Phantom counters

By Jaden Ckast, in X-Wing

So I've been playing as echo for a few games now and 2 games I won the third lost to another player using echo with veteran instincts. My list was BH w/ recon spec, assault missiles plus echo w/adv cloak,outmaneuver and intel agent and last dark curse with shield upgrade. My opponent flew echo w/veteran instincts, adv cloak, plus colonel Jendon w/st321 and last I think 2 academy ties. He had some other upgrades too but I can't remember what they were but that's the gist of his squad. Anyways I was already starting with a 2 hit point and 2 attack dice disadvantage as well as the veteran instincts on his phantom. Needless to say his phantom shooting before me and then recloaking pretty much destroyed me. Now the store I play at loves phantoms so I figure I should prolly show them what a good turret can do haha. My thoughts on a list that will do good against phantoms as well as perform well in general since we're doing a 6 week league.

Lando

VI

Nien nunb

Etahn abaht

Blue squadron

Keep the ships in a sort of V formation as long as possible all within range one too. Lando will be in the front and the bwing and abat will be behind. The falcon will priority the phantom while abaht and the bwing focus on whoever comes in front. The phantom will be forced to stay at range 3 and risk decloaking and have lando shoot him with only 3 dice to defend with. Meanwhile if he targets lando then lando will get 2 dice to defend with. Abahts ability to change a hit to crit will help offensively to bolster his and the bwings attacks on whatever other targets on the board as well as Landos ability to grant actions. Anyways what are some thoughts on this build. Thanks :)

Edited by Jaden Ckast

I'm a novice Rebel player, but I did quite well against a couple of Phantoms the other day. I had Lando with Engine Upgrade, Tactician, Gunner and Push the Limit, Blount with Ion Pulse Missiles and Veteran Instincts, and a Rookie X-Wing. Blount managed to ionise and de-shield a cloaked Whisper on the second turn, which made his position predictable enough to set up a shot with Lando at 2. Predictably did no damage, but with two stress tokens on him he obviously didn't do all that much next turn either, and after decloaking he went down fairly quickly.

With the limited play time I have had with Phantoms the thing that always comes up is that they are glass cannons and completely rely on good movement.

Just get in their way, or force them into debris and watch them get frustrated as hell as they try to get back into a decent movement pattern.

You want Lando in the back. Not only is he a higher PS and therefore will be moving last, but as you said, he's likely to be the #1 target, so you want him at range instead of at R1. And not to be cliche or anything, but he'd live quite a bit longer with C3PO and MF title. And he'd do more reliable damage with Gunner, especially since you don't have Han's reroll ability. All of this would mean downgrading Etahn, or dropping the blue to a Z95.

With the limited play time I have had with Phantoms the thing that always comes up is that they are glass cannons and completely rely on good movement.

Just get in their way, or force them into debris and watch them get frustrated as hell as they try to get back into a decent movement pattern.

Getting in their way can be tricky tho especially when someone plays echo with VI. You can attempt to block but then they will just decloak a diff direction it's almost impossible to predict where they will go.

in my experience with phantoms, the best counter to them is asteroids.... placing them well and flying through them well makes it tough for phantoms no matter what you are running.

You want Lando in the back. Not only is he a higher PS and therefore will be moving last, but as you said, he's likely to be the #1 target, so you want him at range instead of at R1. And not to be cliche or anything, but he'd live quite a bit longer with C3PO and MF title. And he'd do more reliable damage with Gunner, especially since you don't have Han's reroll ability. All of this would mean downgrading Etahn, or dropping the blue to a Z95.

Well ideally they would be behind and to the sides of lando so if they did move first they wouldn't run into lando. I just need lando to last long enough to take out the phantom which should be pretty easy and I'm pretty certain etahn and the bwing could down a ship per round especially with the free action from lando and etahns crit generator. Plus I'll be taking potshots at the phantom with lando while he's cloaked so that when he does finally decloak he should go down before he gets to shoot. All this requires keeping my ships within range 1 or 2 max of lando which shouldn't be too difficult. I had thought of using pulse missiles but I just don't like the the one shot nature is all. Also another option was putting lando with Han Solo as pilot and ptl and MF title. So you could either go full offense or full defense.

Rebel Captive is a cheap way to annoy Phantoms

Turrets, ions and stress tokens.

Good flying, #1 counter to Phantoms.

Flechette Torpedos or anything that keeps him stressed.

-Cal

count-von-count-meme-generator-1-phantom

Turrets are nice to have as well.

Effective Phantom counters are:

  • Higher Pilot Skill + ability to get them in arc (turrets or movement adjustments after placing your dial)
  • 3 attack dice turret + Gunner
  • 4 attack dice HLC turret (upcoming YT-2400)
  • Having a swarm of ships to block decloak positions, and ensure you always have some shots on the Phantom