From the dawn of Wave IV and the Phantom/Falcon meta, nearly all of the Phantom builds that I've seen have been aggressive Whisper or Echo builds with Advanced Cloaking Device and Veteran Instincts. Well, I'm a little bit tired of that. Don't get me wrong, I've got nothing against the Phantom. I just hate to see a ship run only one way, especially one with as much potential versatility as the Phantom. So I started to brainstorm some different ways that a Phantom could be played.
The Endgame Saboteur
The first idea that occurred to me was a relatively quiet version of the Phantom- a Phantom which largely stays cloaked throughout the game, allowing other ships to wear down a large portion of its opponent's list, and then emerging during the endgame, guns blazing, to finish off the opposition. The four defense dice and the inability of the Phantom to attack while cloaked means that this type of Phantom is a natural pair with Saboteur, which allows the Phantom to potentially do some damage without shooting. While this works alright, it's undeniable that this ship is significantly weaker than a fancy Whisper or Echo. So why is this option even worth considering? The cost. This type of Phantom tends to be relatively cheap, so it leaves the rest of the list wide open. As an example, let's examine this list:
A Phantom Saboteur
100 Points
Sigma Squadron Pilot (27)
TIE Phantom (25)
Saboteur (2)
"Howlrunner" (19)
TIE Fighter (18)
Veteran Instincts (1)
Black Squadron Pilot (15)
TIE Fighter (14)
Draw Their Fire (1)
Black Squadron Pilot (15)
TIE Fighter (14)
Draw Their Fire (1)
Academy Pilot (12)
TIE Fighter (12)
Academy Pilot (12)
TIE Fighter (12)
This is essentially Dallas Parker's TIE Swarm from Worlds this year, but with two Academy Pilots and a Hull Upgrade on Howl dropped in favor of the Phantom. While most other Phantom builds only have the capacity for, at best, a five Academy Pilot swarm, this one allows for a significantly better five TIE Swarm to accompany the Phantom. The Draw Their Fire Black Squadron Pilots also offer the Phantom a greater chance at surviving until the endgame. In general, this list should be flown with the intention to take out higher PS targets first (unless it is unreasonable to do so) so that the Phantom can react to any ships in the endgame. Obvious weaknesses in this list include the fact that the Phantom can't shoot for most of the game, that Saboteur only works (statistically) half of the time, and that the Phantom could still potentially be one shot, completely foiling the endgame plan. So while this strategy certainly has some strengths and seems fun to play, it's far from perfect.
The Un-Phantom
Veteran Instincts has pretty much become an auto-include on most Echo or Whisper lists because it, for one point, allows the Phantom to react to enemy moves and shoot first and then use Advanced Cloaking Device to cloak right after shooting, which gives a huge combat advantage to the Phantom. So this next type of Phantom I propose is going to seem really weird, but bear with me.
It's fairly common knowledge that the Phantom is massively maneuverable, especially "Echo". While in most lists, this is used for arc-dodging, I'd like to look at another potential use- blocking. Here's why. First, arc-dodging just doesn't work against Fat Falcon lists. Second, ships can't attack the Phantom while they are touching it. Third, Intimidation provides a serious boost to strategic blocking, and, against Falcons, any agility reduction is absolutely devastating- if they can't roll any dice, they can't use C-3PO.
In order to make this strategy work, the Phantom basically needs to fly with essentially the opposite strategy of a regular Phantom. For example:
A Truly Intimidating Echo
100 Points
"Echo" (38)
TIE Phantom (30)
Intimidation (2)
Enhanced Scopes (1)
Intelligence Agent (1)
Advanced Cloaking Device (4)
Obsidian Squadron Pilot (13)
TIE Fighter (13)
Obsidian Squadron Pilot (13)
TIE Fighter (13)
Academy Pilot (12)
TIE Fighter (12)
Academy Pilot (12)
TIE Fighter (12)
Academy Pilot (12)
TIE Fighter (12)
This list has the potential to absolutely devastate a Falcon, if flown correctly. As I said before, Intimidation is devastating for Falcons, and, on top of that, Intelligence Agent means that you can know exactly where the Falcon is going before moving. Then, Echo's insane maneuverability means that he can move wherever the falcon is going to end up, as you can see here:

The ghosted ship is Echo's starting position, just outside of the Falcon's arc. All of these end positions are possible with a 2 hard right turn maneuver set on the dial, when all barrel roll possibilities are added in (You can sort of hear the Falcon screaming with terror, if you listen close enough). Echo is also accompanied by a fairly strong five TIE Swarm, which is killer on Falcons. Obvious weaknesses include that maneuverable, higher pilot skill ships can react to where Echo ends up, and that Echo is only PS 6, which means he's going to be shooting and cloaking in the middle of the order, which isn't ideal.
So, what do you think? Would any of these concepts work? How would you tweak these lists? What sorts of strategies would you use to fly the Phantom (not including the classic Whisper/Echo with ACD and VI)?
P.S.- I recognize that these lists might be absolutely horrible. I just want to start the conversation on how we can run the Phantom differently.