Depends on what you're using it for...
Nothing wrong with using it to get away after doing the bad stuff to the other guy....
Depends on what you're using it for...
Nothing wrong with using it to get away after doing the bad stuff to the other guy....
I like the idea that cloak should have been something like:
"Can not be attack by fighters or ships not in engagement range when the phantom attacks
and is not pinned by engagement."
This matches all the story line for Cloaking fighters and ships.
You mean can't be target of an attack beyond range 1 and can't be locked in dogfights - something like 'Super Grit'?
No I mean can't be targeted by anything not in weapons range when it attacks. When it fires its weapons is the only time you will know where it is and if your not close enough to fire on it right then you can't hit it because you don't know where it is . and grit on top of that for the same reason you don't know where it is to pin it down.
example: A Phantom is activated moves into range of an x wing and fires on it, there are 2 others near by but out of range. all 3 get activated only the one in range when the Phantom fired can target it the other two can't attack it because they can't see it because they were not close enough to target it when it fired.
this is cloaking. being able to move again after everyone has is not cloaking. hell your most likely dead by then.
this would make it a 20 point fighter but it would be real cloaking.
Maybe use them as assasins? Cloak in such a way that a squadron that was protected by Escort is now the only valid target next round?
Hit and run defence? Just fly in and engage with a command, then cloak back towards where you came from. Now the ships you just ambushed have to spend their activation just flying at you and losing their ability to attack.
It could be a form of defence that takes more skill. Instead of easy to use tokens or high stats you smartly move them out of the way. In the meantime the ability gives them some added flexibility to jump after some bombers that got away or something.
Edited by MattyG47Raider is the best ship in the game.Don't jump down my throat when we agree.Since when is Intel not using squad commands? You should be using squad commands to move your Intel so you can free up your other squads with another ship.Whisper is good, the generics are good against non-carrier Intel. But that seems like a tiny niche: Intel builds that are not using squadron commands.
I'll give Whisper a whirl tonight and report back.
Why would you admit that you can't evaluate ships in any meaningful way in a thread about the Tie Phantom?
Raider is the best ship in the game.
Don't jump down my throat when we agree.
Since when is Intel not using squad commands? You should be using squad commands to move your Intel so you can free up your other squads with another ship.Whisper is good, the generics are good against non-carrier Intel. But that seems like a tiny niche: Intel builds that are not using squadron commands.
I'll give Whisper a whirl tonight and report back.
Cuz I know Raider is your trigger word.
And Raiders are good against squads, and the Phantom is a squad. Flechette on Raiders is pretty good against Phantoms, but they still get their movement at the end of the turn, so it's kind of annoying when they move outside of range.
Cuz I know Raider is your trigger word.Why would you admit that you can't evaluate ships in any meaningful way in a thread about the Tie Phantom?Raider is the best ship in the game.Don't jump down my throat when we agree.Since when is Intel not using squad commands? You should be using squad commands to move your Intel so you can free up your other squads with another ship.Whisper is good, the generics are good against non-carrier Intel. But that seems like a tiny niche: Intel builds that are not using squadron commands.
I'll give Whisper a whirl tonight and report back.
And Raiders are good against squads, and the Phantom is a squad. Flechette on Raiders is pretty good against Phantoms, but they still get their movement at the end of the turn, so it's kind of annoying when they move outside of range.
How adorable.
Cuz I know Raider is your trigger word.
Why would you admit that you can't evaluate ships in any meaningful way in a thread about the Tie Phantom?
Raider is the best ship in the game.
Don't jump down my throat when we agree.
Since when is Intel not using squad commands? You should be using squad commands to move your Intel so you can free up your other squads with another ship.Whisper is good, the generics are good against non-carrier Intel. But that seems like a tiny niche: Intel builds that are not using squadron commands.
I'll give Whisper a whirl tonight and report back.
And Raiders are good against squads, and the Phantom is a squad. Flechette on Raiders is pretty good against Phantoms, but they still get their movement at the end of the turn, so it's kind of annoying when they move outside of range.
I do try my hardest.
Flotilla hunter-killers?
Yesterday I play with my friend. My phantomball do NOTHING and die quickly.4HP is a crap. My only pissing phantom was wishper dancing against Mauler and Vader around station. They attack, she use her defence tokens and jump on station recovering 1 HP and second one during cloak move. Sometimes she move twice or thrice each time recovering HP.
It really pissed my friend
Nice use of "thrice" such a pity the remaining post lacked such eloquence.
I take it you are not a fan?!
It's already been calculated as a 61% chance of doing a damage per attack... and coming from a slipper squadron at long range, that sounds awesome to me.2 red anti-ship dice... and the ability to wiggle out of engagements after cloak.
Put a single TIE Advanced escort near a few of them, and they're free to stay far away from the action near a Flotila and lob TWO DICE EACH! Throw in Colonel Jendon or a regular Lamda into that swarm and now they can roam independently, untethered from any ships! Red dice! That's huge!
2 red dice without Bomber ... thats 5 blanks on each die. That's huge!
Long range? Or I miss something or you are so wrong about this. The battery armament of squadrons works at distance 1 no matter what the color of the die was. THis is the reason of the Rhymer's power.
I believe he's refrencing the squadrons inherent speed value when profiling its threat range.
I don't. ..