Help: Phantom Build

By xTehOnex, in X-Wing

Trying to change up a build I have in mind and I like shuttles... So what does everyone think?

Whisper

-Rebel Captive

-Advanced Cloaking

-Vet. Instincts

OGP(x2)

-HLC

-FCS

---OR---

Whisper

-Adv. Cloak

-Vet. Instics

Scimitar Pilot(x3)

-Cluster Missle

-Munitions Failsafe

I'd be worried about running 2 shuttles with Whisper. Keep one, but spend the remaining 30 points on Back Stabber and an Academy. No one will concern themselves with the Academy, so it's free to go around and block.. plus you can use it to slow the shuttle down. You're providing a real threat via BS on the opposite side of Whisper, one that people can actually hit, but it's a trap... If they turn to face BS, they've exposed their rears to the shuttle and whisper.

So, more than likely, they will be shooting at whisper whenever they can, and the shuttle the other times. You do have 3 more points left over, but I don't know what you started at (you don't want to be at 100... I'd say 98 is the max)... You can do with those as you like, maybe upgrade to Mauler w/ VI instead of BS?

I agree with Khyros, but instead of Backstabber and an AP i would use an Alpha squad and an AP.

I agree with Khyros, but instead of Backstabber and an AP i would use an Alpha squad and an AP.

Didn't even think of that, which is odd because I gave a very similar piece of advice (to use a RGP w/ PTL instead of a doomshuttle (as the second shuttle in a whisper list)) just last night!

I agree with Khyros, but instead of Backstabber and an AP i would use an Alpha squad and an AP.

Didn't even think of that, which is odd because I gave a very similar piece of advice (to use a RGP w/ PTL instead of a doomshuttle (as the second shuttle in a whisper list)) just last night!

That's weird. :D

The core of your list looks solid. Whisper can potentially win games alone. In my list I'm also adding Rebel Captive and probably FCS to Whisper. I filled it out with a miniswarm because I like TIEs and they are good against falcons. Howlrunner w/ VI and 3 TIEs.

I like your idea of using the shuttles! they also have the firepower then to do some damage and some staying power to stick around while Whisper does his thing. I'd say try the shuttles out. In your list, you don't need them to stick around but chances are they will last a lot longer than your opponent would like.

Here, you can be a guinea pig for this hair-brained Phantom + 2 Shuttle list I just posted yesterday! :D

http://community.fantasyflightgames.com/index.php?/topic/112490-scum-and-villainy-podcast-interview-series-2012-world-champion-doug-kinney/?p=1186275

It's been a while sense we've done any squad reviews. So here's the Challenge to the community. Lets see your counter to both the Phantom and the Falcon. Post you squad and tell us why you think it will work.

I have been kicking this one around for a while, but it will have to wait for wave 5. It's a wonky Phantom list, partially inspired by Dom's Hippo Ballet. It revolves around the stress mechanic to neuter Phantoms, and Fire Control Systems to lay into Falcons. If your list exclusively prohibits any Phantoms or Falcons then disregard, but nothing like this has been spotted at Regionals. The closest was an ACD Phantom with Captain Yorr. :)

PTSD (Phantom Targeting Stress Disorder) (99)

Whisper + Advanced Cloaking Device + Veteran Instincts + Fire Control System + Rebel Captive (42)

Captain Yorr + Fire Control System + 2x Tactician (30)

Omicron Group Pilot + Fire Control System + Mara Jade + Intelligence Agent (27)

General comments

  1. The crew on the OGP and Yorr can be swapped. I'm still trying to figure out which way is optimal. Tacticians want to be at range 2 and Mara wants to be in range 1, but you don't really want to overlap the two, otherwise Mara is redundant.
  2. OGP can 0-stop but keep his action (pass stress to Yorr), Yorr green-bumps from behind to keep both Shuttles stationary. This assumes you are set up in a good position. This would encourage Yorr to be in back, suggesting that Mara should probably go on the front OGP, and punish your opponents for closing to range 1.
  3. With only 2 shuttles instead of 3 like in Dom's list, you lack both firepower and positioning, so you will need to use Whisper to cover your flanks.
  4. Yorr lets Whisper K-turn and retain the action. Unpredictability is a huge advantage for Phantoms.

Vs. Falcons

Against Falcons, everyone needs to latch onto the Falcon and do as much damage as possible. Remember the OGP can pull a red turn each round with Yorr around. Against PS9 Han, you need to try and position Intelligence Agent to reveal Han's dial, to optimize Whisper's decloak.

Vs. Phantoms

You win the stress game and they can't recloak with ACD. The hardest part is obviously getting them in arc, or at range 1 of Mara, or baiting them into attacking your Whisper (a gambit for sure). Conversely, Whisper can shoot at an opposing Rebel Captive and Yorr can eat the stress. R.I.P. enemy Phantoms with Rebel Captive.

I'm still not sure it is the best list, or how it would hold up against a typical Swarm. But it would be pretty fun to fly, or, at least really annoying to fly against. I think it's a more advanced list that requires proper asteroid and engagement planning. I would love to see what Dom could do with this list.

I don't know about HLC on the shuttles. You have so few ships that the enemy will get into close range pretty quick. Better to put the points elsewhere. Both ship types require more skill, watch Dom's games on the Galactic Cup, with his Hippo Ballet.

Edited by MajorJuggler

Here, you can be a guinea pig for this hair-brained Phantom + 2 Shuttle list I just posted yesterday! :D

http://community.fantasyflightgames.com/index.php?/topic/112490-scum-and-villainy-podcast-interview-series-2012-world-champion-doug-kinney/?p=1186275

It's been a while sense we've done any squad reviews. So here's the Challenge to the community. Lets see your counter to both the Phantom and the Falcon. Post you squad and tell us why you think it will work.

I have been kicking this one around for a while, but it will have to wait for wave 5. It's a wonky Phantom list, partially inspired by Dom's Hippo Ballet. It revolves around the stress mechanic to neuter Phantoms, and Fire Control Systems to lay into Falcons. If your list exclusively prohibits any Phantoms or Falcons then disregard, but nothing like this has been spotted at Regionals. The closest was an ACD Phantom with Captain Yorr. :)

PTSD (Phantom Targeting Stress Disorder) (99)

Whisper + Advanced Cloaking Device + Veteran Instincts + Fire Control System + Rebel Captive (42)

Captain Yorr + Fire Control System + 2x Tactician (30)

Omicron Group Pilot + Fire Control System + Mara Jade + Intelligence Agent (27)

General comments

  1. The crew on the OGP and Yorr can be swapped. I'm still trying to figure out which way is optimal. Tacticians want to be at range 2 and Mara wants to be in range 1, but you don't really want to overlap the two, otherwise Mara is redundant.
  2. OGP can 0-stop but keep his action (pass stress to Yorr), Yorr green-bumps from behind to keep both Shuttles stationary. This assumes you are set up in a good position. This would encourage Yorr to be in back, suggesting that Mara should probably go on the front OGP, and punish your opponents for closing to range 1.
  3. With only 2 shuttles instead of 3 like in Dom's list, you lack both firepower and positioning, so you will need to use Whisper to cover your flanks.
  4. Yorr lets Whisper K-turn and retain the action. Unpredictability is a huge advantage for Phantoms.

Vs. Falcons

Against Falcons, everyone needs to latch onto the Falcon and do as much damage as possible. Remember the OGP can pull a red turn each round with Yorr around. Against PS9 Han, you need to try and position Intelligence Agent to reveal Han's dial, to optimize Whisper's decloak.

Vs. Phantoms

You win the stress game and they can't recloak with ACD. The hardest part is obviously getting them in arc, or at range 1 of Mara, or baiting them into attacking your Whisper (a gambit for sure). Conversely, Whisper can shoot at an opposing Rebel Captive and Yorr can eat the stress. R.I.P. enemy Phantoms with Rebel Captive.

I'm still not sure it is the best list, or how it would hold up against a typical Swarm. But it would be pretty fun to fly, or, at least really annoying to fly against. I think it's a more advanced list that requires proper asteroid and engagement planning. I would love to see what Dom could do with this list.

I don't know about HLC on the shuttles. You have so few ships that the enemy will get into close range pretty quick. Better to put the points elsewhere. Both ship types require more skill, watch Dom's games on the Galactic Cup, with his Hippo Ballet.

This build looks really interesting! I especially like the idea of throwing 2 stress onto a ship in one attack.. but unfortunately my play group doesn't really use the unreleased cards so it might be a bit unfair if I were to ask to use those :(

This build looks really interesting! I especially like the idea of throwing 2 stress onto a ship in one attack.. but unfortunately my play group doesn't really use the unreleased cards so it might be a bit unfair if I were to ask to use those :(

Swap out Mara Jade + Intelligence Agent for 2x Tactician, both cost 4 points.

Double stress is great because even with a green they have no action next round, unless they have stress handling capability like Yorr or wingman.

Edit: I also thought of simply calling it "Stress Warfare". :)

Edited by MajorJuggler

This build looks really interesting! I especially like the idea of throwing 2 stress onto a ship in one attack.. but unfortunately my play group doesn't really use the unreleased cards so it might be a bit unfair if I were to ask to use those :(

Swap out Mara Jade + Intelligence Agent for 2x Tactician, both cost 4 points.

Double stress is great because even with a green they have no action next round, unless they have stress handling capability like Yorr or wingman.

Edit: I also thought of simply calling it "Stress Warfare". :)

Even with a Wingman, they still don't get an action next turn... Well, short of an Airen squad, or Turr... Or a Phantom with ACD.

Edited by Khyros

This build looks really interesting! I especially like the idea of throwing 2 stress onto a ship in one attack.. but unfortunately my play group doesn't really use the unreleased cards so it might be a bit unfair if I were to ask to use those :(

Swap out Mara Jade + Intelligence Agent for 2x Tactician, both cost 4 points.

Double stress is great because even with a green they have no action next round, unless they have stress handling capability like Yorr or wingman.

Edit: I also thought of simply calling it "Stress Warfare". :)

Haha I like this, I'll give it a try. thanks for the input guys

Good luck. Not sure if you have / need 4 tacticians, but without proxying it requires 4 TIE Phantoms, as there is only one Tactician in the TIE Phantom expansion pack.

Seeing the Ultimate One shotter build, I have devised a nasty little list that should be able to 1 shot any ship...

Rexler

-Cluter Missle

-Oppritunist

Capt. Yorr

-FCS

-Tactician

OGP

-FCS

-Tactician

-Set Rexler Behind the cows for 1st round of shooting, letting them stress the target ship (hopefully 2 stress)

-Said ship will not be able to preform focus or evade action

-Rexler can focus, declare attack with cluster, pass the stress to Yorr so Cluster shoots 4 (x2)

Hits and Crits and be turned face up with the focus

You will atleast blow up one ship in the 2nd round of combat, eliminating heavy threat early on.

Not sure how it would fair against a swarm, but hey. I'll take a guarenteed kill and be happy.

Thoughts?

I will name this build "Are you Stressed Yet"

I hope you didn't get that idea from my theoretical post that Rexlar could 1 shot anything... I ran the math the other day for one shotting a Falcon, and it came out to be something like .00000054% of happening... Not to say you can't push out lots of damage though.

I hope you didn't get that idea from my theoretical post that Rexlar could 1 shot anything... I ran the math the other day for one shotting a Falcon, and it came out to be something like .00000054% of happening... Not to say you can't push out lots of damage though.

Never tell me the odds!!

Hahaha it may have been you. It's not a guarentee, but I figure my chances of being able to take out those pesky E-wings who like to shoot twice and grind down my cattle. The chances of pulling off the perfect 2nd and 1st round of combat are probably lower than I'd like... but I think I want to try this setup anyway. I've been dying to get the defender out there anyway.