Edited by DeVere
Unbeatable TIE Phantom Squadron?
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 DeVereAnd 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 DeVereEcho 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.