Making generic phantoms work

By Krynn007, in X-Wing

Not sure how much or often this may have been discussed, but thought it be an interesting topic if it hasn't been brought up too much.

Anyone who flies a Phantom I'd say 8-9 times out of 10 probably flies either echo or Whisper.

Last couple weeks I've tried putting a generic in a squad, and see how it works

I've tried using the Sigma, but after some games with it, have found the shadow pilot a better choice.

Comin in at ps5 it'll shoot before some and after others, unlike the Sigma which in todays meta seems to be the last too shoot.

Advanced cloak imo is not good enough for either just because even at ps5 there is still plenty of other ships that can and will fire before it.

So I've been using Stygium Particle Accelerator on him, and if flown right, and with some patience makes him a little more slippery.

The real trick is make him less threatening than the rest of your squad. Or at least a tough decision for your opponent.

Here is one list I found it worked very well

Echo

Advanced cloak

Veteran instincts

Shadow Squadron

Stygium Particle Accelerator

Omnicron pilot

Vader

Academy pilot

100pts.

With this you have two Phantoms which of coarse echo is the bigger threat.

With the doom shuttle and tie fighter they are great to get into the asteroids if placed right and block the passage ways.

Your opponent will likely consider echo the bigger threat. Which leaves the shuttle to do his thing, and the shadow can do his. Blocking the highway is very important

You can keep your opponent from getting through, action deny and allow the two Phantoms to take shots off

Of coarse in some games my opponent has split up his squad and try to keep a ship on the shadow while the rest try to go through the shuttle and or after echo.

Which is great.

If he splits up his force he becomes weaker.

Making it easier for echo to avoid fire, and and less shooting at the shuttle.

If he sends a bigger force after the shadow, you just keep decloak and recloak, get your free evade and keep moving best you can, I like to try Come up behind the shuttle and tie, and get that perfect shot.

In s cases I'd opt not to decloak at all and focus instead of taking that one shot if I feel I'm going to be in a bad spot for around. Keeping the shadow close to the shuttle and tie, my opponent usually goes for the easier target,allowing the shadow to reposition for a better shot.

So far I've gone 4-0 with this against a few different rebel and imp builds. Ones that I found to be competitive.

Another build I've only used it once, and was very fun and promising was

Fel

Ptl

Target computer

Shadow

Stygium Particle Accelerator

Rebel captive

3 academy pilots.

100 pts.

Again here fel is ment to be the bigger threat, and you have 5 ships, 4 which are high agility, but squishy.

Again here the ties are ro junk up the highway, block and action deny.

Rebel captive on the shadow as a deterrent to want to shoot and fel does what he dies best.

This kind of makes your opponent question which he wants to kill first

Leave the phantom alone, you has fel, but he maybe able to shoot the phantom first, but if you take your time, keep decloak and recloak, you can have that evade, and 4 green dice, plus the captive to stress his ship.

Which makes fels job easier.

Plus don't forget three ties don't seem threatening, but if left along can get annoying, especially when they prevent you from taking actions.

In this case again your opponent may decide to split up his force some. Which can be used to your advantage.

Keep the shadow moving. Use your ties to take pot shots and more desirable targets. Block the highways and action deny. Fel flanks, and if needed turtle up if necessary, meanwhile you have a Phantom which not as deadly as his higher ups, still scary.

To be honest I flew this one once and lost. Was a very close game, and I believe I could have won.

For starters I flew it like a drunken sailor on leave, and forget about a crit that was on fel which took away his elite and pilot ability.

But even though I was forgetful and didn't fly it to its full potential, we both agreed at the end of the game it was a nasty build

Another build I have yet to try, but looks like fun is

Shadow Squadron

Stygium Particle Accelerator

Rebel captive

Academy pilot

3 scimitar

Proximity mines.

Idea here I'm thinking would be keep the shadow behind the mini swarm.

Proximity mines keep your opponent from getting behind, and the mini swarms will take the head on fire.

If needed break a bomber away and head towards your opponent if he try to come at ya with a flanker.

Using the Prox mines are a great way to block passages between asteroids, and throws your opponent off.

It's biggest weakness would be high ps, but even so bombers don't die easily.

Keeping the shadow behind the mini swarm allows the bombers to use the Prox mines to actually protect the shadow in a way, by not allowing your opponent to fly by and get behind

Edited by Krynn007

Colonel Vessery — TIE Defender 35
Veteran Instincts 1
Cluster Missiles 4

Sigma Squadron Pilot — TIE Phantom 25
Fire-Control System 2
Weapons Engineer 3

Sigma Squadron Pilot — TIE Phantom 25
Fire-Control System 2
Weapons Engineer 3

-----

Here's something with Sigmas that might work for you.

The Idea is that because of the WepEng and FCS the majority of the board will be TL'ed maximizing Vessery. The reason he's got Clusters is the TL acquired from his ability allows you to further spend the new TL's on each shot from the Cluster.

Edit: Once the Decimator is released one of the WepEng's might get replaced by a Fleet Officers.

Edited by IvlerIin

This might sound crazy but.... what if you flew three Shadows like a set of upgraded X-Wings? I mean in terms of defence they're nearly identicle. Sure they move differently, but three of them seems really threatening with FCS and Stygium.

Shadow squadron

FCS

SPA

Intel agent

Shadow squadron

SPA

Intel agent

Scimitar pilot

Proxy mines

Scimitar pilot

Proxy mines

Mines are fun when you can see your opens dial, and playing two phantoms is always fun

This might sound crazy but.... what if you flew three Shadows like a set of upgraded X-Wings? I mean in terms of defence they're nearly identicle. Sure they move differently, but three of them seems really threatening with FCS and Stygium.

I'm interested in this strategy as well.

A Sigma with a Hull Upgrade is 28 points, so 7 more than a Rookie Pilot. Same shields and hull value. It has an extra pip of PS, which generally translates to 1 extra point in cost. So you're basically looking at 6 points for an extra attack die, the barrel roll action instead of target lock, and access to the cloaking mechanics (although backed by a dial that won't allow the conservative maneuvers available to an X-Wing). Extrapolating backwards from a card like Expose, it seems likely that if they ever released a mod that gave you an extra attack die it would cost 6+ points by itself.

Take all of that together, and it seems like a basic Sigma is a pretty good buy.

I've considered using sigma's like an xwing with hull upgrade, but the biggest problem i can see is high ps ships. Rookie xwings can die pretty fast without something else on the board to redirect fire, or more threatening. Such as biggs, or wedge

I've used 1-2 Sigma a few games with only Stygium Particle Accelerator and have not had as much success with them vs the shadow. That 2 ps can really make a difference in a lot of games

Come across Han, wedge, fel, another phantom, Tyco etc, chances are good you can get Focus fired down

It is worth a try, and something I've considered, but haven't tried yet.

This is why I try using or paring them up with another ship like echo or fel. This also gives you at least 1 high ps ship that is a headache when ignored.

They are then not the most scary thing on the board. Really makes your opponent consider which ro go for.

Fel for example is a royal pain, but a Phantom ignored is deadly.

I found more times than not my opponent splits his force which is what I usually want.

Not everything is being focused on fel/echo making it easier for them to flank.

The shadow leads whatever ship is after it on a wild goose chase, and ties or shuttle gets in the way. Kind of like your defense men in football.

If you can include more ties that is just more fodder to block and hopefully becomes easier shots for your opponent

However 2 Sigma is 50 pts.

Leaving you with 50 points to fill. I'd like to have something else that makes my opponent think "what do I want to kill first" like maybe Kath, or fel.

Ignore fel and in for a bad day. Ignore kath and shecan be a pain mid to end game.

But that also doesn't leave many ships for fodder.

Which when I fly imperials, having 3 ships 2-3 which are fragile leaves no room for error.

The more targets to shoot at for your opponent, the better chance for survival for your heavy hitters ships

Edited by Krynn007

I've been messing around with the idea of combining Advanced Sensors and Stygium Particle Accelerator... so that I could deliberately bump something I don't want to shoot and don't want to shoot my Phantom without losing my action.

Although my setup was:

Echo w/ Push the Limit, Recon Specialist, Advanced Sensors and Stygium Particle Accelerator.

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

I haven't used that list yet (but I hope to later today). The idea was to use Advanced sensors to take my action and clear the stress from push with a green maneuver if needed, while colliding into the enemy formation at a favorable flanking position and murdering a ship of my choice. I could then decide whether to cloak or just turn to follow the enemy ships and continue firing. Also it would allow me to cloak and then push to focus and clear with a green, so that every turn whether cloaked or not Echo should have two focus (RecSpec) and an Evade (SPA or action).

Basically flying the Phantom like an Interceptor with the arc dodging philosophy turned up to 11. Almost wondering if a Targeting Computer might be better than Stygium for my Echo though... damage vs. survivability... humph.

Also thought of trying 3 Sigma's with Recon Specialist, Stygium Particle Acclerator and Advanced sensors but I feel Phantoms work better when paired with other ships, so I haven't personally tried it.

Edited by Duty Remains

I've been messing around with the idea of combining Advanced Sensors and Stygium Particle Accelerator... so that I could deliberately bump something I don't want to shoot and don't want to shoot my Phantom without losing my action.

Although my setup was:

Echo w/ Push the Limit, Recon Specialist, Advanced Sensors and Stygium Particle Accelerator.

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

I haven't used that list yet (but I hope to later today). The idea was to use Advanced sensors to take my action and clear the stress from push with a green maneuver if needed, while colliding into the enemy formation at a favorable flanking position and murdering a ship of my choice. I could then decide whether to cloak or just turn to follow the enemy ships and continue firing. Also it would allow me to cloak and then push to focus and clear with a green, so that every turn whether cloaked or not Echo should have two focus (RecSpec) and an Evade (SPA or action).

Basically flying the Phantom like an Interceptor with the arc dodging philosophy turned up to 11. Almost wondering if a Targeting Computer might be better than Stygium for my Echo though... damage vs. survivability... humph.

Also thought of trying 3 Sigma's with Recon Specialist, Stygium Particle Acclerator and Advanced sensors but I feel Phantoms work better when paired with other ships, so I haven't personally tried it.

Well your right about phantom working best with other ships.

Having an entire squad of low ps phantoms leaves them weak vs higher ps, and nothing else for your opponent to shoot at leaving them the only target. Yes they hit hard, but not if they are dead before firing. Couple well shots from wedge and a hlc makes them disappear fast.

I've taken a fully loaded shadow with recon specialist, Stygium, and sensor jammer, but then realized I could have had echo in there for around same point or less.

I have to ask though, unless I'm reading it wrong, you mentioned about colliding with echo, but then said you would recloak, but you have Stygium on there instead of advanced cloak, so if you collide, your unable to recloak after firing.

Sounds pretty tricky to pull off because you really want to make sure nothing else is firing at you.

I've been messing around with the idea of combining Advanced Sensors and Stygium Particle Accelerator... so that I could deliberately bump something I don't want to shoot and don't want to shoot my Phantom without losing my action.

Although my setup was:

Echo w/ Push the Limit, Recon Specialist, Advanced Sensors and Stygium Particle Accelerator.

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

I haven't used that list yet (but I hope to later today). The idea was to use Advanced sensors to take my action and clear the stress from push with a green maneuver if needed, while colliding into the enemy formation at a favorable flanking position and murdering a ship of my choice. I could then decide whether to cloak or just turn to follow the enemy ships and continue firing. Also it would allow me to cloak and then push to focus and clear with a green, so that every turn whether cloaked or not Echo should have two focus (RecSpec) and an Evade (SPA or action).

Basically flying the Phantom like an Interceptor with the arc dodging philosophy turned up to 11. Almost wondering if a Targeting Computer might be better than Stygium for my Echo though... damage vs. survivability... humph.

Also thought of trying 3 Sigma's with Recon Specialist, Stygium Particle Acclerator and Advanced sensors but I feel Phantoms work better when paired with other ships, so I haven't personally tried it.

Well your right about phantom working best with other ships.

Having an entire squad of low ps phantoms leaves them weak vs higher ps, and nothing else for your opponent to shoot at leaving them the only target. Yes they hit hard, but not if they are dead before firing. Couple well shots from wedge and a hlc makes them disappear fast.

I've taken a fully loaded shadow with recon specialist, Stygium, and sensor jammer, but then realized I could have had echo in there for around same point or less.

I have to ask though, unless I'm reading it wrong, you mentioned about colliding with echo, but then said you would recloak, but you have Stygium on there instead of advanced cloak, so if you collide, your unable to recloak after firing.

Sounds pretty tricky to pull off because you really want to make sure nothing else is firing at you.

I meant re-cloaking on the following turn rather than continuing the engagement. Basically if my positioning is good enough I could just pull around behind my opponent and keep hammering for a turn. Or I could just cloak and focus and then wait for better positioning. I like to keep my options open.

The bumping aspect mostly came about as an idea to deal with Falcons and other turrets. Only way to keep a turret from shooting you without being out of range is to be in base contact, so you bump them or they bump you depending on PS. Advanced Sensors became a necessity at that point. The thought process was bump the Falcon, kill its friends and then retreat to range 3 to try and bring the big boy down.

I actually had good luck with survivability in a previous build that had both Echo and Whisper with that setup but I lost because of poor decisions and my opponents superior positioning from higher PS. Which is why there are Intelligence Agents on the Lambda's in this build.

2x royal guard interceptors with push the limit

2x 3ps phantom with fire control system

2x royal guard interceptors with push the limit

2x 3ps phantom with fire control system

... is 104 points.

3 Shadows w/ Advanced Sensors, Stygium Particle Accelerator and Intelligence Agent could be a fun 99 points. Don't decloak a ship in a bad spot, bump turrets or force them to bump you and focus whenever you're not cloaking for your action.

Edited by Duty Remains

I've been messing around with the idea of combining Advanced Sensors and Stygium Particle Accelerator... so that I could deliberately bump something I don't want to shoot and don't want to shoot my Phantom without losing my action.

Although my setup was:

Echo w/ Push the Limit, Recon Specialist, Advanced Sensors and Stygium Particle Accelerator.

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

Omicron Group Pilot w/ Advanced Sensors, Intelligence Agent and Engine Upgrade

I haven't used that list yet (but I hope to later today). The idea was to use Advanced sensors to take my action and clear the stress from push with a green maneuver if needed, while colliding into the enemy formation at a favorable flanking position and murdering a ship of my choice. I could then decide whether to cloak or just turn to follow the enemy ships and continue firing. Also it would allow me to cloak and then push to focus and clear with a green, so that every turn whether cloaked or not Echo should have two focus (RecSpec) and an Evade (SPA or action).

Basically flying the Phantom like an Interceptor with the arc dodging philosophy turned up to 11. Almost wondering if a Targeting Computer might be better than Stygium for my Echo though... damage vs. survivability... humph.

Also thought of trying 3 Sigma's with Recon Specialist, Stygium Particle Acclerator and Advanced sensors but I feel Phantoms work better when paired with other ships, so I haven't personally tried it.

Well your right about phantom working best with other ships.

Having an entire squad of low ps phantoms leaves them weak vs higher ps, and nothing else for your opponent to shoot at leaving them the only target. Yes they hit hard, but not if they are dead before firing. Couple well shots from wedge and a hlc makes them disappear fast.

I've taken a fully loaded shadow with recon specialist, Stygium, and sensor jammer, but then realized I could have had echo in there for around same point or less.

I have to ask though, unless I'm reading it wrong, you mentioned about colliding with echo, but then said you would recloak, but you have Stygium on there instead of advanced cloak, so if you collide, your unable to recloak after firing.

Sounds pretty tricky to pull off because you really want to make sure nothing else is firing at you.

I meant re-cloaking on the following turn rather than continuing the engagement. Basically if my positioning is good enough I could just pull around behind my opponent and keep hammering for a turn. Or I could just cloak and focus and then wait for better positioning. I like to keep my options open.

The bumping aspect mostly came about as an idea to deal with Falcons and other turrets. Only way to keep a turret from shooting you without being out of range is to be in base contact, so you bump them or they bump you depending on PS. Advanced Sensors became a necessity at that point. The thought process was bump the Falcon, kill its friends and then retreat to range 3 to try and bring the big boy down.

I actually had good luck with survivability in a previous build that had both Echo and Whisper with that setup but I lost because of poor decisions and my opponents superior positioning from higher PS. Which is why there are Intelligence Agents on the Lambda's in this build.

That's why I like ties so much.

Great blockers and action denial

Try out Fel with experimental interface and marksman. My friend and I run Fel in most of our squads and fine the TC to be lackluster against turret ships as you end up using TC less and focus on defense more. With EI and marksman you get focus/evade for defense and a better focus for offense.

-Fel 27

EI 3

Stealth 3

Marksman 3

RgP 0

-36 points

Another good build is to use expert handling. Bringing Fel in at 35 points.

One sigma + Stygian + sensor jammer+ crew of choice (recon for survivability) makes for a huge annoyance in epic. Cloaked you can't reliably hit the thing and if you ignore it you're staring at 4-5 focused dice all day. Fun to pair with a few biz saw shuttles.

I've only run this since the advanced sensors nerf. I get the reasoning but loved the combo as it worked well when flown right but even less room for error (but more tricks to get out of errant spots!).

Aaron Bonar (Flight 1, rank #5): Echo + VI + ACD + Sensor Jammer + Rebel Captive;

2x Sigma + Stygium Particle Accelerator + Intelligence Agent + Enhanced Scopes

This was flown at the top32 of worlds. These Sigma's are probably the best blockers in the game!

Try out Fel with experimental interface and marksman. My friend and I run Fel in most of our squads and fine the TC to be lackluster against turret ships as you end up using TC less and focus on defense more. With EI and marksman you get focus/evade for defense and a better focus for offense.

-Fel 27

EI 3

Stealth 3

Marksman 3

RgP 0

-36 points

Another good build is to use expert handling. Bringing Fel in at 35 points.

Aaron Bonar (Flight 1, rank #5): Echo + VI + ACD + Sensor Jammer + Rebel Captive;

2x Sigma + Stygium Particle Accelerator + Intelligence Agent + Enhanced Scopes

This was flown at the top32 of worlds. These Sigma's are probably the best blockers in the game!

I really want to try this list. It looks like it could be a ton of fun. I don't have enough Phantoms but I do have Barnes & Nobles 20% off coupons burning a hole in my pocket.

Did Team Covenant happen to record any of his matches?

I've tried running a couple of Phantoms with two interceptors or a Howlrunner + 2 academy pack. The lists seemed ok.