Unbeatable TIE Phantom Squadron?

By DeVere, in X-Wing Rules Questions

I ran into what has to be the most formidable Empire duo I've ever encountered. (The third ship, I believe, was the "Winged Gundark" TIE, but he could have left that one in the box. He didn't need it.)


Have a look at this pair with the upgrades listed below. The configurations here are so wicked that my head is still spinning from the sorcery they were able to execute.


Any suggestions on how to counter it?


Because after what I went through, these seem unbeatable.


In multiple games, he only lost one of them, and only because in his attempt to deliver the death blow to Luke he got too ambitious with a barrel roll which led to him flying one just off the edge of the board on a misjudged K-turn. And even then, the other Phantom carried the day and killed off my remaining ships all on its own.


"Whisper" TIE Phantom

w/ Veteran Instincts (giving it PS 9)

w/ Advanced Cloaking

w/ Gunner

w/ Fire Control System


"Echo" TIE Phantom

w/ Veteran Instincts (giving it PS 8)

w/ Engine Upgrade

w/ Advanced Sensors

w/ Navigator


I don't know which was more fearsome to face. They flew rings around me, proving almost impossible to target, and dealing a deadly 5 attack dice whenever they flew in close, with re-rolls left and right.


Consider what this configuration makes possible ...


WHISPER:


— First, it's able to get a free 2-wide barrel roll when it decloaks, then it moves with all the speed and flexibility on its dial, and it can then wrap up its move with a barrel roll for its action. The combination of that decloak barrel roll and then the regular barrel roll enable it to slip out of range or out of your firing arcs, often positioning itself for a devastating shot in close and often from behind.


(After three rounds of being fired upon by this monster without ever returning a shot of your own makes you just want to pack up and go home.)


— What's more, as long as it attacks it gets a free Cloak to wrap up its turn! So it comes out of cloak just long enough to pummel you, then (assuming it's even in range or in your firing arc) gets its two additional agility dice (and a free focus token for defense as long as he hit you), while setting it up to rinse and repeat its decloak-move-barrelroll-attack-cloak next turn.


— Of course, if he doesn't need that barrel roll action, he's going to take Focus instead, helping him deal more damage with his 4 or 5 attack dice. And on top of all that, as long as it attacks it gets to automatically acquire a Target Lock on whoever it just shot. That ends up giving him a handy re-roll when he makes his next pass.


— And what's more, if he does actually miss on his first attempt, he has Gunner, giving him a complete second attempt to deal damage. And with Fire Control System giving him the Target Lock after his first attempt ... he can then use the TL immediately with his Gunner attack! (And if either of those attacks hit — and you can be sure one will — he gets that free Focus token for defense.)


— Add up all of that stuff in one round: Decloak free 2-wide barrel roll, move, regular barrel roll (or focus) as his action, potentially two attempts to shoot at you, one of them potentially with a free target lock giving him a re-roll, and a free focus and free cloak at the end to set him up with +2 agility (making him almost impossible to damage) and ready him for a repeat performance next round.



ECHO:


— Here the attacks might not be as devastating, but the maneuvering is even more ridiculously flexible and responsive, with a soft-2 decloak barrel roll to start it off, advanced sensors giving him the ability to either boost OR barrel roll BEFORE his move (OR he can move first and then boost or barrel roll as his action), and on his actual move he even has the flexibility of adjusting to a different maneuver with the same bearing if that gives him a better position! Combine all of that (particularly when maneuvering against ships with lower Pilot Skill, where these guys get to see where you end up before they excecute all of their crazy maneuvers) and it's pretty easy for them to remain out of range or slip outside of a firing arc and/or position themselves in close or get behind the enemy every round.



Conclusion ...


One-on-one, apart from the Falcon (maybe), I don't think there's a Rebel ship that could fight one of these guys and hope to win. You would (literally) never get a shot, and they would just keep making elaborate fly-bys dealing damage and picking you apart with every pass, or attack repeatedly from behind (then slip outside your arc if you manage to turn around).


So you definitely can't let it come down to just one-on-one. Gotta have multiple ships on the board and spread out your firing arcs so you can cover more of the places they might end up. And can't make any mistakes when maneuvering your own ships.


I'm thinking you probably need a Falcon. You need at least one pilot with a PS 10. And you can try Ion weapons (assuming you ever get a shot and you ever hit).


Any other suggestions?


Flying Luke, Biggs, and a B-Wing against these monsters, I came away from this series of battles so humiliated and demoralized that I resolved to refuse any battle with that pair again until I come up with something that actually stands a remote chance against them.

Edited by DeVere

Wrong sub forum. But thay aside, run the same list against it. Preferabbly with initiative.

Or run turret weapons, stress dealers and ion.

Stress droid, Flechette Torps (could even put them on Neera when Rebel aces arrives), point + laugh at dead Phantoms.

Phantom Counters (in order):

Turrets: Takes maneuverability out of the game. Let them double barrel roll and token up. You will still have a shot on them if they have a shot on you.

Stress: Flechettes and R3A2 are great for limiting what the Phantoms can do. You still need to get them in arc.

Focus fire: Swarm it up and you can get your multiple arcs to cover more area

And that is the 1000 post for me.

Also secondary weapons (especially HLC) with ptl, predator + focus, or a free action from a squad mate can usually get 4 hits for you to throw at the phantom. Good chance at least one sticks.

Don't worry

With what we suggested and the soon to be rebel aces, decimator, and yt-2400 they will become available thing in the past

Change your tactics and adjust your lists. Having higher PS also helps. I have been flying a Wes/Wedge/Corran(or Luke) build for a while now and they are both very predictable if you know how they want to attack you. Just point your ships in the right direction and then shoot first. When you shoot before they can re-cloak, or just simply put a lot of dice in their direction they fold pretty hard.

Roark with an ion can also help

Thanks, guys! My first two ideas (a Falcon for turrets and a higher PS so they don't get to move last) seem to have been right on. Adding in ideas like Flechette Torps, R3A2, and HLC should get me back in the game against these fiends.

You guys rock.

PS: I'm picking up Roark on my next trip to the game shop. He's going to be perfect against this lineup.

Edited by DeVere

And just to clarify the importance of dealing stress tokens with the R3-A2 and Flechette Torpedoes ...

The idea, I take it, is to saddle them with stress so that going into their next turn they can't make use of any of their actions prior to revealing their move dial, right? (And of course to prevent actions should they execute a white maneuver instead.)

I think the main thing is to keep them from using the ship's advanced sensors to execute an action (boost or barrel roll) prior to revealing its dial. Instead, they would have to execute a green maneuver BEFORE engaging one of those actions (making it less flexible and more predictable).

The stress wouldn't prevent the de-cloak extra move prior to revealing its dial, of course.

Edited by DeVere

Echo without ACD seems like it is very fragile, if even 1 opponent ship gets arc on it Echo becomes very vulnerable, especially if you used its action to boost or barrel roll.

And just to clarify the importance of dealing stress tokens with the R3-A2 and Flechette Torpedoes ...

The idea, I take it, is to saddle them with stress so that going into their next turn they can't make use of any of their actions prior to revealing their move dial, right? (And of course to prevent actions should they execute a white maneuver instead.)

I think the main thing is to keep them from using the ship's advanced sensors to execute an action (boost or barrel roll) prior to revealing its dial. Instead, they would have to execute a green maneuver BEFORE engaging one of those actions (making it less flexible and more predictable).

The stress wouldn't prevent the de-cloak extra move prior to revealing its dial, of course.

I've typically used the R3A2 and Roark pairing against a phantom in that at PS12 with the stressbot, the phantom gets stressed before firing and can no longer use ACD to take its free cloak action after firing thus making it easier to pick off and more predictable in the next round of movement and not so much for the advanced sensors aspect

VICTORY! The new configuration totally did it. (Even after he retooled, switching out some stuff and adding ACD to "Echo" and Outmaneuver to "Whisper.")

The combination of higher PS was a big, big, BIG deal. Before, when he could see where I'd end up before executing his aerial wizardry, it was as if I was stumbling around blindfolded and then he could just move to where he could knock me over the head without me being able to retaliate. But when I went in this time, with two ships with higher PS, it was he who had to decide where to move before seeing my moves.

Totally different game.

I also brought the Falcon (with Han and Chewbacca), giving me far more attacks, since he couldn't just slip outside of my firing arc every round.

In the end, here's what won it for me:

Falcon w/ Han Solo

+ Chewbacca

+ Tactician

+ Millenium Falcon Title

+ Stealth Device

+ Wingman

+ Cluster Missiles

Wedge

+ Engine Upgrade (major advantage against these guys)

+ Predator

+ R3-A2 (performed beautifully!)

Conclusion:

> The two PS9 ships were instrumental.

> The 360-degree turret was a big deal.

> And the combination of R3-A2 on Wedge ... with Wingman on the Falcon plucking off the stress tokens ... nice!

Thanks again for your coaching!

- S.

I was too late to this post haha. I actually faced a phantom last week. I was using echo with adv cloak and my opponent was also using echo but with veteran instincts and adv cloak. I quickly realized pilot skill was crucial in defeating them as well as turrets. So yes either lando with veteran instincts or Han Solo depending on who they are flying or Dutch vander and Horton salm with veteran instinct and ion cannon turret will also do the trick. The ywing is cheaper so you can fill your squad wth more ships and upgrades than taking a falcon.