Staying in place with a Phantom.

By WWHSD, in X-Wing

I forget who made this, but its a great maneuver visualizer.

http://randolphw.github.io/echolocation/

Awesome link, thanks for posting that

As if the phantom needed any more help in being impossible to predict!

Phantoms are typically easy to predict, mostly because they want to shoot at you which negates a large block of their potential moves.

I forget who made this, but its a great maneuver visualizer.

http://randolphw.github.io/echolocation/

I'm glad people are finding it useful; Echo shenanigans are the best shenanigans :D

(Here's hoping for IG-88 shenanigans~)

Echo Shenanigans are great once you master them...

...i just flew mine into a Rock and killed it :(

I forget who made this, but its a great maneuver visualizer.

http://randolphw.github.io/echolocation/

Awesome link, thanks for posting that

Thats quite psychedelic to be honest :)

Echo Shenanigans are great once you master them...

...i just flew mine into a Rock and killed it :(

tumblr_lss78nOGCm1qczh0io1_500.jpg

Let's just say there's a reason you can't decloak backwards.

The phantom can't stay completely still but it can non-engage in style. But when you think about it, the TIE fighter can Hard 1 all day.

+ Barrel Roll, for a "Matador Turn", as I call it.

CVbgUZA.png

Yep. That's the bunny. I will often do that instead of a Koiogran in a jousting situation. Let the enemy fly into my sights, rather than simply re-orienting.

It also gives me a wider variety of maneuvers the following turn, as I don't have to clear my stress!

I've seen a lot of videos of swarm vs. __________ matches where this would have been the better move so many times. When you Kturn you still don't have an action and you have a stress and they know exactly where you'll be. When you do this instead you often block, have a shot when they don't, and have more maneuver options on the following turns. Especially nice vs. Ships that don't have 1 straights to clear the stress next turn.

Phantoms are typically easy to predict, mostly because they want to shoot at you which negates a large block of their potential moves.

Ya. The best games I've played with the Phantom and vs. the Phantom usually involved a player disengaging for a turn and then dropping the hammer somewhere totally unexpected the next turn. I keep trying Stygian Sigmas and they do ok when you move to the "DON'T have to drop 5 dice every turn" mentality.

In another thread a poster mentioned a Phantom player that was able to keep his Phantom from moving. I've busted out my templates and this is about as close as I can get to not moving:

4RN5m7i.png

Is there some trick I'm missing or is this about as close as it gets?

Has some movement, barrel rolling means you either can't cloak for a second turn in a row, or have to use PtL, meaning you miss out on VI and soft 2 isn't green for Phantoms, so this isn't abusable. I don't see this becoming a problem

Phantoms are typically easy to predict, mostly because they want to shoot at you which negates a large block of their potential moves.

Ya. The best games I've played with the Phantom and vs. the Phantom usually involved a player disengaging for a turn and then dropping the hammer somewhere totally unexpected the next turn. I keep trying Stygian Sigmas and they do ok when you move to the "DON'T have to drop 5 dice every turn" mentality.

Which is why I hate the **** things. My friends never had that mentality in the first place. :P

In another thread a poster mentioned a Phantom player that was able to keep his Phantom from moving. I've busted out my templates and this is about as close as I can get to not moving:

4RN5m7i.png

Is there some trick I'm missing or is this about as close as it gets?

In another thread a poster mentioned a Phantom player that was able to keep his Phantom from moving. I've busted out my templates and this is about as close as I can get to not moving:

4RN5m7i.png

Is there some trick I'm missing or is this about as close as it gets?

Has some movement, barrel rolling means you either can't cloak for a second turn in a row, or have to use PtL, meaning you miss out on VI and soft 2 isn't green for Phantoms, so this isn't abusable. I don't see this becoming a problem

Take buzzsaw whisper

Veteran instincts

Advanced cloak

Gunner

Fire control systems

Decloak, move, barrel roll, dodge arcs even better than before, or evade if you really had to.

But barrel rolling very effective.

So barrel roll.

Shot.

If missed, target lock, gunner, pain

In another thread a poster mentioned a Phantom player that was able to keep his Phantom from moving. I've busted out my templates and this is about as close as I can get to not moving:

4RN5m7i.png

Is there some trick I'm missing or is this about as close as it gets?

Has some movement, barrel rolling means you either can't cloak for a second turn in a row, or have to use PtL, meaning you miss out on VI and soft 2 isn't green for Phantoms, so this isn't abusable. I don't see this becoming a problem

With ACD you don't need to use your action to cloak back up, you just need to shoot at someone.

Here's Echo, almost staying in place after two turns. I used to play long-range Echo, especially against Han. The "backstep" was the easiest way to stay at range 3, but usually you have to move as well, having a stationary ship isn't that great. I would have to duck behind an asteroid, or slowly chase the ship I wanted, etc.

The trick is to back-step the other way on the following turn, but with a 2-turn. Top left phantom is the beginning position.

KuX3Hed.png

.

Without Advanced Sensors I'm not sure its possible to end up exactly where you were without bumping, but it is definitely possible to not go very far. Decloak -> Hard 2 turn - > Barrel roll should get you pretty close.

j0M0EJX.png

Decloaking horizontally instead of slightly backward would have planted this phantom exactly where it started facing sideways

.

Without Advanced Sensors I'm not sure its possible to end up exactly where you were without bumping, but it is definitely possible to not go very far. Decloak -> Hard 2 turn - > Barrel roll should get you pretty close.

j0M0EJX.png

Decloaking horizontally instead of slightly backward would have planted this phantom exactly where it started facing sideways

Or just a 3-turn