The way I am playing, I like having high PS, moving last, and having 2-4 very maneuverable ships. I started playing with 4 Intys with PTL, then moved onto 3 named Intys with PTL, and have now dabbled with the Phantoms.
It is plain to see that I'm all about maneuvering as my ships are very squishy. One or at most 2 ships firing at one of my guys and I might get damaged but survive, 2 or more ships on one target and my guy is toast.
I've been toying with the idea of two flankers and one fat target, in this case Whisper and Echo as flankers and a OGP Shuttle as a fat target. When I had two Tacticians in the Shuttle, it got taken out before I can even do anything with it. While I did win both games, the lack of maneuverability of the Shuttle really manifested itself. Once the enemy got in range, they took the Shuttle out before it could retaliate (shuttle was PS2). On the second instance, no ship was in Range 2 for Tacticians to kick in and once the enemies blew by the Shuttle, it was effectively out of the fight for 3 rounds as it slowly swung itself around.
Loading up the Phantoms with all the toys means that there is about 20 points left for anything else. The Phantoms with VI and ACD is 72 points but is obviously not as deadly as when equipped with FCS and Recon Specialist or Weapons Engineer, but that brings them up to 82 points.
I've fought against Falcons and I see the problem there as being unable to be outside his arc as he effectively has 360-degree coverage. However, I see the solution here is being able to pick off his escorts then concentrating fire on the Falcon afterwards.
I've fought against a mini-swarm and the problem there was that I was going to be in someone's arc one way or the other and if they decide to ignore my "fat target" and go for the Phantoms, then I am going to be in for some hurt. If the "fat target" was a Shuttle, then like I said, as soon as they blow past the Shuttle, it's not a factor for at least 2-3 turns.
So I need my third ship to be able to take a beating (fat target) but would still be maneuverable enough to keep up with the Phantoms or at least keep up with where the battle is unfolding. It should also pose enough of a threat so that the enemy would feel it if he chose to ignore the third ship.
If I were to start with Whisper and Echo with just VI and ACD, that leaves me with 28 points to spend and the only options that would fit are Ties, Tie Advanced, Tie Bomber, or the basic Lambda. Maybe Mauler Mithel with VI and Shield Upgrade? He's a good threat, high PS and 3 defense, but squishy with 3 hull and 1 shield. A Tie Bomber is more durable at 6 hull, but I'm afraid it's also more vulnerable with just 2 defense and it might not be enough of a threat.
I'm asking for ideas and suggestions here, as I'm all worn out. Unfortunately, I cannot see myself flying a Phantom without VI and ACD, so please factor that into your suggestions.
Thanks for reading.