Hi all!
Pretty obvious, but with Rhymer, their move after making a bombing run Comes handy: You move into the Edge of Blue range, bomb, retreat to safety avoiding antisquad fire.
Feel free to Share your ideas!
Hi all!
Pretty obvious, but with Rhymer, their move after making a bombing run Comes handy: You move into the Edge of Blue range, bomb, retreat to safety avoiding antisquad fire.
Feel free to Share your ideas!
I kind of want to experiment with using Lambdas as waypoints for the Phantoms to cloak back to before jumping in again for the attack.
Really I need to figure out attack timing so that Phantoms can jump in and harass a Yavaris fighter ball without risk of getting counter-attacked. I guess I have to go after Yavaris, but what if they have a lot of activations?
I'm also going to wait for the hilarious reports of these engaging Zs. The Phantoms will be blowing 4-point holes in capital ships and Zs will be one-shotting Phantoms. Hilarity!
I kind of want to experiment with using Lambdas as waypoints for the Phantoms to cloak back to before jumping in again for the attack.
Really I need to figure out attack timing so that Phantoms can jump in and harass a Yavaris fighter ball without risk of getting counter-attacked. I guess I have to go after Yavaris, but what if they have a lot of activations?
I'm also going to wait for the hilarious reports of these engaging Zs. The Phantoms will be blowing 4-point holes in capital ships and Zs will be one-shotting Phantoms. Hilarity!
Imperial squadron hulls are going to love Lambda Shuttles, I think. So much potential for abuse through the Gozanti platform. They take the Fighter Ambush, for example, and change it from "mildly annoying" to "terrifying threat."
I will use phantoms extra move to jump over fighter line. Usually my opponents put a large line of fighters in front of bombers. People put they bomber assets in such manner that fighter are in range of strike. I found thta they are so confident that they put this line in opponent fighter move range leaving gap between them and bombers with range of min 2. So you jump with move just behind those fighter line. No strike if you move in the last squadron move. then at the end you bypass those line and pin down bombers. Difficult to do but I found (without cloak)that this tactic (jumping over fighter line) mess with opponent plan. Usually this give my ships at least lower bomber runs number on them. Sometimes it buy them a round
for me a fell that the best way to use them would be to use that move to move into positions to take out key fighters like intel etc this is much more effective if you are first player thought.
Phantoms should have high survivability in theory.
You send them in to strike once the enemy is already engaged/locked down with some of your other squadrons, and then simply back them away at the end of the squadron phase.
Cloak occurs after the squadron phase. So first or second player doesn't matter so much.
Order of operations:
Activate ship, use squad command
Move and shoot at squad line with Phantoms.
Ship activation phase ends. Squad phase starts.
Squad line returns fire at phantoms. Bombers behind squad line have a chance to move.
Squad phase ends.
Phantoms move speed 1 however they need to to lock down priority squads (or rearrange so that they aren't swarmed by 2-3 squads each.
Whisper is a whole different beast. I'm just looking at generics.
move them so they are not in range of more then one other fighter or ship, so so they can attack without commands and your opponent can only move fighters or have fighter commands to use to move and attack.
simple I think
Moving to engage bombers is also a good idea.
Am I the only one perplexed by the Phantom's two red dice anti-ship value? How does the fluff support that? I know they don't have bomber, but that's still four potential damage against ships - superior to some ordnance equipped fighters. I can see cloaking helping with positioning relative to other fighters, but not how it would enhance their offence against ships (defence yes!).
Am I the only one perplexed by the Phantom's two red dice anti-ship value? How does the fluff support that? I know they don't have bomber, but that's still four potential damage against ships - superior to some ordnance equipped fighters. I can see cloaking helping with positioning relative to other fighters, but not how it would enhance their offence against ships (defence yes!).
I think its just it... its a total crapshoot... Sometimes they get forced away by fire before they can do something - every once in a while, they get close enough they fire through Shields into something critical...
It is all very abstract, after all.
Edited by Drasnighta