Tie Phantom build question

By Intys Rule, in X-Wing

I'm trying to build a nice, fun squadron that would hopefully include two Tie Phantoms. Whisper and Echo seem to be a given since the other two pilots are very low Pilot Skill. Veteran Instincts and Advanced Cloaking Device on both also ups their PS (so I can see where others have moved and react accordingly) and ups their defense after shooting so they make it into the list.

I tried flying with Gunner and Advanced Sensors but Gunner has never activated in my 3 games and I've only really seen 1 or maybe 2 uses of Advanced Sensors, so I'm hoping to replace them for something more useful.

So, what do I put in?

I was thinking Fire-Control System for target locks and the ability to reroll dice which would make the Phantoms a bit more deadly? Granted that I can't use them the turn I get them, but I was thinking at least it'll give the opponent something to worry about, plus free target locks is hard to pass on.

As for the Crew replacement, I can't really decide. The only ones that seem to be useful for a Range 3 sniping build is Mercenary Copilot, Navigator, Rebel Captive, Recon Specialist, or Weapons Engineer. Tactician is out as I don't really want to be at Range 2, though it would be helpful in the occasions I make an error and end up at Range 2 instead of Range 3. I've heard a lot of praise for Recon Specialist but I'm not sure two Focus tokens would be THAT useful.

Any thoughts?

Gunner is most often pretty useless on the phantom becausE if that four attack. However, the winner of US nationals just used it togreat effect with FCS, Buzzsaw Style. You always evade or barrel roll as your action, then if you miss and gunner activates and with the target lock from FCS, you get a modified attack.

What is "Buzzsaw Style"?

I'm debating FCS and Weapons Engineer now, that way I have TLs on two ships instead of one and that will give me more options when pew-pew time comes.

What is "Buzzsaw Style"?

I'm debating FCS and Weapons Engineer now, that way I have TLs on two ships instead of one and that will give me more options when pew-pew time comes.

'Buzzsaw' refers to a popular build using the shuttle: Gunner + FCS (+engine upgrade too usually).

I like Recon Specialist along with Sensor Jammer on Whisper - makes her super tanky and not need to arc dodge all the time (and turrets with lower PS can't even scratch the paint). However, its expensive (44 pts) and does nothing to up Whisper's punch (although usually you have lots of focus tokens). You could switch out Recon Spec for a different crew of course. Rounding out the squad is Howlrunner + 3 Academy TIEs (98 total)

Instead of trying to figure out how to "fill up" the two named Phantoms perhaps you should think about what third ship you want to use and after you have that figured out decide what to do with any remaining points.

"Buzzsaw" refers to the idea that you can shoot any target when you have FCS and get a lock on that target to use later. If that attack happens to miss and you have Gunner you get to take that "later" attack right now and can use the newly acquired TL on the Gunner's attack which will also trigger FCS so you still have one for next round if you're still on the same target.

The third ship seems to be the Lambda for now. An OGP by itself allows both Whisper and Echo to have Tactician, Veteran Instincts, and Adv. Cloaking Device plus one Fire Control System which I think would be better on Echo as she may have more shots.

I've tried to put two Tacticians in the Lambda but it gets taken out very early in the game.

I'm still not sold on VI on phantoms. They are more then capable of owning things as is. I run mine with predator, recon specialist and Advanced cloaking. Still not had one fail me.

I'm still not sold on VI on phantoms. They are more then capable of owning things as is. I run mine with predator, recon specialist and Advanced cloaking. Still not had one fail me.

Against HSF?

Edit: I'm not trying to start a fight I'm just not personally sold on VI

Edited by Spaceman91

Whisper VI ACD

Echo VI ACD Recon Spec

OGP FCS

98 points for initiative.

I've had lots of fun with this list.

VI is a weird upgrade on high PS pilots. It either gives you enough of an edge to do a lot of damage, or doesn't materially effect your order of battle

The other use case for VI is to change fire-order for your own ships. I like Wes with VI shooting before Wedge, for instance. And in that case, a Phantom would rather have Predator.

Running multiple elite flankers in the same squad seems redundant to me.

Flankers rely on having a high threat in the center of the board that can soak up damage for a few rounds while the flankers kill from behind.

I would ignore the shuttle and go right after the Phantoms.

And that's why doomshuttle is nice with phantoms Nataris. If you go right after the phantoms, you are very likely to get arc dodged anyways and allow the doomshuttle to do good damage.

Edited by DreadStar

Hi, loving the idea of a Doomshuttle and the Phantom AS flanker. Do you have any great builds? I like too not to use vi with the Phantom.

Best wishes

Dark Curse

Edited by Dark Curse

Whisper

Outmaneuver

FCS

Intel agent

ACD

OGP

Darth Vader

Bounty Hunter

99 points

Lambda and Firespray go after Falcon. Give Falcon stress. Limits it to 1 and 2 moves away from the Phantom. Let the Doomshuttle and BH soak the damage.
Phantom goes after escorts away from the Falcon.
If youre a gambling man, you can also bring the Phantom in for the first turn at R3 against the Falcon with the Doomshuttle and BH at R2. Take an evade. let Falcon shoot at you if it wants, its a lure. they wont kill you and they'll get a stress token. From there you can limit the viability of the ship.

Alternatively, you can add a FCS instead of tactician.

"Whisper" (32)
Veteran Instincts (1)
Rebel Captive (3)
Advanced Cloaking Device (4)
Omicron Group Pilot (21)
Darth Vader (3)
Bounty Hunter (33)
Tactician (2)
Total: 99
Should be great vs any other builds. 8 tie, fly phantom well. whisper + 5tie = you have initiative and wipe out his ties without losing your phantom.
Tactician is out as I don't really want to be at Range 2, though it would be helpful in the occasions I make an error and end up at Range 2 instead of Range 3.

Why yes, you do want to be at R1-2, so he doesn't get +1 Agility and Tactician is sooo annoying. :P

I ran this at a tournament on the weekend:

Whisper, VI + ACD

Soontir, PtL + Stealth

Turr, VI + Stealth

The only thing it struggled with was an HSF list.

For doomshuttle + whisper

Whisper + VI + ACD + FCS + Intelligence

Bounty Hunter + Recon specialist

Omicron + Vader

or

Whisper + VI + ACD + FCS + Gunner

Soontir Fel + Push the limit

Omicron + Vader

The second one has troubles with Han lists obviously, except if you manage to get crits on him early with the doomshuttle.