So a few weeks ago I got a wild hair and decided to take an 86 point dual phantom list to a store championship. I thought it would be a fun experiment to see how it does...
The build:
Whisper (PS9, 44 points)
Recon Specialist - some thought there were better choices, but my theory was you need plenty of focus to defend against swarms and there are so many that you can't arc dodge them all.
Sensor Jammer - with 2 hull and 2 shields, every turn of the dice helps, especially since you can't reroll it.
Veteran Instincts - decloaked = death.
Advanced Cloaking Device - this doesn't really seem optional now does it.
Echo (PS 8, 42 points, same theory as above)
Recon Specialist
Sensor Jammer
Veteran Instincts
Advanced Cloaking Device
I clearly had room to fit in a Tie Fighter, but on the odd chance that someone else brought a low point dual phantom list, I needed to get initiative. And frankly, this was an experiment so why not max (or min) it out.
The results:
Match 1 - Han Solo in the Falcon with Veteran Instincts (PS 11) and Jan Ors in a Hawk also with Veteran Instincts (PS 10). Are you kidding me? Kryptonite right off the bat. Lost in round 2 or 3. Doesn't matter. The experiment wasn't looking so hot at this point.
Match 2 - Wedge with a Flechette Torpedo and two Blue Squad b-wings with Fire Control System. Knocked Wedge down right away with Whisper to his hull points, but he got a shot on Echo to stress him before Echo finished him off. Main threat gone, but the b-wings then finished off a decloaked, stressed Echo. Lots of great flying but cold dice 5+ rounds later (it was a long battle), the two b-wings had one hull each. Time was called for the last round and I needed to finish at least one more off for a win. Pulled off a great k-turn with Whisper so that only one b-wing was in range, fired first, missed (seriously missed a two green dice, via range 3, b-wing when rolling 4 reds!) and then was promptly destroyed. So it goes. Died trying.
Match 3 - Two Interceptors and three Tie Fighters, all lower PS than mine. Pulled off some great flying here. I may have rolled my defense dice a few times, but arc dodged amazingly. All enemy ships destroyed and lost none. Looking a bit better, but only two rounds left before they decide the top 8 and I'm mid-pack.
Match 4 - Dash (PS7) with Outrider and Heavy Laser Cannon, with two Rookie X-Wings. Managed to stay in the rear arc of Dash within range 1 for 3 rounds straight. Was really proud of that flying and finished him off. Whisper and Echo then finished off the X-Wings a few rounds later. OK, things are looking up.
Match 5 - Rear Admiral Chiraneau (PS8) with two Tie Interceptors (P4 or 3, can't remember). The good news was that Chiraneau fired after after Echo, meaning I'd be cloaked as long as I got a shot off. The bad news, I used sensor jammer on Echo against Chiraneau when at range 2 - you can't reroll it, but you sure can flip that red focus to a critical. Dumb mistake and so long Echo - direct hit when flying with two hull. I managed to finish off the two interceptors on rounds when I didn't have a shot at the decimator, which I was trying to keep at range 3. But in the final rounds it came down to the wire with the decimator. He had two hull and I had two hull on Whisper. I shot and got one hit with 4 reds (come on!), he shot and got a critical through my 4 greens and a focus. Critical induced a stress, leaving me with one hull. Needed to get distance and lose that stress, so I decloaked forward on the next round, moved a green 4 forward, and recloaked since he wasn't in arc. Should be safe at range 3 with 5 green dice right? Nope. End of game, but a fun one.
So in the end I finished in the middle of the pack, but I did learn quite a bit about phantoms and their weaknesses against any pilot skill ship. It was a fun experiment, but I won't run it again. :-)
I was also impressed by how may players were unfamiliar with Phantoms. So, my advice to beat Phantoms after having been beaten a few times:
1. Induce stress - this limits cloaking actions and greatly reduces movement options after decloaking.
2. Turret weapons with full range 1-3 ability - you have to stay within range to attack, so this always places an attacking phantom at risk of bad dice even if they are cloaked.
3. Higher pilot skill - you will catch them decloaked and 2 green dice are very weak defense.
4. Block the decloak - it is much easier to guess a decloak direction than the move after it.
5. Maneuver your firing arc to mirror where the phantom currently is, but at about range 1 behind it's current position - this may require a k-turn, but Whisper almost always moves forward somewhat and Echo can only slide back a little. Thus, the phantoms are locked into mostly forward movement relative to their current facing. If you are between range 1-2 behind them and facing their rear, then there are reasonable odds that you'll have them in arc after they move. That's a little hard to describe, but hopefully made sense. Put a ship behind them on the mat and run some experiments with the phantom's movement and you'll see what I mean.
6. Just keep shooting - don't give up, bad rolls are bound to happen and you'll get one through.