low PS Tie Phantom competitive?

By Shot in the Dark, in X-Wing Squad Lists

Trying to fit in two low PS phantoms into a squad. This 4 dice attacks are so appealing. So perhaps this

TIE Phantom: Sigma Squadron Pilot (25)

Sensor Jammer (4)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE Phantom: Sigma Squadron Pilot (25)

Sensor Jammer (4)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE Avanced Prototype: · The Inquisitor (25)

Push The Limit (3)

Autothrusters (2)

TIE/v1 (1)

Or the Soontir list

TIE Phantom: Sigma Squadron Pilot (25)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE Phantom: Sigma Squadron Pilot (25)

Fire Control System (2)

Stygium Particle Accelerator (2)

Recon Specialist (3)

TIE Interceptor: · Soontir Fel (27)

Push The Limit (3)

Autothrusters (2)

Royal Guard TIE (0)

Stealth Device (3)

Other suggestions? Or should I just move on and give up on low PS phantoms, maybe just 1?

I wish the stygium particle accelerator was a system upgrade otherwise it seems like such a pointless card

I wish the stygium particle accelerator was a system upgrade otherwise it seems like such a pointless card

Are you kidding??? Its great for the low PS phantoms. For 2 points you stop 1 damage multiple times more often than not!

Here's a pretty good generic phantom list:

Carnor Jax w/ push the limit, title, autothrusters & hull = 34

Sigma w/ sensor jammer, rebel captive & Stygium particle accelerator = 34

Sigma w/ sensor jammer, intel agent & stygium particle accelerator = 32

100

Imho, this is the BEST version of this particular list. I've tried double tactician, double intel agents and even double recon specialist (by dropping hull off Jax). This is the most effective though. SJ + SPA are an excellent combo for keeping your ships alive (in conjunction with Jax). You need Hull on Jax because your opponent wants to kill him first most likely (despite the phantom's 4 dice attacks). The only weakness of the list is palp + aces is tough to beat unless you get a block and erase an ace early on. Jax is good against Soontir, but your opponent will try very hard to kill Jax quickly, so you have to be careful to keep him alive.

Edited by blade_mercurial

I agree with Blade Mercurial.

If you want to play around with them, I recommend keeping them relatively cheap, and offering your opponent a choice of compelling targets. They are squishy.

The other fairly decent sigma squadron is running four of them naked.

Carnor Jax w/ push the limit, title, autothrusters & hull = 34

Sigma w/ sensor jammer, rebel captive & Stygium particle accelerator = 34

Sigma w/ sensor jammer, intel agent & stygium particle accelerator = 32

100

Just curious, is there a reason you prefer Hull Upgrade over Stealth Device on this Jax?

Carnor Jax w/ push the limit, title, autothrusters & hull = 34

Sigma w/ sensor jammer, rebel captive & Stygium particle accelerator = 34

Sigma w/ sensor jammer, intel agent & stygium particle accelerator = 32

100

Just curious, is there a reason you prefer Hull Upgrade over Stealth Device on this Jax?

Jax abillity works at range one. Hull upgrade makes him more survivable up close. Stealth Device encourages being at range three and at range one is almost a waste of 3 points. At least in my experience.

Carnor Jax w/ push the limit, title, autothrusters & hull = 34

Sigma w/ sensor jammer, rebel captive & Stygium particle accelerator = 34

Sigma w/ sensor jammer, intel agent & stygium particle accelerator = 32

100

Just curious, is there a reason you prefer Hull Upgrade over Stealth Device on this Jax?

I find you need to BR + Boost sometimes to get Jax where you want him. With no tokens for defense, if he is getting shot, I'd rather just have the extra hull since stealth is less reliable in that instance. Its very situational of course, but I only really consider stealth if a) Palpatine is in the list and/or b) its Soontir Fel (although I do like target comp on him, so even then...)