Wave 6: New Phantom Counters

By TIE Pilot, in X-Wing

Off the top of my head:

Torkil Mux: Phantom gets within Range 1-2 and it ends up at PS0 in the shooting phase, meaning every ship gets a shot at 2 agility.

Feedback Array: Makes Range 1 of Feedback Z-95s a no-go zone for the phantom unless they can kill it before it activates.

Autoblaster Turret: Ignores evade dice, but you need to get to Range 1.

Ten Numb + Mangler Cannon: Expensive but now rightly so now he has guaranteed critting ability without actions. Veteran Instincts allows him to beat phantoms on initiative but as he ignores ability jumping the decloak is less important, so other EPTs are also good options.

Andrasta, Aggressor and Bomb Loadout: Agility ignoring proximity mines everywhere!

Edited by TIE Pilot

Lately I've been mulling the possibilities of Ten Numb + B-E/2 + Recon Spec and Calculation: 2 focus for modifying the entire attack or on defense. Also, if you have the points to spare, you could pop HLC on that thing and do 4-dice, guaranteed crits - sounds like fun!

Lately I've been mulling the possibilities of Ten Numb + B-E/2 + Recon Spec and Calculation: 2 focus for modifying the entire attack or on defense. Also, if you have the points to spare, you could pop HLC on that thing and do 4-dice, guaranteed crits - sounds like fun!

Unfortunately, only one of Numb's crits cannot be blocked. So while calculation isn't a bad EPT for him, you're only going to do one unblockable crit per attack. I'd prefer VI+mangler on him so he can trump PS9, and still get the unblockable crit. In either case he's probably too many points, though.

I also have my doubts about Torkil's effectiveness vs. phantoms. He only goes at PS5, so phantoms may be able to dodge his area of effect reliably. It'll depend on the asteroids, other ships, etc, but this may be pretty hard to pull off. He also doesn't help with the arc-dodging aspect of phantom power. I'd list him as a soft counter. The same goes for AbTs, and feedback arrays; limited areas of effect make these soft counters.

They're still a lot better than nothing though!

For me, I'll be trying Xizor w/ VI, AT, AdvS, Inertial Dampener , and AbT S-Thugs. At PS9, and with AdvS, Xizor is also a soft counter to phantoms, and with autothrusters he can do well against turrets, too.

He only goes at PS5, so phantoms may be able to dodge his area of effect reliably.

Then you've made a large phantom no-go zone.

Vi N'dru Suhlak With a Hot Shot Blaster away from his allies would get a 4 dice Hot Shot for about 21 Points. Sure it all comes to initiative bid but it can cripple a phantom without being only Anti-phantom tech.

Emon could litter the field with three Proxy Mines for no flight zones.Thanks to that 3 straight and bank zones and the Andrasta title you have a mine field to set.

I forgot Andrasta's proximity mines! I'll add that.

This is the build I've been playing Emon with on Vassal lately -

Emon

Andrasta

Prox Mine x3

Recon Spec

Either Flechette or Ion Cannon (kind of depending on what other ships I have with him)
Experimental Interface

I successfully hit a M3-A the other night in the prior attack turn with an ion cannon shot through an obstacle, so it drifted forward, I moved Emon, focus for action, recon spec for prox mine, landed the mine on the ioned Scyk and watched as my opponent rolled hit-crit-crit and it died. He was not happy in the slightest.

Emon is my new favorite bro. I think his ability will be awesome for denying cloaking lanes too possibly, if you can plan it well.

Kavil with ICT is pretty decent counter. He is throwing 4 attack dice at anything out of arc. 4 red dice vs. 4 green dice means he'll likely get an Ion through. You can give him VI and EU to insure you get into range 2 and out of arc. However, he becomes even meaner with ABT. He's only 32 points with VI, ABT, EU, and Unhinged.

On the silly side of counters, Kavil with VI, Genius and a Proton Bomb. He'll move after Whisper, fly into him and BOOM. With any luck he draws a Direct hit.

I have found if I hide my 2 phantom models when my friends come over to play (they use my ships) then its really the best all around counter to the Phantom. :D

Feedback Arrays are definitely decent counters. If nothing else discourages them from taking range 1 shots at you.

feedbacks are really solid in numbers, but just having them is not enough. You have to abuse their positioning in order to corral the phantom into something more frightening (such as Xizor :)) and make up the difference in dice with your mini-swarm of mini-vaders ^_^

well, if all else fails, there's always PS 10 boba

Fel35

Sontir Fel w/ Push the limit, Royal Guard Pilot, Stealth Device and Autothrusters

Rear Admiral Chiraneau w/ Push the limit, Ysanne Isard, Rebel Captive, Darth Vader and Engine Upgrade

98pts and a good call for initiative, that you promptly give away. Fel is one of the best maneuvering ships in the game( yes even the Phantom). When Fel has the choice to move after Whisper he can adjust his position with boost and barrel roll. If you can get out of arc of Whisper but fail to get one back the Phantom won't be cloaked and is easier to track down. If Whisper can get a shot at Rear, Rebel Captive insures the Advance Cloaking Device won't trigger and cuts the mobility of the Phantom at the knee. Now that you made a soft target for Rear fire your shot and Vader the more often then not the killing blow.

Off the top of my head:

Torkil Mux: Phantom gets within Range 1-2 and it ends up at PS0 in the shooting phase, meaning every ship gets a shot at 2 agility.

Wrong: This happens at the end of the Activation Phase...

Darth Vader or even Howlrunner with Swarm Tactics make it an 8 or 9 again since that happens at the start of the combat phase.

That said, yes Phantoms have now to adjust to new tactics... it will now be more dangerous to flank with them... but more secure to fly in a swarm...

Also changing my Fire Control System for an Enhanced Scopes might negate your ability.. until end of Activation Phase...

About this i have to be honest im not sure... since it says in the FAQ that only the last recent change counts... but when im 0 already you dont change it... hmm... clarification anyone?

Some people have mentioned Emon and cutting off lanes but one very important aspect that it looks like no one has mentioned was Emon can nuke phantoms with andrasta and prox mines without even caring about cutting off lanes. With the huge area he is able to throw mines in it wont be very hard to move him into a position to hurl a mine directly on the phantom. Since he moves first you can plan your move accordingly. This gives him a rather hard counter to phantoms especially if you take multiple proximity mines (although I think I prefer 1 prox 2 seismic so you have more options against swarms ) since even one mine has a chance of killing a phantom outright.