Phantoms versus TLTs

By numb3rc, in X-Wing

I tried searching for this but I didn't see any relevant threads so I will start a new one.

How have you seen Phantoms effectively used in today's meta versus TLTs and PS 10-11 Poes and Vaders? Both threats tend to pose a pretty big risk to the old-style Whisper with VI, FCS, and ACD, so I'm looking for your input on a few ideas:

  • Do Sensor Jammers stand up well to TLTs in your experience?
  • Does the Stygium Particle Accelerator pair well with Juke?
  • Is Agent Kallus or Rec Spec must haves for contemporary Phantom builds?
  • Do Sensor Jammers stand up well to TLTs in your experience?

Yes.

A Phantom with cloak up has 4(3/8) expected damage negation, while a TLT has 3(4/8) expected damage rolled. As you can see, that's an even split at 1.5 each.

Sensor Jammers screw TLTs in this match-up, essentially halving the number of attacks you'd have to face (as the unfocused attack basically doesn't matter anymore).

For that matter, SJ also screw TLTs off of their preferred action (Target Lock), for the times in which TL can be carried through a round of irrelevant dice results.

  • Does the Stygium Particle Accelerator pair well with Juke?

This combo may see play on Echo.... but it's not as solid as VI + ACD.

Stygium's mostly used on the generics, who don't have the Elite Talent slots.

  • Is Agent Kallus or Rec Spec must haves for contemporary Phantom builds?

Kallus is decent, Rec Spec is probably better depending on which Ace you're fighting, but there are 3 that you've forgotten that are still completely viable:

Intel Agent, ​Rebel Captive, and Gunner.

Edited by DraconPyrothayan

Apart from list building, it also depends on how you use your Phantom/s. Going up against any type of ship that fires 360 can be a pain for a Phantom and TLTs can be very effective. However, it is always a good strategy to have the enemy focus their manpower where you want them to. In this case, it is away from your Phantom. Ships that can equip TLTs are not very maneuverable so you can use asteroids to your advantage. It takes careful planning but it helps in making your ship harder to hit. As for higher pilot skills, you will want those ships to fire at other targets. Yes, a good opponent recognizes the threat of a Phantom on the board but should he ignore the rest of your squadron, make sure that such a decision will cost him. Plus, the comments made by DraconPyrothayan will help your Phantom survive when it gets attacked.

PS 10-11 aces are what Phantom fears the most.

Because without the extra 2 dice it's.... a Z-95 in terms of survivability >_>

ace doesn't really give a **** about SJ

ace doesn't really give a **** about SJ

Aces far prefer using their actions defensively, and therefore have a much harder match vs a SJ Phantom than a non-SJ Phantom.

SJ also hard-counters what is otherwise one of the Phantom's worst matches: Horton Salm (with VI droid, EU, and TLT).

It all of course assumes you won't roll four blanks which you will because green dice hate you.

I got stomped in the Final Four of a Store Championship this weekend by Whisper and Oicunn.

My list was:

Syndicate Thug

++Twin Laser Turret

++R4 Agromech

x2

Syndicate Thug

++Ion Turret

++Unhinged Astromech

++BTL-A4 Y Wing

x2

The match was going well for me for a while then he tpoker a Y wing a turn. I WILL say that I never run TLT without R4. The token economy is requisite for defeating high agility and Autothrusters.

As a general rule, when I use Phantoms (generic or unique) they always have SJ. Against TLTs I have found SJ very effective. Against aces....well that is a different story as usually they will take focus and use it to reverse the effect of SJ. This is where Rebel Captive, blocking the ace or running them through a dense rock field can be advantageous.

I keep thinking that if I _know_ a Phantom will lose the PS war, I might as well put Predator and Sensor Jammer on it. ADC will help against TLT generics, and Predator makes up for the lack of Gunner+FCS fun.

I got stomped in the Final Four of a Store Championship this weekend by Whisper and Oicunn.

My list was:

Syndicate Thug

++Twin Laser Turret

++R4 Agromech

x2

Syndicate Thug

++Ion Turret

++Unhinged Astromech

++BTL-A4 Y Wing

x2

The match was going well for me for a while then he tpoker a Y wing a turn. I WILL say that I never run TLT without R4. The token economy is requisite for defeating high agility and Autothrusters.

That has me curious

I got stomped in the Final Four of a Store Championship this weekend by Whisper and Oicunn.

My list was:

Syndicate Thug

++Twin Laser Turret

++R4 Agromech

x2

Syndicate Thug

++Ion Turret

++Unhinged Astromech

++BTL-A4 Y Wing

x2

The match was going well for me for a while then he tpoker a Y wing a turn. I WILL say that I never run TLT without R4. The token economy is requisite for defeating high agility and Autothrusters.

what was the whisper and Oicunn loadout?

That has me curious

From List Juggler:

Captain Oicunn + Emperor Palpatine + Ysanne Isard + Ion Projector + Predator

Whisper + Agent Kallus + Fire-Control System + Advanced Cloaking Device + Veteran Instincts

Thanks

Interesting build

Would have liked to seen that game.

I wonder did people chase the Phantom?

I wouldn't think Oicunn would be that hard to catch and focus down

Edited by Krynn007

Thanks

Interesting build

Would have liked to seen that game.

I wonder did people chase the Phantom?

I wouldn't think Oicunn would be that hard to catch and focus down

He hid the phantom in the corner for a while while I chipped away at the Decimator. When the Phantom engaged, I had 3 Y wings left. The game was over in 4 more turns. Score 29-100. Got oicunn down to 2.

Sensor Jammer is very strong against TLT. While I haven't played against a Phantom with it as yet, they worked fantastically well on an dual IG88 list I faced on Saturday. The IG with the Sensor Jammer was almost impossible to hit with any of my TLT shots.

Engine25, am I correct in assuming your opponent's Oicunn was running "fun" stuff like Intimidation (to reduce agility when ramming and using Oicunn's ability to inflict damage with rams), Mara Jade (to inflict stress on anything within range 1), and maybe even Anti-Pursuit Lasers and Saboteur just to be extra annoying?

If so, your opponent was running my favorite "Hammer and Anvil" tag team of Whisper and Oicunn in much the same way that I run this pair. Nobody wants to chase down a cloaked Whisper that is difficult to hit when a juicy Oicunn is slowly swimming around like a fat fish stuck in a barrel ... but as Ackbar says, "It's a trap!"

Yes, if you see a build like that and Whisper is hanging out on his own then arguably the best strategy is to avoid Oicunn and focus fire on Whisper even though it's painfully annoying to hit him while cloaked. If you get rid of the "hammer" (Whisper) first then the rest of your ships can turn and finish off the "anvil" (Oicunn) ... assuming Oicunn didn't get close enough to inflict much damage while you focused on Whisper earlier in the match.

Of course, if you do go after Whisper first then your opponent (if he or she is smart) will immediately move Whisper and Oicunn closer together so that you can't focus fire on Whisper without taking hits from Oicunn. So try to block Whisper using your lower pilot skill ships that move first so that you get at least one or two attack turns with multiple ships on Whisper without Oicunn ripping up your backside.

Sigma+Tac+Particle+SJ

Palpmobile with SJ

Jax

Get Jax to R1, Sigma at R2 and laugh. Blocking does the trick as well. Jax+SJ is my favorite combo in the game. Long live the Emperor.

Engine25, am I correct in assuming your opponent's Oicunn was running "fun" stuff like Intimidation (to reduce agility when ramming and using Oicunn's ability to inflict damage with rams), Mara Jade (to inflict stress on anything within range 1), and maybe even Anti-Pursuit Lasers and Saboteur just to be extra annoying?

If so, your opponent was running my favorite "Hammer and Anvil" tag team of Whisper and Oicunn in much the same way that I run this pair. Nobody wants to chase down a cloaked Whisper that is difficult to hit when a juicy Oicunn is slowly swimming around like a fat fish stuck in a barrel ... but as Ackbar says, "It's a trap!"

Yes, if you see a build like that and Whisper is hanging out on his own then arguably the best strategy is to avoid Oicunn and focus fire on Whisper even though it's painfully annoying to hit him while cloaked. If you get rid of the "hammer" (Whisper) first then the rest of your ships can turn and finish off the "anvil" (Oicunn) ... assuming Oicunn didn't get close enough to inflict much damage while you focused on Whisper earlier in the match.

Of course, if you do go after Whisper first then your opponent (if he or she is smart) will immediately move Whisper and Oicunn closer together so that you can't focus fire on Whisper without taking hits from Oicunn. So try to block Whisper using your lower pilot skill ships that move first so that you get at least one or two attack turns with multiple ships on Whisper without Oicunn ripping up your backside.

The list was posted above, featuring an Ion Projector variant. While that's probably not as much of an issue for PS2 Y-Wings who know exactly where Oicunn will be when they activate, Predator is another matter.

couldn't hit a freaking SJ palp shuttle with a stress Y; what chance would a TLT have against an SJ phantom :P?

I got stomped in the Final Four of a Store Championship this weekend by Whisper and Oicunn.

My list was:

Syndicate Thug

++Twin Laser Turret

++R4 Agromech

x2

Syndicate Thug

++Ion Turret

++Unhinged Astromech

++BTL-A4 Y Wing

x2

The match was going well for me for a while then he tpoker a Y wing a turn. I WILL say that I never run TLT without R4. The token economy is requisite for defeating high agility and Autothrusters.

what was the whisper and Oicunn loadout?

That has me curious

From List Juggler:

Captain Oicunn + Emperor Palpatine + Ysanne Isard + Ion Projector + Predator

Whisper + Agent Kallus + Fire-Control System + Advanced Cloaking Device + Veteran Instincts

Engine25, am I correct in assuming your opponent's Oicunn was running "fun" stuff like Intimidation (to reduce agility when ramming and using Oicunn's ability to inflict damage with rams), Mara Jade (to inflict stress on anything within range 1), and maybe even Anti-Pursuit Lasers and Saboteur just to be extra annoying?

If so, your opponent was running my favorite "Hammer and Anvil" tag team of Whisper and Oicunn in much the same way that I run this pair. Nobody wants to chase down a cloaked Whisper that is difficult to hit when a juicy Oicunn is slowly swimming around like a fat fish stuck in a barrel ... but as Ackbar says, "It's a trap!"

Yes, if you see a build like that and Whisper is hanging out on his own then arguably the best strategy is to avoid Oicunn and focus fire on Whisper even though it's painfully annoying to hit him while cloaked. If you get rid of the "hammer" (Whisper) first then the rest of your ships can turn and finish off the "anvil" (Oicunn) ... assuming Oicunn didn't get close enough to inflict much damage while you focused on Whisper earlier in the match.

Of course, if you do go after Whisper first then your opponent (if he or she is smart) will immediately move Whisper and Oicunn closer together so that you can't focus fire on Whisper without taking hits from Oicunn. So try to block Whisper using your lower pilot skill ships that move first so that you get at least one or two attack turns with multiple ships on Whisper without Oicunn ripping up your backside.

That was his list, in the first quoted bit. Both ships had some new stuff, but not likeep the build you mentioned.

couldn't hit a freaking SJ palp shuttle with a stress Y; what chance would a TLT have against an SJ phantom :P?

Well, if a Stress Y is stressed it sure isn't dropping focus tokens to counter SJ, but almost any stress on the Phantom is bad news and that's hard enough for it to deal with.

A shuttle, on the other hand, is pretty accustomed to stress.