TIE Phantoms - Cloak underwhelming?

By Rheinlander, in Star Wars: Armada

Has anyone had some playtime with these suckers aleady?

How do they play?

Has anyone had some playtime with these suckers aleady?

How do they play?

Whisper is legit. I'll be trying out vanilla Phantoms in the next week or two, so we'll see. Cloak is handy. I still maintain that they absolutely need a TIE Advanced or two to make sure they can't get concentrated down early.

Phantoms may have their place somewhere ... with their 2 reds and minor repositioning at the end of the round ...

But then still - thats not how I would imagine a cloak fighter works ... And a squadron of cloak fighters in this scale of a game should be more of a strategic weapon.

Maybe it was too much of a challenge to include this in a game that lasts for 6 rounds ...

Phantoms are my favorite fivhters from wave 5. Afther Christmas I will put them in my rhymerball.

It will look like this

2*Phantom

Dengar

Rhymmer

Tie Advanced

Tie Advanced (named squadron from CC)

5*Tie Bomber

134p of pure Rhymmer evil. it gave me 7 black bomber dice, 2 black dice and 4 Red dice. They will be supported by BBC and flight controllers. Maximum possible damage is 24 (ofc this is almost impossible) that should take one ship/Turn.

I've typed up about 4 pages on the phantom, then I realized I'll just start playing it and see if its worth it.

Anybody did the math bout 2 reds w/o bomber?

Anybody did the math bout 2 reds w/o bomber?

After some rough rolling, I think its like a 61% to roll at least 1 damage, 29% to roll at least 2, ~8% chance to roll at least 3, and ~1.5% to roll (at least) 4.

Edited by GalacticFister

Anybody did the math bout 2 reds w/o bomber?

What kind of math?

Average damage is 0.5 per die, so 1.0 average damage total

4 damage - 1.5625%

3 damage - 6.25%

2 damage - 21.875%

1 damage - 31.25%

0 damage - 39.0625%

Anybody did the math bout 2 reds w/o bomber?

What kind of math?

Average damage is 0.5 per die, so 1.0 average damage total

4 damage - 1.5625%

3 damage - 6.25%

2 damage - 21.875%

1 damage - 31.25%

0 damage - 39.0625%

In theory ofc

It's better than 1 blue without bomber!

Chance of 1 or more damage is 61%, you need to add those probabilities (or take 1-prob of 0 damage)

Seems that most of us (myself included) haven't the foggiest in how to fly these, certainly will be fun finding out.

I see them as the last activation sweep in and finish something off that your other fighters have chewed up. This then keeps them safe from retaliation until the end of the phase so they can reposition. Maybe even push past the fighter ball to engage any snipers sitting at range 2...

Theyre weird. My friend ran 2 of them and both kinda went...pop lol. I kinda feel like Cloak should have a blip saying Snipe and Medium Range Ship attacks cannot target a squadron with Cloak...since thats kinda how i got rid of them lol Ewings are awesome.

Theyre weird. My friend ran 2 of them and both kinda went...pop lol. I kinda feel like Cloak should have a blip saying Snipe and Medium Range Ship attacks cannot target a squadron with Cloak...since thats kinda how i got rid of them lol Ewings are awesome.

This would have been a cool idea. This and you can't reroll vs. squadrons with Cloak.

Edited by TheRealStarkiller

I think I have identified my real problem with Phantoms:

They are no Defenders :P

Seriously though, for 2 more pts. you get a faster and more survivable straightforward fighter.

But I'll still try them out in my next wave 5 match :)

No, seriously.

Hence this to be the ability of Cloak:

Cloak: You can't be the target of an attack if the attacker is beyond range 1 of you.

The attacker can't use dice modifications.

This way they could linger near enemy capital ships without the danger of getting shot and in dogfights cancel all reroll abilities of Swarm and unique squadrons.

This would be enough for a unique role in Armada.

Maybe you could use their shift to perfectly align them 50/50 on/off the station card so they can recharge one health a turn while not being obstructed?

Would have been interesting if every generic Phantom had a single scatter token representing how hard it is to hit them.

Seems that most of us (myself included) haven't the foggiest in how to fly these, certainly will be fun finding out.

I see them as the last activation sweep in and finish something off that your other fighters have chewed up. This then keeps them safe from retaliation until the end of the phase so they can reposition. Maybe even push past the fighter ball to engage any snipers sitting at range 2...

That's actually a really good idea that I had not thought of. You keep one or two back to to try and activate with your last ship then, in the squadron phase, get them away from the main fighter skirmish so that the opponent has to spend a squadron command to get at them next turn.

My plan with them is to go last, getting getting the hits, bounce out using cloak, go first, run away.

The other thing about phantoms i dont get is their firepower.

Phantoms are suppose to have some serious firepower, but theyre identical to an Xwing in this game. Wonder why they arent a 5blue ship or have a black mixed in with the 4 blue? Two reds against ships for some weird reason, but with lack of bomber thats not that amazing.

Not sure. Gonna give 4 of them a whirl next game.

I saw a full stack of 8 doing work the other night online. The underlining factors were most of his openents squads were y-wings and he was rolling well. Theorycraft wise the phantom adds an offensive swarm activator for imps. Advances are defensive and Defenders are all-rounders in swarm activation.

I found that a Whisper was great at being a pain. Shoot at her and she moves away to threaten something else. The regular phantom also was able to hit and fade from engagements where some of my non-phantoms held units in place. I am very pro having a couple just to be annoying.

I found that a Whisper was great at being a pain. Shoot at her and she moves away to threaten something else. The regular phantom also was able to hit and fade from engagements where some of my non-phantoms held units in place. I am very pro having a couple just to be annoying.

Whisper shurely can be pretty good. The regular Phantoms are too situational - but lets say 2 Phantoms and 1 Tie Advanced together may work out - but then what? You sacrificed your Advanced to save your Phantoms ... to attack a ship in the following round? Its all about threathen here a bit and there a bit. You can threathen ships with the 2 red dice but it is very unlikely to do serious damage. Better just get the Tie Defenders into play.

These things are really fast.

Move 4 + Move 1 is more than move 5.

I deployed them centrally, with a shuttle running up each flank.

Fleet went up the middle, and phantoms used their speed to move away from enemy fighters and go for the unsupported side, just keep the shuttle within range 3 of the phantoms and you've got huge reach.

I like victories, so the extra speed and reach of the shuttle + phantom is really helpful.

Going to start a campaign soon where these guys will see lots of action, will see how they perform as opponent learns to adjust.

Please keep up the useless talk though, I don't want the general population to see what is coming.