Help me understand

By Vye King, in X-Wing Rules Questions

I think most of the people that would prefer that the Phantom lose it's cloak while ionized are playing against Phantoms rather than with them. I'd much rather be in a predictable spot with 4 defense dice and no attack than to have an attack and only two defense dice.

The upside to being an ionized decloaked Phantom is that it's unlikely that you'll have to spend a second round ionized.

I think most of the people that would prefer that the Phantom lose it's cloak while ionized are playing against Phantoms rather than with them. I'd much rather be in a predictable spot with 4 defense dice and no attack than to have an attack and only two defense dice.

The upside to being an ionized decloaked Phantom is that it's unlikely that you'll have to spend a second round ionized.

I think it works fine, if you ionize the phantom then it can't dance around and it cant unload 5 attack dice into your Soonter Fel. So what if I have to get through 4 defense dice, it is unlikely they will roll 4 or even 3 evades every attack. I am certain I can get 1 damage with 3 to 4 attack dice.

Still I think the best option is to stress the cloaked phantom not ionize it. If it is stress then it will have to chose a grean maneuver or forfeit the defense that cloaking provides it.

I don't think there's a problem with the way ions work on cloaked Phantom's. I find it odd to hear the player controlling a Phantom complaining that ion doesn't remove the cloak, it's usually the guy that ionized the Phantom complaining about that.

Interesting take on the fluff parravon. All game. He kept ionizing me until the ion damage had killed it!

I'm still going to try the phantom again, but this has seriously hurt it in my eyes.

I think the problem I'm having is all other games I've played arrange more like;

1) Start of manouver phase actions

2) before dial reveal actions

3) reveal dial

4) move

5) after movement actions

6) end of phase action

It feels like we're skipping one bit, and losing all the others just for fun!

I sometimes have trouble understanding rulings, and have found in the past that if I can make it make sense, I'm more likely to remember it!

Not trying to insult, but i believe you said you lost 3 out of 4 games and one if them you also landed on an asteroid.

Phantoms are tricky buggers to fly

I personally love then and have uses echo and Whisper a lot.

I have a lot more win vs loses when using a Phantom.

I'm not sure what you were flying but I usually have 4 ties with mine, or sometimes I use a bounty hunter with two ties.

Here are some tips which I'm sure you may already know.

If your using echo she is a lot easier to keep at range 3. If you decloak say going back left and do a 1 right turn, you'll see she hardly moved from her initial location. This makes it easier for her to stay away from targets.

Echo is also a lot harder to pinpoint where she is going to decloak vs whisper.

In my experience I find my opponent gets more shots off on whisper vs echo

Have a plan B.

When using a Phantom and deciding your moves think whew your opponent is going to be and then where else he may be.

Choose a maneuver that if he does either or you can decloak in a different direction and still be on the offensive rather defense. Again echo can do this much easier than Whisper.

When coming across high point score lists like wedge, Sontir or whoever, if you have multiple ties block, block, block. Especially fat Han with 3po.

I've shut down Han a few times by getting him to run into my ties. No action, leaving him with only 3po.

Also the ties are there as fodder. Using echo decloak and if planned right you keep her far back and get the ties in at range two or one.

Your opponent will likely choose the shot where he gets the bonus dice. Not you. Especially if it's your Phantom getting the bonus dice.

Ywing are very easy to deal with. Ya they have some hp, but only three shields. After that any crit can really cripple it fast.

Sorry for your frustration but the ion is not going to change. I hear a lot of complaints about how echo is possibly op, and advance cloak is op.

I don't think they are but they are hard to hit of you don't know how to fight one

If your opponent can shut down a Phantom with an ion and give him stress, congratulations for him, and bad flying on your part.

I assume you must be moving after him. The Y wing dial is not all that great, and so there should be no reason for you to be in his firing arc to begin with.

As I mention have a plan B. He moved one way then don't let him shoot ya and get a stress.

There is nothing wrong with turrets. Ion, advanced cloak, echo ability, biggs, or anything in my opinion.

Edit

A good understanding of the rules is a huge help.

If your opponent is using the ion Turret he can't git you at range 3

He does not get a bonus dice at range 1

As for the R2 unit it has to be in your primary arc. Using a turret to shoot behind is not your primary arc.

I also wouldn't put it pass some players to try and purposely do such things and if caughtuse the oh, I didn't realize that.

I know the players in my area are not like that, but with some shenanigans I've heard on here that that have taken place elsewhere, I wouldn't be surprised

Edited by Krynn007