How do you defeat Phantoms?

By Viceroy Bolda, in X-Wing

I played a 150 pt. list yesterday and had great succcess, so I thought I'd share.

I played a GR45, Horton, Dutch and 2x Gold Squadron Pilots. All y-wings had ion turret. Added some Flechette Torps.

I stressed the heck out of the Phantom with the GR45's Jam action and the y-wing's torps so he couldn't recloak, and ioned him so I knew where to aim next round.

Phantoms aren't really that difficult to kill in epic play.

Jam action ftw.

Z-95. A lot of them. Lt Blount with Ion pulse missiles (auto hit, so auto ion token) then a lot of Z-95 with cluster missiles. TRIED: good response.

Y-Wing with ion cannon turret. One or (better) 2 of them (you'll be able to shoot all around you at range 2).

A swarm list (covering a wide area).

High PS Pilots (Wedge and Wes for X-Wing for example, better if equipped with veteran instinct, so you'll move after your opponent).TRIED: good response.

Millennium falcon (360 degrees firing arc).

Just my opinion !!

Turrets. Use liberally for best results.

The most natural Phantom hunter I've encountered is Han Solo in his Falcon. He doesn't even need to be upgraded, he just blasts Phantoms put of space with frightening ease.

Jam the spaceways with 4 shuttles.....

That suddenly makes me VERY curious about the point cost of the lower PS YT-2400's

I don't even bother with them anymore.

I just call 1-800-ghostbusters.

Ask for Ray, tell them 7 thunders sent ya ;)

I don't even bother with them anymore.

I just call 1-800-ghostbusters.

Ask for Ray, tell them 7 thunders sent ya ;)

Ray... is he a God?

One would assume turrets, missiles with AoE, and for kicks, ion stuff.

So use ion missiles, Assault/flechette missiles, a Y-Wing/Ion, Kyle/Blaster, and have fun.

I played a 150 pt. list yesterday and had great succcess, so I thought I'd share.

I played a GR45, Horton, Dutch and 2x Gold Squadron Pilots. All y-wings had ion turret. Added some Flechette Torps.

I stressed the heck out of the Phantom with the GR45's Jam action and the y-wing's torps so he couldn't recloak, and ioned him so I knew where to aim next round.

I just love you man... we are brothers separated at birth I think.

:lol:

I don't even bother with them anymore.

I just call 1-800-ghostbusters.

Ask for Ray, tell them 7 thunders sent ya ;)

Ray... is he a God?

Say "Yes."

PS9+, bid for intiative, build around stress creation, gg!

I find shooting them works well, then if it doesn't kill them, I just shoot them again during the end phase.

Han.Always.Shoots.First.

<sarcasm>

Bring a hammer. When your opponent declares his attack on you, pull out the hammer and smash it. They'll be disqualified for not having a ship on the table at that point.

</sarcasm>

Convince your opponent that ACD+VI is broken and will be banned so he should instead play with Stygian...You can at least kill them but they are still really hard to kill.

FFG are hardly going to ban one of their best bits of game design.

Phantoms are a menace to low-PS squads. Throw in someone with higher pilot skill, someone who can give out stress, especially doublestress (it can't cloak if stressed), or take Roark. He doesn't cost much and lets you shoot phantoms with their trousers down.

Area effects aren't so great because phantoms are agile and in low numbers - they'll rarely be in close quarters of one another.

Things that phantoms hate:

  1. High Pilot Skill pilots (6+) that shoot before they recloak (and/or swarm tactics, Roark Garnet, Decoy, and other ways to boost pilot skill) and force them to move before they see where you're going.
  2. Large squads of 5+ ships that can block their movement options and cover all possible arcs of fire.
  3. Turreted weapons without a blind spot to hide in.
  4. Anything which reliably causes stress at long range (flechette torpedoes, Kath Scarlett with Marksmanship, Tacticians). As long as they do a green manouvre next turn they're okay, unless you can hit them before they cloak.
  5. Having to koiogran turn. This leaves them stressed - which means no free cloak actions. Note that, Echo aside, no amount of decloaking shennanigans allows a phantom to face backwards from its starting position - a fast 4-5 koiogran will overshoot their position and be far enough back to hopefully stop them sideslipping out of arc.
  6. Being denied a shot. If a phantom decloaks because it expects to get a shot and the enemy manages to sabre-dance out of arc without giving them that shot (Turr Phenir, for example), they're in trouble. Not just because there's no damage inflicted, but also because there's no possibility of recloaking with Advanced cloaking device.

If you've got one or more of the above, you should have a chance with a bit of luck, but the more the better.

They don't like stress, Flechete torpedoes can add stress even if it doesn't hit. Add R3-A2 and you can stack on stress tokens.

I tried Ten Numb with Autoblasters which essentially removes all defense dice. Only problem is that you have to get range 1 and you only get 3 dice and it is high on the point cost.

People keep bringing up JUST having Higher Pilot Skill but I just haven't seen that being the case with a lot of ship.

Yes, Wedge WOULD get to shoot before Echo, but the problem I come across is just having the darned thing even in arc because of how maneuverable they are. And I find this to be the case with a lot of the ships already released. Even a level 3 phantom would be giving a high skill level ship something of a 50% chance of guess which way it is going to jive coupled with a whole plethora of other variables.

Agreed. This is why I say "the more the better" off the list of Things That Phantoms Hate.

For example, I've seen a three-phantom list come a cropper twice, to the following opponents:

  1. 5 PS6+ TIE fighters (Higher Pilot Skill, significant numbers, agile fighters with barrel roll)
  2. Han + Y-wing escorts (Higher pilot skill, turrets)

Think you got the wrong thread here buddy...

If you're mainly going for a supplement for an Edge game, then the Beta is a good deal. Look for the most recent errata for changes (mainly Gunner and Commando) and just ask here for other differences. Also, somebody put up current PDFs of the talent trees. These incorporate the errata.

The Beta is nice has an adventure that isn't repeated but you're only want to play the game then buy the core rules at least then if you're stumped for RS Gold ideas you can come back here and find quite a few willing to help you there!

I think you may have stumbled across the wrong forum....

As for Phantoms, I'm in the turrets and stress camp, ions do let you dictate where the next move will be but don't prevent the cloak/de-cloak but if you can control the movement you can predict the likely de-cloak locations.

A ten-pound lump hammer does the trick. It's not sporting, but it's effective.

Alternatively, there's the time-honoured conversational gambit:

"Hey - is that your dice under the table?"

When your opponent looks down, you pick up his Phantom and swallow it.