When to pop the Phantom

By Kasuvari, in X-Wing

Only honest answer anyone can give is "it depends" because it's a fluid situation different game to game.

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.

I'm very sure about the wording on undocking. How this interacts with a kturn is for the FAQ I suppose.

3. Take the docked ship and place it at the opposite end of the template, sliding the rear guides of the docked ship into the opposite end of the template. This counts as a maneuver. If this maneuver causes the docked ship to overlap an obstacle or another ship, it follows the normal rules for overlapping. If this causes a situation in which the docked ship cannot be placed in the play area, the docked ship is destroyed.

Would Sabine pilot be able to use her boost or barrel roll when she's undocking?

Would Sabine pilot be able to use her boost or barrel roll when she's undocking?

No - she's not on the field to roll or boost.

Would Sabine pilot be able to use her boost or barrel roll when she's undocking?

Where would you place the pre-move template??

Would Sabine pilot be able to use her boost or barrel roll when she's undocking?

Where would you place the pre-move template??

Your could do a boost first (say 1 straight) to exit the Ghost, then move - but I doubt that was what the designers planned, so it will probably be FAQed.

Your could do a boost first (say 1 straight) to exit the Ghost, then move - but I doubt that was what the designers planned, so it will probably be FAQed.

No FAQ needed. Her ability triggers before you reveal your maneuver. With deployment rules, it specifically states that you don't reveal a maneuver.

Also, until the ship is deployed, it doesn't exist and none of the abilities can be used. The ship isn't deployed until the deployment process is complete. Ergo, no pilot ability on deployment. Not really necessary either, since you can select whatever maneuver you please knowing the position of ships that have moved already, and just barrel roll after if needed. That being said, I can't imagine a scenario where I would want to deploy the shuttle and not use a hard 2. Anything else that a shuttle could shoot at, the rear arc could handle better.

Edited by FatherTurin

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Hello Michael,
In response to your rules question:

Rules Question:
Can the Phantom perform a K-turn when undocking? The undocking rules specify "rear guides of the docked ship" which leads me to believe that it cannot do a K-turn when undocking. Thanks! 3. Take the docked ship and place it at the opposite end of the template, sliding the rear guides of the docked ship into the opposite end of the template. This counts as a maneuver. If this maneuver causes the docked ship to overlap an obstacle or another ship, it follows the normal rules for overlapping. If this causes a situation in which the docked ship cannot be placed in the play area, the docked ship is destroyed.

The use of the language of “rear guides” is the same language used when explaining how to execute a maneuver. Some maneuvers (such as Koiogran turns) break this rule and use the front guides instead. A deploying ship can choose any maneuver on their dial.
Thanks for playing,

Frank Brooks
Associate Creative Content Developer
Fantasy Flight Games
Edited by hardbap

What was your build for Kanan?

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

Kyle *assign* you a focus token. That's not a focus action, therefore PTL cannot be triggered a second time

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

Where does the fourth action come from?

After Sabine's free boost (1), then PTL Evade (2). Green dial removed stress so Kyle gives you a Focus (3). Do you still get a regular action Focus/Barrel Roll (4)?

Wow

Yeah, it's like a PTL BB-8 Poe: reveal green, barrel roll, PTL boost off of barrel roll, gain PTL stress, perform green maneuver, remove stress, focus as normal action.

It's just that Kyle crew gives you a focus for clearing stress, so even more action economy. Although I personally like the idea of Kanan to open up the dial more.

We, meaning I, need a book of combos!

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

Kyle *assign* you a focus token. That's not a focus action, therefore PTL cannot be triggered a second time

PTL is once per turn anyway, but this combo isn't using PTL more than once anyway. The final focus/barrel roll action is your regular, everyday, run-of-the-mill action that any non-stressed ship can take after a non-red maneuver.

As soon as possible. Use Boba Fett and shoot that stupid title right offa there before they undock. Should work nicely.

As soon as possible. Use Boba Fett and shoot that stupid title right offa there before they undock. Should work nicely.

Or just focus fire down whatever ship is carrying Fett first.

I would say deploy before you have hull equal to the potential damage you're enemy can dish out in one turn

I haven't used the Ghost yet, but I can imagine you could deploy the shuttle to block something behind you.

There doesn't seem to be a hard and fast rule about this. Obviously you want to deploy it before the Ghost dies so it doesn't lose health for nothing but you could gain more from having a separate ship out on the table instead of all of your firepower condensed into one ship.

AC autoblaster turret ghosts can't turret past range 1, but one could deploy the ghost in order to make such an attack possible as the Ghost flies away.

Having played a bit more with deploy, The time to deploy is based on one of 2 things, Are you using the phantom to power the phantom title or not?

If you are, then you're only wanting to deploy if
a - your ship is likely to explode due to incoming fire and this is probably your last chance to deploy without damage
b - you're ghost is moving out of turret range for the next few turns, and you can get shots by deploying
c - There's an opportunity to use deploy to block / catch a ship off guard / set up a kill zone.

If you're not running it to power turrets etc, then deployment is going to be something you'll want to do when it will set up a shot, set up a block or set up a flank. Having the 3 die (4 die at range 1) is also a strong threat to prevent chasers, so you'll want to leave it on board if your opponent is reacting heavily to it's existence, till its the perfect time to strike...

Note that deploying on a lower p.s. ship (lothal rebel) is better for blocking, and deploying on a higher p.s. ship can help you outmaneuver mid tiered aces - even though the phantom shuttle may be a lower p.s. ship - the carrier is what helps determine deployment.

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.

You totally CAN get far enough, but don't have to use the 4K deploy.

Pre-boost, 5K Ghost, deploy with a 2 turn phantom move.

Then Barrel Roll the phantom closer, then experimental interface to drop cluster mines. It'll be right in your opponent's face and they will either have to have done a 1 forward or have advanced sensors and barrel roll to avoid it.

It doesn't work however, if your opponent doesn't setup across from you.

In case b don't forget about the aux arc! More often than not you gain exactly what you had by deploying: A 4 dice attack. Sometimes even worse.

I have fallen in love with Ghost/Phantom/Biggs builds with Lone Wolf on the Shuttle where you can force am exacz targeting order on your opponent. Those obviously hold the Phantom until the last possible moment.