrade the defender to vessary and just add an Intel agent, but I'm not sure vessary will get to use his special ability often when there's only a basic shuttle to target lock things.
what would you do with the extra 6 points?
thanks in advance,
Ben





