Echo, Whisper and a Tie Bomber as an opposing force? Both Phantoms with ACD and let's say the bomber is Major Rhymer and is fully loaded!
I have my ideas knowing the pilot, but I'm curious as to what others would do.
Have fun!
Echo, Whisper and a Tie Bomber as an opposing force? Both Phantoms with ACD and let's say the bomber is Major Rhymer and is fully loaded!
I have my ideas knowing the pilot, but I'm curious as to what others would do.
Have fun!
The Falcon pimped out to crazy person level escorted by LT Blount with his auto hit and missiles of your choice flying with Dutch with a Ion and also pimped out.
*Dives for cover*
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well that leaves them without VI and gives the bomber (if rhymer) with 4 points to play with (14 if the bum ps2 guy, Steve 'noname' McStevens).
I would use a list with Coran with FCS, and PTL or Expert Handling to arc dodge the arc dogers since they wont have VI (in this example) and his double tap, tarn mison with r7 for some survival and two talas.
My standard list...though exactly how I play it depends on what Rhymer is loaded with. If he's got nothing but long-range, the Prototype Pilot A-wings harass and keep him at >Range 3 of my Dagger Squad B-wings, while they focus on the Phantoms. The B-wings' HLC+FCS allow them to keep up the pressure on any Phantom that shows it's ugly head. The arcs and range of the B-wings allow them to turtle against Phantoms pretty well until the last moment, getting off solid shots constantly, before they have to get hyper-aggressive.
If he's got shorter ranged stuff, I'll just primary him. He won't live long enough to get the missiles off. By this time though, the Phantoms will be ready to start killing, so it'll be a bit uphill from there against a competent opponent.
Edited by caelenvasiusI didn't think about VI but I'm sure the Phantoms will have 'em!
How about Imperial builds to counter this dual Phantom build (without using a Phantom in the counter build, btw!)
Without looking, it sounds like that trio would be well over 100 points. If it's a naked rhymer might fit in though. And if that's the case he's no major threat, so I go for whatever phantom is in my sights.
This build is what I'm thinking would be the opposition now...
100 points
37 points
"Whisper"
9 4 2 2 2
Unique
After you perform an attack that hits, you may assign 1 focus token to your ship.
"Whisper"/TIE Phantom (32)
Veteran Instincts (1)
– Increase your pilot skill value by 2.
Advanced Cloaking Device (4)
– After you perform an attack, you may perform a free cloak action.
35 points
"Echo"
8 4 2 2 2
Unique
When you decloak, you must use the [2] or [2] template instead of the [2] template.
"Echo"/TIE Phantom (30)
Veteran Instincts (1)
– Increase your pilot skill value by 2.
Advanced Cloaking Device (4)
– After you perform an attack, you may perform a free cloak action.
28 points
Scimitar Squadron Pilot
2 2 2 6 0
Scimitar Squadron Pilot/TIE Bomber (16)
Flechette Torpedo (2)
– Attack [Target Lock]: Spend you target lock an discard this card to perform this attack. After you perform this attack, the defender receives 1 stress token if its hull value is "4" or less. Attack value: 3. Range: 2-3.
Flechette Torpedo (2)
– Attack [Target Lock]: Spend you target lock an discard this card to perform this attack. After you perform this attack, the defender receives 1 stress token if its hull value is "4" or less. Attack value: 3. Range: 2-3.
Cluster Missiles (4)
– Attack [Target Lock]: Spend your Target Lock and discard this card to perform this attack twice. Attack value: 3. Range: 1-2.
Ion Pulse Missiles (3)
– Attack [Target Lock]: Discard this card to perform this attack. If the attack hits, the defender suffers 1 damage and receives 2 ion tokens. Then cancel all dice results.
Munitions Failsafe (1)
Edited by PlainsmanI don't like buing lists just to fight another list. But I do make lists, knowing I might face Phantoms. The answer to taht is stress, and Ionization.
Hobbie + R3A2
and
HWK + Iont Turret
These two ships are going to be common in my future lists.
Ionized ships can't decloak
Stressed ships can't recloak, even if they have ACD
Stress absolutely wrecks Phantoms with ACD.
Edited by KeffischSwitch the bomber for a Lambda Engine upgrade + Fire control Systems, or Yorr plus engine upgrade and you may be into something.
Edited by DreadStarSwitch the bomber for a Lambda Engine upgrade + Fire control Systems, or Yorr plus engine upgrade and you may be into something.
This isn't my build, I'm going against it!
I think I'll just stick with Han and Chewie at the moment! Two YTs should do the trick! I was hoping somebody woul've had a new idea for an Imperial list to go against it as I prefer running Imps...
If I knew it was that list for certain and wanted to have a decent chance at it, I'd do this or something like this for an Imperial list:
99 points
Howlrunner (20)
TIE Fighter (18), Swarm Tactics (2)
Captain Jonus (29)
TIE Bomber (22), Flechette Torpedo (2), Ion Pulse Missiles (3), Determination (1), Munitions Failsafe (1)
Krassis Trelix (50)
Firespray-31 (36), Ion Pulse Missiles (3), Heavy Laser Cannon (7), Recon Specialist (3), Munitions Failsafe (1)
Take TL at max range on the Phantoms for Krassis and Jonus. Holding TL allows constant use of RecSpec for Krassis. At the start of the combat phase, use Howlrunner to Swarm Krassis up to PS 8, keep Jonus close to allow up to 3 dice reroll for the HLC. Use the Ion or Flechette as opportunity permits (and when you've got a good angle for the follow round). Keep Howl close for both Swarm and 1 die reroll if changing to Krassis primary for rear arc, or if at range 1 for forward arc.
Edited by SlugrageIf I knew it was that list for certain and wanted to have a decent chance at it, I'd do this or something like this for an Imperial list:
99 points
Howlrunner (20)
TIE Fighter (18), Swarm Tactics (2)
Captain Jonus (29)
TIE Bomber (22), Flechette Torpedo (2), Ion Pulse Missiles (3), Determination (1), Munitions Failsafe (1)
Krassis Trelix (50)
Firespray-31 (36), Ion Pulse Missiles (3), Heavy Laser Cannon (7), Recon Specialist (3), Munitions Failsafe (1)
Take TL at max range on the Phantoms for Krassis and Jonus. Holding TL allows constant use of RecSpec for Krassis. At the start of the combat phase, use Howlrunner to Swarm Krassis up to PS 8, keep Jonus close to allow up to 3 dice reroll for the HLC. Use the Ion or Flechette as opportunity permits (and when you've got a good angle for the follow round). Keep Howl close for both Swarm and 1 die reroll if changing to Krassis primary for rear arc, or if at range 1 for forward arc.
Here's what I came up with, no bomber for me to run Jonus tho. Kath with RC means he's getting stressed both attacking me, and very often defending if he cancels a crit! Soontir can try ducking arcs and Howlrunner can help him with stress and give a Reroll.
99 points
49 points
Kath Scarlet
9 3 2 6 4
Unique
When attacking, the defender receives 1 stress token if he cancels at least 1 crit result.
Kath Scarlet/Firespray-31 (38)
Heavy Laser Cannon (7)
Veteran Instincts (1)
Rebel Captive (3)
30 points
Soontir Fel
9 3 3 3 0
Unique
When you receive a stress token, you may assign 1 focus token to your ship.
Soontir Fel/TIE Interceptor (27)
Push the Limit (3)
20 points
Howlrunner
8 2 3 3 0
Unique
When another friendly ship at Range 1 is attacking with its primary weapon, it may reroll 1 attack die.
Howlrunner/TIE Fighter (18)
Wingman (2)
Edited by Plainsmanheavy laser cannon contradicts kaths ability..... You're spending a lot if points creating a combo that totally prevents itself. If you're taking Kath for stress causing take marksmanship to increase your chance of rolling crits & a tactician to Double stress if at range 2