When to pop the Phantom

By Kasuvari, in X-Wing

I've been playing the Ghost/Phantom this week, and have really liked playing a Kanan/Sabine combination. The problem is, my Sabine w/ PTL & Kyle Katarn build that grants a stunning 4 actions per turn (see below) is useless when locked into the Ghost - and I'm having a hard time deciding when to pop the Phantom free.

If you pop too early, you loose the powerful double-attack of the Ghost. If you hold onto it too long - each turn that goes by reduces the points vs. use of the Phantom.

I've yet to find the sweet spot yet. What does the forum think?

Sabine (phantom) - dial green move / reveal dial / boost (1) / PTL for evade (2) / take stress / green move / Kyle gives focus (3) / action free for 2nd focus, or barrel roll (4) / end unstressed

I'm not sure there's an easily describable timing for this. It feels similar to many situations with Palpatine where you play the card enough to be able to react properly to the board. With the phantom from a purely tournament strategy standpoint if you can keep it inside the ghost the whole match you're better for it since they can never score points by killing it while it's docked. Realistically it's just gonna be playing by ear and deploying when you have the best chance to catch the enemy off guard I think.

Also I haven't played with it yet but I'm picturing a 4k deployment to flank as being a pretty nasty surprise, like a scarier bomb.

That's a sick combo you got going there.

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

That thread ended in sadness for 2 reasons:

1) adrenaline rush/Leia don't change the deployment maneuver color as it's not revealing a maneuver

2) those moves don't actually take you far enough to bomb the enemy lines successfully.

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

That thread ended in sadness for 2 reasons:

1) adrenaline rush/Leia don't change the deployment maneuver color as it's not revealing a maneuver

2) those moves don't actually take you far enough to bomb the enemy lines successfully.

3 reasons actually:

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

That thread ended in sadness for 2 reasons:

1) adrenaline rush/Leia don't change the deployment maneuver color as it's not revealing a maneuver

2) those moves don't actually take you far enough to bomb the enemy lines successfully.

Could you do the 5k with the ghost, 4k with the phantom using adrenaline rush and drop a mine as your action? You'd have to have Wren as a crew to do it. The distance covered would be 7 (5k) + 5 (4k) + 1 (mine drop) for a total of 12. Add 2 from the ghost's starting position for 14 and you should be able to drop a cluster mine in front of the opposition that would be hard to avoid.

3 reasons actually:

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

Diggity dang that does seem like a problem. Good thing to know.

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

That thread ended in sadness for 2 reasons:

1) adrenaline rush/Leia don't change the deployment maneuver color as it's not revealing a maneuver

2) those moves don't actually take you far enough to bomb the enemy lines successfully.

3 reasons actually:

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

Wish you would've mentioned #3 before I asked the previous question. :-)

Alright, I steam-rolled my own topic. =(

If you have dropped a Phantom, when have you done it?

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

That thread ended in sadness for 2 reasons:

1) adrenaline rush/Leia don't change the deployment maneuver color as it's not revealing a maneuver

2) those moves don't actually take you far enough to bomb the enemy lines successfully.

3 reasons actually:

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

Wish you would've mentioned #3 before I asked the previous question. :-)

The turn one bombing idea has already been hashed out on the forums ;) https://community.fantasyflightgames.com/topic/205670-round-1-bombing-your-opponent

Alright, I steam-rolled my own topic. =(

If you have dropped a Phantom, when have you done it?

I have played a dozen games with the Ghost/Phantom and I've undocked the Phantom on turn one in one game, never in another and everywhere in between. It's just a gut feel for me given the current game state. "Will I catch his ace in a bad spot?" "Can the Phantom make a killer block here?" "Am I getting more value out of the rear arc with the Phantom docked?"

Edited by hardbap

It's also just part of the conundrum of playing the Phantom I suppose. If you build a killer Sabine (as you have) you really want her on the table ASAP to start contributing. I'm going to try my next game with a vanilla Zeb docked to see how that changes my decision making.

Edited by hardbap

I read somewhere that if you Advanced Sensor the Ghost to move first, then 5k for your first move, and 4k the Phantom out with an Adrenaline Rush to make it white, you can clear the entire board in one move and drop a bomb right onto their starting position. I've been meaning to try this =)

That thread ended in sadness for 2 reasons:

1) adrenaline rush/Leia don't change the deployment maneuver color as it's not revealing a maneuver

2) those moves don't actually take you far enough to bomb the enemy lines successfully.

3 reasons actually:

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

Wish you would've mentioned #3 before I asked the previous question. :-)

The turn one bombing idea has already been hashed out on the forums ;) https://community.fantasyflightgames.com/topic/205670-round-1-bombing-your-opponent

I try and avoid reading most of the threads before ships are released. Misinformation, rumors, etc abound and I rather have a hard copy in my hands. Picked wave 8 up a week ago and still trying to figure out what to carry it in.

Alright, I steam-rolled my own topic. =(

If you have dropped a Phantom, when have you done it?

I have played a dozen games with the Ghost/Phantom and I've undocked the Phantom on turn one in one game, never in another and everywhere in between. It's just a gut feel for me given the current game state. "Will I catch his ace in a bad spot?" "Can the Phantom make a killer block here?" "Am I getting more value out of the rear arc with the Phantom docked?"

I still haven't gotten my Ghost yet, apparently CSI shipped via camel or something. So I am wondering why you undock the Phantom on turn one instead of just starting it out undocked?

Alright, I steam-rolled my own topic. =(

If you have dropped a Phantom, when have you done it?

I have played a dozen games with the Ghost/Phantom and I've undocked the Phantom on turn one in one game, never in another and everywhere in between. It's just a gut feel for me given the current game state. "Will I catch his ace in a bad spot?" "Can the Phantom make a killer block here?" "Am I getting more value out of the rear arc with the Phantom docked?"

I still haven't gotten my Ghost yet, apparently CSI shipped via camel or something. So I am wondering why you undock the Phantom on turn one instead of just starting it out undocked?

To slingshot the Phantom up the table.

5k Ghost

3 Bank Phantom deploy
Barrel Roll
Experimental Interface
Cluster Bomb/Conner Net all up in your opponent's grill now.
Maybe not the best (or smartest) play ever but hella fun. ;)
[EDIT] You can even Advanced Sensors/Boost the Ghost to get it a bit further up too.
Edited by hardbap

I've found the Ghost to be horribly crippled by undocking the phantom, so I tend to hold off until the Ghost is sitting on 3-4hp. I also build Sabine cheap, with just crackshot. I like a decent wingman like Biggs, Hobbie, Warden, Wedge or budget Poe, more than I like a superstar phantom.

Alright, I steam-rolled my own topic. =(

If you have dropped a Phantom, when have you done it?

I have played a dozen games with the Ghost/Phantom and I've undocked the Phantom on turn one in one game, never in another and everywhere in between. It's just a gut feel for me given the current game state. "Will I catch his ace in a bad spot?" "Can the Phantom make a killer block here?" "Am I getting more value out of the rear arc with the Phantom docked?"

I still haven't gotten my Ghost yet, apparently CSI shipped via camel or something. So I am wondering why you undock the Phantom on turn one instead of just starting it out undocked?

At a tournament, if you equippd the ghost and phantom tiltes in your list you *can't* start out undocked. The title cards specify for you to dock the phantom.

That's a sick combo you got going there.

Guri, eat your heart out...

I run a tooled up Sabine - PTL, Kanan, Dorsal. I tend to leave her in the Ghost as long as I can tbh - the additional shot and the rear arc is what the ghost is made for. Barrel into range one asap and shoot. Then, overshoot the enemy with a 1-2 move and shoot them again, bring it round to repeat.

The shuttle is very squishy, so I think it benefits from being docked. I usually try to empty it out at around one health, but I've also allowed it to leave a destroyed ghost if it's allowed me to pull off a range one shot from the Ghost's rear. Last time, the ghost was destroyed leaving a 3 health Sabine to fight a 2 health Y and a 1 HP Dengar. She took them both (Dengar thanks to a range one dorsal. She had 1 HP left by the end though!

3

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

Sure you can - The K-turn bearing tells you to use the front guides instead of the rear guides.

Look closely at the RRG under activation and Bearing, then re-read the deployment section. (It's probably going to require an FAQ)

Edited by Ravncat

I would wait until one of two things happens:

1) the ghost is very nearly dead already

2) you have hyper mobile enemies who keep coming at your sides and laugh off turrets (like a certain imperial baron). Nothing keeps an arc dodger honest like Sabine hard 2'ing into their face. Also gives you an on demand blocker.

In one of my games I deployed while Ghost was still sitting pretty with 8 hull, and most of the enemy had been wiped out. Launched Sabine, and then had a hell of a time keeping the enemy phantom in arc. Sabine also died, so if it had been a tournament it would have really messed with my MOV.

Also, this is my bad from flying the outrider too much. The ghost does not have green one banks, so once you launch the phantom, get ready to rely on your turret (which sucks with a dorsal turret) or break out the 5k. Who says jousting is dead? You just happen to be driving the semi in this particular game of chicken.

Edited by FatherTurin

3) You can't 4k the Phantom when undocking. The undocking rules specify that you must place the movement template in the rear guides of the undocking ship, the Phantom in this case.

You sure about that? Because I thought it was the Ghost that the card specified the rear guides for. Furthermore, K-turns say to use the front guides where you'd otherwise use the rears. Seems very unintuitive. FAQ bait methinks.

As for when to undock the phantom, when the Ghost's double attacking ability becomes less valuable than the Phantom's presence and when you have an optimal positioning for launching it. Also don't launch it when something's hanging around that'll have an easy time killing it.

Essentially wait for the point in the match where a PS5 arc dodger is more useful than a turret.

Edited by Blue Five

Fly a second Attack Shuttle. Park Zeb in the Ghost for 18 points and leave him there. Let your other Attack Shuttle do some work.

Fly a second Attack Shuttle. Park Zeb in the Ghost for 18 points and leave him there. Let your other Attack Shuttle do some work.

That's my single ghost list. I've got a docked ezra (using zeb crew) and a tooled up sabine alongside.