Phantom hunters

By That Blasted Samophlange, in X-Wing

My friend and I fly casually (don't play tournaments) but I vowed I won't play anything but rebels against him until I beat his imperial forces. This has been frustrating as my dice rolls against my friend seem to crap out. I've tried a number of different builds, that are limited by the expansiond I own (Another vow, to only use what I own).

The expansions I own include waves 1-3 and the core set plus a z-95. I only own 1 of each expansion from these waves. I don't own either aces pack or the epic ships.

Enough of the backstory, here is the phantom hunter list I'm considering. Keep in mind my aforementioned poor dice rolling. I've rolled more blanks than statistically possible(probable).

The idea here is to take out a ship really quickly with blount's guaranteed ion and Ten's autoblaster. Ten is built to get into posistion. Blount has swarm tactics to make use of Roark's ability. And give both allies ship pilot skill 12 for firing.

The beta squad uses lower pilot skill generics with more ships, but includes roark blount and b-wing autoblaster.

Phantom Hunters Alpha Squad.

Lt. Blount 17

Ion pulse missle 3

Swarm tactics 2

Roark 19

ion turret 5

saboteur 2

Ten numb 31

Autoblaster 5

Advanced sensors 3

Push the limit 3

Engine upgrade 4

Munitions failsafe 1

Proton torpedo 5

Phantom Hunters Beta Squad

Lt. Blount 17

Ion pulse missle 3

Determination 1 -or-

Adrenaline rush 1 -or-

veteran instincts 1

Roark 19

ion turret 5

Blue squad 22

Autoblaster 5

Dutch 23

ion turret 5

Good luck bringing that Autoblaster to bear at range 1 - it's not likely to happen. For the 5 points, you'd be better off swapping it for an Ion Cannon IMHO.

Blount is great - and relatively cheap to boot. I've found that the more ships you have (to cover a larger overall fire arc), the better. For that reason, I'd say your Beta list is better. As well as having more ships, you've included 2 with turrets, and you have some decent upgrades (though again, Autoblaster against a Phantom is likely to yield you no opportunity to use it).

I've had some pretty decent success with 5 Z-95's. Spread out in a straight line, they can cover a huge amount of fire arc. They're cheap as borscht, and loaded up with the proper ordnance, they pack a wallop.

I've really grown to love this list - it's great against Phantoms, and does really well against Fat Han too.

Airen Cracken (PS 10)

- Cluster Missile

- Veteran Instincts - 24 Points Total

Lieutenant Blount (PS 6)

- Assault Missile - 22 Points Total (or swap out the Assault Missile for Ion Pulse, and save yourself 2 points - Total 20 Points)

Bandit Squadron Pilot

- Homing Missile

- Munitions Failsafe - 18 Points Total (x3)

Total points 100 (98 if you swap the Assault Missile for Ion Pulse Missile) That extra 2 points could place an EPT on Blount (Veteran Instincts, or something better)

I Generally fly the ships in a straight line Right to Left, as such - (B=Bandit, C=Cracken, LB=Blount)

B B C LB B

Cracken shoots first. Assuming he has moved into range and target locked as his action, he fires the cluster missile. On the first attack, he passes an action to one of the Bandits or Blount (Target Lock), and does the same on the second attack (cluster missiles), but to another recipient. 2 - 3 dice attacks at the Phantom. Next up is Blount. Even if he doesn't 'HIT', he hits, so assuming I'm using the Assault missiles, every ship at range one of my opponent is going to take 1 point of damage, regardless of whether the Phantom takes any or not. Next up are the 3 Bandits who take shots with their homing missiles, which prevent the opponent from spending evade tokens. All told, it's potentially 22 points of damage coming down the pipe at whomever is getting shot at.. And 22 points of Red Dice is far better odds than the green dice my opponent will be rolling. And if one of the Bandits whiffs his roll, no harm, no foul, as they have munitions failsafe to make another pass..

He doesn't own that many Zs.

I would just scratch your first list. Its a bit of a mess. Ten Numb has way too many upgrades on him and shooting first is fine, if you got a Phantom in arc. With that PS you'll be moving before the Phantom, he'll have an easy time of arc-dodging.

For you second list I would drop Autoblaster on the B-wing. I just don't like it and the chances of getting into range 1 of a Phantom are low. Also, its silly expensive, I rather run a HLC for 2 more points. Then you can run Swarm Tactics on Blount if you wish. He could either buff the B-wing or Y-wing, depending on who has the better shot at the Phantom. Roark is kind of the glue that holds this list together, I would possibly drop Dutch down to a gold and give Roark Recon specialist and maybe a Shield Upgrade. Your offense is going to be kind of lacking with two ICT though. Not sure if you need Roark and a Y-wing with ICT. Maybe run another B-wing instead of the Y-wing.

Also, Roark + Chewie with Gunner eats Phantoms for breakfast.

Edited by Jo Jo

You own Han Solo right?

Han Solo with veteran instinct, Luke Skywalker.

Really want to make Han crazy fly Jan Ors with it. I would load it up with veteran instinct, Ion Turret, Nien Numb.

Should leave some points left over. Maybe put 3PO on Han with Mil Falcon, Possible Engine upgrade.

Those 2 are sure to give phantoms fits. Would consider it a competitive list but swarms can destroy it. Happy hunting.

My friend and I fly casually (don't play tournaments) but I vowed I won't play anything but rebels against him until I beat his imperial forces. This has been frustrating as my dice rolls against my friend seem to crap out. I've tried a number of different builds, that are limited by the expansiond I own (Another vow, to only use what I own).

The expansions I own include waves 1-3 and the core set plus a z-95. I only own 1 of each expansion from these waves. I don't own either aces pack or the epic ships.

Enough of the backstory, here is the phantom hunter list I'm considering. Keep in mind my aforementioned poor dice rolling. I've rolled more blanks than statistically possible(probable).

The idea here is to take out a ship really quickly with blount's guaranteed ion and Ten's autoblaster. Ten is built to get into posistion. Blount has swarm tactics to make use of Roark's ability. And give both allies ship pilot skill 12 for firing.

The beta squad uses lower pilot skill generics with more ships, but includes roark blount and b-wing autoblaster.

Phantom Hunters Alpha Squad.

Lt. Blount 17

Ion pulse missle 3

Swarm tactics 2

Roark 19

ion turret 5

saboteur 2

Ten numb 31

Autoblaster 5

Advanced sensors 3

Push the limit 3

Engine upgrade 4

Munitions failsafe 1

Proton torpedo 5

Phantom Hunters Beta Squad

Lt. Blount 17

Ion pulse missle 3

Determination 1 -or-

Adrenaline rush 1 -or-

veteran instincts 1

Roark 19

ion turret 5

Blue squad 22

Autoblaster 5

Dutch 23

ion turret 5

You only get 3 dive at range 1, and that can be tricky to do against a Phantom.

You already have high ps ships. Id put Veteran instincts on ten.

Change roark to Jan.

Giving your bwing an extra dice. 5 dice at range one vs 3 with auto blasters

Jan with an ion is ps 8 put Veteran instincts on her and now she a 10

You have way to many upgrades on ten.

Here is one option going with what you have

Jan

Ion turret

Veteran instincts

Lt Blount

Homing missles

Veteran instincts

Ten

Hlc

Veteran instincts

Engine upgrade

Fire control systems

This list gives you 3 high ps ships

Jan a 10, ten a 10 and blount an 8

So you'll have two ships that will fire before any Phantom, and move afterwards

The hlc on ten kind of negates his ability, but it never gets much use anyway.

Using Jan to boost ten attack dice he is getting 5 dice which should just rip right through the phantom.

If not. You have Jan that if you can get into position she shoots first and has a good chance to ion the phantom, so next round you should be able to line up that shot.

The homing missles on blount so he can still use his target lock to modify since you don't have to spend it to use homing missles.

Using the homing missles can also be good for couple reasons. One is your opponent can't use evade. So if the phantom player tries to take an evade. It'll bypass that.

Also you may use the homing missle on his squad mate. Like to take out a tie fighter as he will have other ships than help that you have to deal with.

If anything I'd let blount die before any other ship.

You lose your bwing early it'll be game over, so priority is protect ten

Another option is maybe switch blount for Cracken. Cracken will need veteran instincts and shoot before ten though, so he can pass him an action

Since ten has veteran instincts Cracken can pass him a free action to back up those 5 dice. After which you'll get a target lock with fire control systems. So now if you lose Cracken you have that target lock for the next round.

And actually you could put proton rocketing Cracken. But maybe you don't have those yet.

Actually that is 3 ships all ps 10. Actually this looks like fun. I may just try this out myself.

I'd like to put on Farlander instead of ten, but then he only be a ps9 which is still good, but no ptl.

As for your second list, it has very low dmg output.

Edited by Krynn007

With what you own... I'd give Wedge + Veteran Instincts + Engine Upgrade a try... Probably won't kill a Phantom outright, especially if you have to use the Engine Upgrade but it's a threat he'll have to respect.

Edited by Duty Remains

As noted I don't have (and won't buy) more than one of each expansion. I do have Han. I tricked him out and he died.

I'm not emphasizing enough how abysmal my dice rolls have been. 3 attacks with Han and gunner Luke yeilded almost all blanks. The few hits have been dodged.

This is why blount and the autoblaster are put to use. The auto hit and unblockable hits are my only real chance - and that is grasping at straws.

Befote anyone asks: I've used my friends dice, the app, dice towers galore. Against my friend I roll garbage.

Against others I roll 50/50. I trounced a interceptor with turr, carnor and soontir with a gold ion, rebal operative ion and b-wing ion loadout. My friend killed me soundly with the same list.

Biggs hasn't helped wedge

Try the build I suggested.

5 dice and a modify your bound to smoke something.

We all have our games. For the longest time a friend of mine would always roll hits and evades while I would roll blanks.

Times have changed though.

Arc dodging gives you more dice than your opponent

Getting blocked takes away your actions which reduces your chances to score hits.

It's these things that can change a game.

Autoblaster is not worth the points.

I'd rather have that extra dice at range one

Phantom Hunter Gamma Squad

Wedge 29

Vet instincts. 1

R5-k6 2

Engine upgrade 4

Proton torp 4

Munitions failsafe 1

41

Airen 19

Vet instincts 1

Homing missiles 5

25

Jan Ors 25

Ion cannon 5

Saboteur 2

Wingman 2

34