I've been bragging (shut up I'm proud) of my recent top 4 finish with 2 bandits, 2 rookies, and Keyan farlnader (Adv sensors, stay on target) lately, which included beating a whisper list in the top 8.
Tonight, I decided to try the same strategy for the imperials.
I flew 2 academies, 2 naked saber squadron interceptors, and darth vader with proton rockets and elusiveness. All the point values were equal, and I flew them exactly the same as I did the rebels.
I was able to kill echo in 2 consecutive games within 3 rounds. Now, it wasn't an optimal echo. If my memory serves, she was kitted out with expose, FCS, weapons engineer, and adv. cloaking.
Expose was a fun choice, and it wiped an earlier rexler/Jonus/OGP build I used. But that's not the point.
The point is:
"Phantoms can't be beaten by generics
Interceptors without PTL/autothrusters are useless.
Rookie x wings can't compete
Turrets can't be beaten"
Is all a load of crap.
If I can chase down 3 different phantoms, armed with a handful of generic fighters, then guess what? So can you.
Take a handful of ships, and slowly fly them in which ever direction the phantom is moving. It's not hard to start, as the first moves a phantom makes are generally broad, covering a lot of ground. Once it's fully committed to a flight path, it will get antsy and come to you, forcing it to be more aggressive and less defensive. Then you've got 3-5 ships to shoot at it, and by the 3rd ship it won't have any tokens left and will be at the mercy of its green dice. With that many ships, it's pretty easy to block up decloak lanes and get the shots you want.
Edited by nikk whyte