Hi folks, looking for some advice for taking out the darned phantom. I tried using Dash Rendar with the YT 2400 (Outrider, Mangler, Han Solo), thinking the 360 degree turrets would be a sure bet, but between the lethal and disappearing phantom, the tie swarm and interceptors my rebel squad (150 pts) ended up getting its rear kicked. Should one go after the phantom first or take out the weaker ships? Should a certain ship go specifically for the phantom? Licking my wounds...
What's the best way to take out the phantom?
R3-a2 on a TLT or ICT Gold Squadron w/BTL-a4
in short, double-stress at either range 2-3 or range 1-2
double-stress = no ACD on the following turn = pretty ****** phantom
alternative is just hammer it with a lot of dice. Without thrusters, even four greens are incredibly fallible
Getting Torkhil Mux into Range of him is pretty hilarious. He shoots last, so everyone shoots him while he only has 2 dice.
Double stressing as FGD says or a PS 10 or 11 ace like VI Poe or Vader and shoot them while uncloaked.
Or both.
Lots of attacks works too but is dependent on getting the Phantom in arc which isn't always easy.
R3-a2 on a TLT or ICT Gold Squadron w/BTL-a4
in short, double-stress at either range 2-3 or range 1-2
double-stress = no ACD on the following turn = pretty ****** phantom
alternative is just hammer it with a lot of dice. Without thrusters, even four greens are incredibly fallible
In addition to this, you can also try the old PS10/11 bid thanks to veteran instincts. Take a ship that has higher pilot skill than the phantom so you are shooting at it before it can cloak up again.
Alternatively, you can also try blocking it with your YT-2400. Although that doesn't stop Whisper unless you manage to do it in such a way that she has no shots at any of your other ships (can't re-cloak, so only 2 green dice against whatever has her in arc...)
oh right, can't believe I forgot THE counter
probably because it's Imperial Only ![]()
Rebel Captive will stress the Phantom before ACD can kick in. It's the hardest counter there is
but, as mentioned, higher PS (or ps bids) will work just fine
Edited by ficklegreendiceEffective anti-Phantom options include:
Roark Garnet to hand out PS 12 (plus Swarm Tactics, for two PS 12s!)
Any PS 9 with initiative
Any PS 10+ Ace
Stress (R3A2, Tactician, Rebel Captive, Imp Kath) -- great at PS 9+, or in a double stress build (R3-A2/TLT/BTL-A4 or Tactician/Gunner or Kath/Gunner)
Vader crew (esp. w/ Gunner)
Feedback Array
Lt. Blount w/ Advanced Homing Missiles
Maj. Rhymer w/ Deadeye & Advanced Homing Missiles (Extra Munitions & Munitions Failsafe optional)
Nera Dantels w/Deadeye & Flechette Torpedoes (Extra Munitions & Munitions Failsafe optional)
2 or more TLTs (green dice eventually fail)
Note that many of these are equally effective against any high PS (8+) ace.
Edited by Hawkstrike