What is the most annoying build for the Tie Phantom?
Best I could think of is
"Whisper" 32
What is the most annoying build for the Tie Phantom?
Best I could think of is
"Whisper" 32
Expert handling is horrible. You never want your phantom stressed and you already have barrel roll.
Range 1 is risky if facing turrets, which you will almost certainly see at a tournament, be it a falcon, dash, or decimator. Mara jade is better on a decimator or shuttle
Enhanced scopes is also no Bueno. Phantoms want to move last so they can line up shots and/or arc dodge
Solid phantom build is usually Whsiper with veteran instincts, fire control system, gunner, advanced cloaking device
Expert handling is horrible. You never want your phantom stressed and you already have barrel roll.
If you already have a BR, then EH doesn't stress you.
Also, the only sensor as bad as Enhanced Scopes on a high-PS Phantom is the Accuracy Corrector. If you're going for annoyance, I'd consider Sensor Jammer, m'self.
Fire Control System and Rec Spec come to mind.
What is so "annoying" about that build? I'd say if the original build is to be considered "annoying" it is going to be for its owner who may be very displeased with it.
Enhanced Scopes? WHY do you want to move first when you have no idea where anything else will end up? You often see Veteran Instincts used on the named Phantoms for two reasons: one is they shoot earlier making ACD kick in faster but the other is that they move later allowing them to decloack into a more favorable position while leaving the opponent limited response time.
As already mentioned Expert Handling is pretty much junk on the Phantom. Oh it can allow you to dodge a Fire Lock every now and then but that doesn't mean much and is even worse when you would need to do it before anyone gets the chance to TL in the current round. Remember that EH requires an ACTION to use as some get to think it allows a BR anytime.
Mara may actually be interesting, IF you could move knowing where the enemy will be so you could actually get a few ship within the required R1 while not leaving Echo open to attack.
That Whisper build mentioned is pretty annoying although adding Rebel Captive instead of Gunner could be as annoying in a different sense.
Echo, vi, acd, sensor jammer, rebel captive.
It can be anywhere and it just doesn't die unless you're ps8 or higher.
Sigma, Stygian, Mara Jade. Decloak, move, cloak, have four green dice and two evades, stress everyone. Only shoot when you can't be shot at.
Expert handling is horrible. You never want your phantom stressed and you already have barrel roll.
Range 1 is risky if facing turrets, which you will almost certainly see at a tournament, be it a falcon, dash, or decimator. Mara jade is better on a decimator or shuttle
Enhanced scopes is also no Bueno. Phantoms want to move last so they can line up shots and/or arc dodge
EH only stresses if you don't already have BR action.
One evade. Stygium doesn't give you an evade token, it lets you take an evade *action*. You can't do two of the same action in a turn.
Ah, missed that. Still, fairly tricky to kill.
I can see Sensor Jammer replacing Enhanced Scopes to help make Whisper even more frustrating to target.
I think getting Mara into range 1 means you want to move last, not first, though causing opponents to bump into my Phantom is so enjoyable.
I get what you're going for. I dig it.
Not sure annoying is what you want to go for. Powerful or fun are the usual targets.
Your standard TIE phantom is the ACD (Advanced Cloaking Device) elite named phantom. Because the TIE phantom has so many upgrade options there are a lot of viable builds.
You've got 5 decisions when designing a TIE phantom: modification, pilot card, EPT (elite pilot talent), Sensor Upgrade, Crew Upgrade.
Modification
There's only one thing you'll take here: Advanced Cloaking Device. This upgrade is the lifeblood of the elite phantom and determines its entire playstyle: decloak, move, shoot and recloak all in one round. It gives you the ability to recloak when you shoot and this is utterly invaluable: you get to decloak every turn, giving you a huge maneuverability boost, you get to shoot every turn (without sacrificing cloaking) while letting you make maximum use of that collosal firepower rating of 4, and most importantly you're always cloaked against ships of lower pilot skill, giving you an effectively 4/4/2/2 statline that can punch through most defences and is a nightmare to take down.
Pilot
ACD is entirely dependent on pilot skill: the higher your pilot skill the more enemy ships facing a 4/4/2/2 statline from your phantom (nigh indestructible while your luck holds) rather than a 4/2/2/2 statline (durability of a 12pt Z-95 Headhunter). Therefore you want to maximise your pilot skill. Pilotwise you're really looking at Whisper and Echo. Both are excellent pilots: Whisper is more survivable thanks to the free defensive focus and has a slight pilot skill advantage and Echo can dance around the board with near impunity but is vunerable to PS9 pilots.
Elite Pilot Talent
Veteran Instincts is so commonplace people treat the named phantoms as being PS8 and PS9 and not having EPT slots. Veteran Instincts is almost a given on phantoms. If you don't have Veteran Instincts (which means you're one of the unlucky people without a Millenium Falcon or a Firespray-31 (the Firespray being one of the most enjoyable ships to fly in the game in my opinion) and your opponent won't let you proxy Veteran Instincts then go with an EPT that doesn't provide stress tokens. Phantoms loathe stress as it stops them recloaking and limits their maneuverability: a predictable, decloaked phantom is a dead phantom. Outmaneuver would probably be fairly good.
System
Not a vital slot to fill but the Sensor Upgrades are bargains so it's worth looking at them.
Advanced Sensors: This much loved upgrade lets you take your action before moving, meaning you can take an action before K-turning or making a maneuver that would hit another ship. The TIE phantom is one of the few ships on which Advanced Sensors isn't as good: the Lambda Shuttle and B-wing are the best ships for Advanced Sensors. It isn't a bad choice though.
Fire Control System: Insanely cheap upgrade that gives you a free target lock, plus as your phantom can't target lock natively it gains an action it wouldn't otherwise have. If you're not set on a Sensor Jammer this is the one to go for in my view.
Sensor Jammer: Pricey but more and more people are coming to love this upgrade. It forces your opponent to spend their focus token on offense if they have it, meaning they can't use it to attack, weakening them. If they don't have a focus token or don't save it for offence then it saves a hit for your phantom.
Enhanced Scopes: Don't even consider it for an elite phantom. Enhanced Scopes is for ships that don't want to be blocked and don't need to know where the other ships have gone first: it's mainly for the Lambda Shuttle. The phantom is a nightmare to block because it can decloak in so many directions and, as an "arc dodger" ship, wants to know where the other ships have gone first so it can avoid ending up in their firing arcs.
Crew
The main two are Recon Specialist and Rebel Captive, although most crew are good options as long as they don't stress you.
Recon Specialist: Makes your focus action give you two tokens so you can spend focus on both attacking and defending (or twice on defending) Echo needs this the most as otherwise, if she spends her focus on attack, she hasn't got a token to modify her defence dice, making her significantly more vunerable to enemy fire and reliant on good luck.
Rebel Captive: A community favourite on Whisper: the first ship to shoot you gets stressed. Your opponent has to shed that stress or lose his actions, making their ship less maneuverable and easier to dance around.
Weapons Engineer: Only if you have Fire Control System, but it's a fun option. Every time you shoot, you get to target lock the ship you shot at and another ship. Helps mitigate FCS's predictability and set up your next attack: your opponent won't know which of those two ships you're going to go for.
Intelligence Agent: Very cheap option that lets you look at the dial of a nearby ship before you move. Invaluable against higher pilot skill pilots.
Mara Jade: A new option that's not yet been fully explored. I expect Mara's going to be interesting.
There's another phantom build starting to appear that's a bit more demanding on skill and throws phantom logic out the window: it's called the Six Sigma.
Sigma Squadron Pilot
Stygium Particle Accelerator
Intelligence Agent
Enhanced Scopes
The Sigma Squadron Pilot is low pilot skill and thus not great ACD material. It instead drives hard in the other direction: Enhanced Scopes means it counterintuitively moves first. However, thanks to Intelligence Agent it knows exactly where the opponent is going in a less maneuverable ship and can both block (where you fly where they're going to be so that they lose their action) and arcdodge higher PS ships. It's less powerful as it can't cloak and shoot every turn and it requires a fair bit of skill to pull off, but it's much cheaper than Echo or Whisper and you can fit more of them in a list. One of the Worlds Lists this year was by the guy who came up with this phantom and featured Echo and two of these.
I love the idea of Mara Jade on a phantom.
HOWEVER,
right now, alot of people are flying smaller lists. Swarms are old news, double decimators and Outrider/Falcon combos are the new rave. They are fun, they are pretty, and they are brand new. Any of the "Swarm Buster" type cards aren't going to really be useful for awhile. This means assault missiles, ion Torpedos, and the lovely red-headed Miss Jade.
I love the idea of Mara Jade on a phantom.
HOWEVER,
right now, alot of people are flying smaller lists. Swarms are old news, double decimators and Outrider/Falcon combos are the new rave. They are fun, they are pretty, and they are brand new. Any of the "Swarm Buster" type cards aren't going to really be useful for awhile. This means assault missiles, ion Torpedos, and the lovely red-headed Miss Jade.
I feel you, but action economy hates stress, n'est pas?
From my experience as a redhead - little seems to be more stressful for others than we.
Edited by bubblepopmeiWhat is the most annoying build for the Tie Phantom?
Best I could think of is
"Whisper" 32
Expert Handling 2
Enhanced Scopes 1
Mara Jade 3
Advanced Cloaking Device 4
Can anyone think of any more annoying builds for it
please bear in mind that I am a beginner
can can some build me a annoying list please for the GE
Gunner
Veteran instincts
Fire control systems
Advanced cloak
Is real annoying
You don't want expert handling cause you can already barrel roll, and that gives stress which is a big nono with phantoms
Also enhance scopes on whisper is another big nono. As you want to move last, to see where your opponent has moved.
With gunner and etc you can
Decloak
Move
Take evade for action
Attack
Gain target lock
If missed use gunner
Shoot again, back by target lock.
Hit
Gain focus
Recloak
You have an evade and focus back with 4 dice
Hardest to kill?
Whisper + Lonewolf + Sensor Jammer + Flight Instructor + Advanced Cloaking
You loose out on initiative, but you make up for it on not dying if you have a poor defence roll. I have lost too many Phantoms to 3+ blank rolls. Lonewolf will let you do something about one blank, maybe Flight instructor another. Sensor Jammer really helps some times.
Also, Expert Handling does not stress out a Phantom as they can barrel roll.
Edited by ZoccolaThe most annoying way I can think of, is setting them up as caltrops outside someones bedroom after they go to bed, between them and the bathroom.
Sure they'll likely wreck the model, but they're pointy and would hurt worse then legos...
Edited by VanorDM
What is the most annoying build for the Tie Phantom?
Best I could think of is
"Whisper" 32
Expert Handling 2Enhanced Scopes 1Mara Jade 3Advanced Cloaking Device 4Can anyone think of any more annoying builds for itplease bear in mind that I am a beginnercan can some build me a annoying list please for the GE
Haha, I like it. I had a similar idea with Fleet Officer for a constantly cloaked fleet support element.
Take a normal phantom, throw mara in it, take sensor jammers, and whatever modification is best for tankyness while remaining cloaked. Then, proceed to ram them and get in their way, and stress the crap out of them!
The most annoying way I can think of, is setting them up as caltrops outside someones bedroom after they go to bed, between them and the bathroom.
Sure they'll likely wreck the model, but they're pointy and would hurt worse then legos...
No, nothing can hurt more than legos.
Most annoying Phantom in a list? How about:
"Echo" (30)
Veteran Instincts (1)
Sensor Jammer (4)
Rebel Captive (3)
Advanced Cloaking Device (4)
Carnor Jax (26)
Push the Limit (3)
Captain Kagi (27)
Enhanced Scopes (1)
Total: 99
Unless you are like VI Dash or Han, good luck trying to kill Echo when you are getting arc dodged, can't focus, can't TL her, lose a hit each shot automatically, and get stressed even for trying. That sounds frustrating to me.
I prefer:
Echo (30)
Veteran Instincts (1)
Recon Specialist (3)
Advanced Cloaking Device (4)
Using the system upgrade is not really necessary from my point of view, but if you really want to:
Fire Control System (2)
Never make a Koiogran, Phantoms don fare well under stress
Whisper
-FCS
-ACD
-Gunner
-VI
Yorr
Fel
-PTL
-AND-
Whisper
-FCS
-ACD
-Gunner
-VI
Yorr
2x Academy TIEs( either had upgrade or stealth, can't remember)
First tournament was a copy of the winning Nationals list. I loved Yorr and Whisper, but Fel would almost always get ganged on and taken out pretty early. (I also forgot to use Fels ability the first 2 rounds of the tournament. I don't own Fel because I can't find any interceptor packs near me, so I hardly ever play him). 2nd tournament I decided to try it again, but instead switched out Fel for some blockers. I liked this much more since the academies can get in the mix and block actions(worked really well against Oicunn, with expose/experimental interface. He only exposed once before Whisper killed the decimal or). Had a funny round where I played against 3 defenders that were a using their white K turn, and I just started K turning right back with my academies, using Yorr to absorb the stress. The option is there to K turn the phantom, but it's a weird (risky)maneuver to judge seeing as how you have to be within range 2 if Yorr after you decloak/K turn and if you misjudge, you lose.
The phantom/Yorr combo is pretty nice combo I've been able to go 3-1 both tournaments, both losses were super close games. I've been running this since my big fear now is coming across a decimator with Rebel captive(ironically I have yet to see anyone running this at any of my tournaments).