Phantom discussion got me thinkin', and that's always dangerous.

By DraconPyrothayan, in X-Wing Squad Lists

Sigma + Sensor Jammer = 29 pts each, and they're nasty.

Two of them leave 42 points for your squad.

Should I:

A) Buff the Sigmas further, and include

-- Fel?

-- Whisper?

-- Vader?

-- Jax

-- A Third Sigma?

B) Build a 42 point Whisper?

C) Build two Tempests with Accuracy Correctors?

Of all the options, I think only the 3rd Sigma would be a bad idea. The rest could all work.

My preference is for Jax + 2 Sigmas due to the synergy of Jax' ability + Sensor Jammer.

I've only run the following in practice, but its quite potent:

Jax w/ PTL, title, autos & hull = 34

Sigma w/ SJ, SPA & rebel captive = 34

Sigma w/ SJ, SPA & intel agent = 32

100

Another idea would be a variation on Sigma 6:

Echo w/ VI, FCS, rebel captive (or recon spec) & ACD = 40

2 Sigmas w/ intel agent & sensor jammers

The idea here is that one Sigma blocks to deny actions, so any shots on the other Sigma cannot focus. Meanwhile Echo flanks and tries to stay alive for endgame. Now that I've had more experience with phantoms, I am finding rebel captive to be better than recon spec due to it allowing near auto-win vs high PS aces like Soontir, Jake, Whisper and even Vader doesn't like it.

Phantoms are awesome. I liked the nerf because it let me run Whisper without feeling bad about it.

Jax w/ PTL, title, autos & hull = 34

Sigma w/ SJ, SPA & rebel captive = 34

Sigma w/ SJ, SPA & intel agent = 32

100

Interestingly, I theory-crafted basically the same list a couple of days ago, but am yet to try it out.

Jax - PTL, title, thrusters, SU - 35

Sigma - SPA, SJ, IA - 32

Sigma - SPA, SJ, IA - 32

=99

I do like the idea of a rebel captive, 2 intel agents is possibly unnecessary, I think I will have to give your list a go. Any tips on how you fly it?

One bit of fun: a Sigma with Sensor Jammer, Stealth Device, and Mara Jade. Keep it cloaked, and run around stressing things -- it's points that are very hard to take off the board.

Interestingly, I theory-crafted basically the same list a couple of days ago, but am yet to try it out.

Jax - PTL, title, thrusters, SU - 35

Sigma - SPA, SJ, IA - 32

Sigma - SPA, SJ, IA - 32

=99

I do like the idea of a rebel captive, 2 intel agents is possibly unnecessary, I think I will have to give your list a go. Any tips on how you fly it?

I'm no expert, but I am thinking they should set up all together. You have options to split them off if necessary or run them at the opponent in a 'joust' (you won't be truly jousting though). Intel agents are pretty useful (even two) but I like the idea of rebel captive here----the stress really hurts certain ships like Soontir, Whisper/Echo and anyone using push the limit and even helps against fat turrets since they either give up their action to remain unpredictable, or take a green and risk getting blocked. Generally though, your opponent will shoot at the intel agent Sigma first. You can exploit this by cloaking up and using it as the blocker and then later, if the captive one starts getting damaged, they can switch roles. Meanwhile Jax should be getting in behind R1 of the enemy for better shots and making the Sensor Jammers shine.

Asteroid placement: you don't want clusters of asteroids to get in your way. If there is a group of asteroids close together, don't fly near them with your phantoms. Ideally, you want the fight to occur close to asteroids where they might get in your opponent's way, but not so close that they limit your decloak options (at least for the first turn of shooting).

If you set up opposite a jousting list, don't be afraid to run away. Hard 2 + cloak, then decloak + 4 straight takes your phantoms out of range of 5 straight twice in a row (or 5 straight + 3 bank). Jax can hard 2 behind them, barrel roll back to your board edge and boost straight. Then 4 green clears stress + another boost keeps him roughly in same vicinity as the phantoms. From here, you can use Jax as decoy, turning into the asteroids and see if the opponent follows (phantoms continue to flee one more turn and cloak up again). If the opponent takes the bait, phantoms can then k-turn or matador turn (1 hard + barrel roll back toward starting spot) as appropriate.

If your ships are set up opposite corner of the opponent, fly your phantoms to a nice open spot where asteroids are close but gives you enough room to keep decloak options open.

One bit of fun: a Sigma with Sensor Jammer, Stealth Device, and Mara Jade. Keep it cloaked, and run around stressing things -- it's points that are very hard to take off the board.

While that's true you are missing out on the phantom's greatest strength: 4 attack dice!

Edited by blade_mercurial

I recently had the idea of running 3 Shadows with ACD and Tactician. Kind of a high damage Panic Attack. Probably not too competetive, though.

I recently had the idea of running 3 Shadows with ACD and Tactician. Kind of a high damage Panic Attack. Probably not too competetive, though.

I was considering 2 tacticians instead of an intel agent and rebel captive on the list I posted above. The threat of double stress (or triple in the case of 3 shadows) is certainly tempting...

Problem is, for that purpose Panic Attack probably is supperior.

I really like this 3 Sigma list:

Sigma Squadron Pilot (25)
Sensor Jammer (4)
Intelligence Agent (1)
Stygium Particle Accelerator (2)

Sigma Squadron Pilot (25)
Sensor Jammer (4)
Recon Specialist (3)
Stygium Particle Accelerator (2)

Sigma Squadron Pilot (25)
Sensor Jammer (4)
Recon Specialist (3)
Stygium Particle Accelerator (2)

Total: 100

View in Yet Another Squad Builder

Interestingly, I theory-crafted basically the same list a couple of days ago, but am yet to try it out.

Jax - PTL, title, thrusters, SU - 35

Sigma - SPA, SJ, IA - 32

Sigma - SPA, SJ, IA - 32

=99

I do like the idea of a rebel captive, 2 intel agents is possibly unnecessary, I think I will have to give your list a go. Any tips on how you fly it?

I'm no expert, but I am thinking they should set up all together. You have options to split them off if necessary or run them at the opponent in a 'joust' (you won't be truly jousting though). Intel agents are pretty useful (even two) but I like the idea of rebel captive here----the stress really hurts certain ships like Soontir, Whisper/Echo and anyone using push the limit and even helps against fat turrets since they either give up their action to remain unpredictable, or take a green and risk getting blocked. Generally though, your opponent will shoot at the intel agent Sigma first. You can exploit this by cloaking up and using it as the blocker and then later, if the captive one starts getting damaged, they can switch roles. Meanwhile Jax should be getting in behind R1 of the enemy for better shots and making the Sensor Jammers shine.

Asteroid placement: you don't want clusters of asteroids to get in your way. If there is a group of asteroids close together, don't fly near them with your phantoms. Ideally, you want the fight to occur close to asteroids where they might get in your opponent's way, but not so close that they limit your decloak options (at least for the first turn of shooting).

If you set up opposite a jousting list, don't be afraid to run away. Hard 2 + cloak, then decloak + 4 straight takes your phantoms out of range of 5 straight twice in a row (or 5 straight + 3 bank). Jax can hard 2 behind them, barrel roll back to your board edge and boost straight. Then 4 green clears stress + another boost keeps him roughly in same vicinity as the phantoms. From here, you can use Jax as decoy, turning into the asteroids and see if the opponent follows (phantoms continue to flee one more turn and cloak up again). If the opponent takes the bait, phantoms can then k-turn or matador turn (1 hard + barrel roll back toward starting spot) as appropriate.

If your ships are set up opposite corner of the opponent, fly your phantoms to a nice open spot where asteroids are close but gives you enough room to keep decloak options open.

I got a couple of games in with this list today and it was so much fun! Beat Dash/Poe then Brobots and none of my ships died. I think the biggest part is knowing when to cloak and when not to.