Something...Different (Phantom/Bomber)

By cody campbell, in X-Wing Squad Lists

Hey guys

Has anyone ever tried a list like this? I'm pretty unfamiliar with these two ships (part of the reason why it was so attractive) but it sounds like a lot of fun.

This is for 100 point, standard tournament style. List is exactly 100 points, so no initiative bid.

Echo

Stealth Device

*Rebel Captive

Scimitar Squadron Pilot

Proton Rockets

Stealth Device

Scimitar Squadron Pilot

Proton Rockets

Stealth Device

Scimitar Squadron Pilot

Flechette Torpedos (x2)

I'm pretty sure I'm going to run this list just to try it out...there's enough unconventional stuff here to throw people for a loop and put them off balance.

The idea is...the Procket bombers are just as dangerous as Echo if ignored, and Im assuming my opponent would go for Echo first. Hopefully, Echo can get into situations where she won't have to cloak, but still get the extra defensive boost. Also, the bombers are resilient enough to take a few hits before going down. Echo is probably going to be in defensive mode initially and hopefully get the enemy to waste some attacks.

Concerns:

-Stealth Device. Bombers will lose it before they can get their rockets off, and it's not reliable enough to keep Echo safe.

-Low PS Bombers will never get their Prockets off. The fact that they require Focus means I can't get lucky with an action I took 4 turns ago. I may be spending my action barrel rolling or K-turning to get someone in arc, then never focusing.

-Flechette Torps will be useless. Anyone they can affect will just arc dodge.

It seems really fun, and on paper, could deal a lot of damage at once if all goes well. I was considering swapping Prockets/SD for Homing Missiles...that way, as mentioned earlier, if arc dodged, I could still get lucky with an old TL and not have as many range restrictions.

What do you guys think?

I just bought two bombers the other day and have yet to play them. I'm excited to see how hey perform given the concerns you listed.

Let us know!

Echo really needs ACD and VI for him to work well. SDs on a 2 agility ship won't last long either.

I'd either drop the SDs for Hulls, or drop them for ACD and VI on Echo so he can survive longer.

I love the thinking outside the box, but I'm pretty certain this specific incarnation won't quite work out. That echo will die insanely fast, as a phantom without cloak is just an expensive z95 in terms of durability. The bombers could be fun, but I'm not certain that relying on stealth device to make the rocket worth its weight is the safest plan either. In general stealth device is rarely/never worth the point cost on 2 agility ships, and phantoms live by abusing cloak for mobility and defense. Without cloak they just do not really work as ace ships, so you're better off just running the sigma for raw gun value.

By all means, try it and prove me wrong, but I'm not certain this is the list to go with.

Honestly, I did a similar list a while back, used low PS phantom and bombers.. you want prox mines on the bombers, and as others have said VI and ACD on Echo.. it was fun to run, and gave my opponents headaches as they didn't know who to shoot first... I fly bombers a lot and tend to prox mine some ships to death.. and phantoms are just trixy hobbits...

Also, never put a SD on a ship with less that 3 evade dice.. it just isn't worth it, trade those out for the ACD and with points left over move up to Cluster missiles.. 3 dice twice, is nice for stripping away tokens as long as your dice are good to you.. mine today were close to getting tossed in a fire pit.. but eventually came around.. lol

Edited by oneway

Maybe something like this?

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Intelligence Agent (1)
Advanced Cloaking Device (4)

Major Rhymer (26)
Veteran Instincts (1)
Proton Rockets (3)
Proton Rockets (3)
Stealth Device (3)

Omicron Group Pilot (21)
Darth Vader (3)

Total: 100

View in Yet Another Squad Builder

I was musing a while ago to run a Phantom together with Rhymer with Prockets. The idea is that Rhymer shoots 5 dice at range 2 while he has stealth device (which he might have, given that he shoots at PS9) All you need to do is give the opponent something else to worry about, perfect in the form of a Doomshuttle and Whisper.

Proton rockets are only 4 dice on a tie bomber like Rymer.

Soon you'll be able to save a point by turning your second proton rocket into the upcoming Extra munitions card... to replace the proton rocket you pulled. 99 gives you a bid for inititive on Rhymer over someone like soontier

Edited by Rakaydos

Take that stealth device off of Rhymer.. and use those points for the extra munitions.. SD on anything less than 3 evade dice is useless.. a waste of points.. or use the 3 points to put more upgrades on the shuttle.. I personally hate killing my pwn ship and giving my opponent the points in the match... I would trade vader for something else as well..

Take that stealth device off of Rhymer.. and use those points for the extra munitions.. SD on anything less than 3 evade dice is useless.. a waste of points.. or use the 3 points to put more upgrades on the shuttle.. I personally hate killing my pwn ship and giving my opponent the points in the match... I would trade vader for something else as well..

Proton rockets are only 4 dice on a tie bomber like Rymer.

Soon you'll be able to save a point by turning your second proton rocket into the upcoming Extra munitions card... to replace the proton rocket you pulled. 99 gives you a bid for inititive on Rhymer over someone like soontier

None of you got the point... Stealth Device increases Rhymer's agility, so Proton Rockets is 5 dice at range 2 while Stealth Device is on. With PS9, Rhymer will probably shoot with Stealth Device still on. It's a fun little gimmick, but it's 5 dice! As for the cost-effectiveness of Stealth Device, sure it's not stupidly cost-effective as on Soontir, but it pays for itself most of the time.

I'm a bit leery of the second Proton Rocket, of course, but the fact remains that is someone shoots the Bomber they're probably turned away from the Phantom, and they will suffer. The second proton rocket could become a Proximity Mine or a Seismic Charge (for even more initiative).

I like the ingenuity, but that's 7 points (VI, SD, PR) for a single 5-die attack (it's unlikely that Rhymer will keep the SD on for the time he gets to turn around and fire another PR), which only gets modified by a single focus (no rerolls :( ).

True, it takes the focus off of your Phantom for a couple rounds, but Rhymer will go down quickly having no defense boosts besides a single-use SD, and that will cost 36 points off your side. A 36-point decoy is an expensive diversion for only throwing 5 dice once and 4 dice on his next attack. And there are a lot of things that can go wrong to rob you of these PR opportunities; getting stressed (by either a crit, or your own having to do a K-turn, or by other stress-inducing activities), having your focus denied (Jax, Palob, or, less likely, Night Beast).

Perhaps...

2 x Sigma w/recons + ACD + FCS

2 x scimitar

100 pts

:)