Just putting this out there as some super basic advice and thoughts I can share to other people who love their interceptors and want to have a competitive PS vs Whisper.
(Soontir Anonymous anyone?)
Firstly, I think you will want to have some of the rest of your squad help Soontir vs Whisper, as its moderately uneven.
The standard Whisper build is VI ACD RC is 40 pts. (In case you didn't know). These are the three most optimal upgrade in my opinion and in the metagame concurrently.
VI to ensure you shoot first and know where most people are.
ACD duh (remember, you want to shoot FIRST! before getting shot at)
Rebel Captive for neutering opposing ships coming at you.
Soontir may opt NOT to use PTL when he has a shot against Whisper. If you get double stress you are SCREWED. You will be a 30 point 3 hull target screaming come kill me. Don't do this.
Try and bid for initiative. Shooting first vs the Phantom is very good. The caveat is the DO have to fly better and consider where he will be, which is hard.
If you can't fly that well... it doesn't matter. Let them have initiative. This lets you modify your movement to get into attacking Whisper. Again.
Do not take two stresses. You will regret it. Two stresses means you will do a green move next turn and NO actions and NO focus.
Most ships like being on the side of rocks. It gives some shelter and its generally easier to fly.
However, Phantoms like being diagonally towards rocks, where you can decloak either forward or sideways without impediment. This is crucial to having more options when you decloak.
If the Phantom IS horizontal to a rock, you can take two ties and simply block both of his decloak positions. Or at least make him make a suboptimal choice. If you can stop him from decloaking or that his dial-ed move will put him into not having a shot after decloaking, you've effectively given yourself a free turn. Thus the previous turn its okay to take the double stress.
You also don't need to JUST block his decloak positions, you can also block where you expect his decloak and dialed move to be. Or set up your block so that he end up not having a shot. This is good. The Phantom is a 40% of his squad. If you can stop that much of it from firing, you have a 40pt advantage for that turn.
Denying him a shot over a few turns is considered Tempo advantage. Its like saying... over x time, your opponent is playing with a 100-(points of blocked ships). Consider it like an integral. It adds up in a powerful way over turn.
(If he's playing Echo, you will have PS advantage, fly better. Learn to anticipate some of the moves. Yes, I know, quite hard. )
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Does anyone who flies well have any other advice they could give? Or critique on if i have the right thoughts?
Edited by Blail Blerg