What about Jamming Fields?
TIE Phantoms - Cloak underwhelming?
2 phantoms and a TIE adv. jump in on the intel squad in a bomber ball. The phantoms pop the intel, then at the end of turn they peal out of engagement so that the next ship squad activation they can chase down a wounded GR75 lifeboat, or some other such limping ship. I'm trying them ASAP.
Edited by moodswing5537Whisper 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.
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.
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.
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.
Pretty sure that's what he's saying: It's good against somebody who's doing it wrong, so... Not good. Correct me if I'm wrong, horse-dog.
Played with three generics and Ciena as a minimal fighter screen the other day. They're... Fun. I'm not sure I'd call them good, but definitely fun.
Edited by LordTeslaPretty sure that's what he's saying: It's good against somebody who's doing it wrong, so... Not good. Correct me if I'm wrong, horse-dog.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.
Played with three generics and Ciena as a minimal fighter screen the other day. They're... Fun. I'm not sure I'd call them good, but definitely fun.
Defenders are 16 I thought.
Might as well spend the extra 6 points and make them Defenders. Don't need cloak when they're all dead
Pretty sure that's what he's saying: It's good against somebody who's doing it wrong, so... Not good. Correct me if I'm wrong, horse-dog.
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.
Played with three generics and Ciena as a minimal fighter screen the other day. They're... Fun. I'm not sure I'd call them good, but definitely fun.
Solid imperial thinking here, I like that. Basically always use the sledgehammer, if that dont work bring a bigger one.
Might add that to the situation as depicted by moodswing5537, that two phantoms and a TIE adv (40 pts). are one of the more expensive solutions to take out some bombers with a source of intel, and the chance to not go against any kind of escort is plain zero.
Defenders are 16 I thought.
I'm guessing his line of thought was 3x2=6 ![]()
Might as well spend the extra 6 points and make them Defenders. Don't need cloak when they're all deadPretty sure that's what he's saying: It's good against somebody who's doing it wrong, so... Not good. Correct me if I'm wrong, horse-dog.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.
Played with three generics and Ciena as a minimal fighter screen the other day. They're... Fun. I'm not sure I'd call them good, but definitely fun.
Solid imperial thinking here, I like that. Basically always use the sledgehammer, if that dont work bring a bigger one.
Might add that to the situation as depicted by moodswing5537, that two phantoms and a TIE adv (40 pts). are one of the more expensive solutions to take out some bombers with a source of intel, and the chance to not go against any kind of escort is plain zero.
I agree that IG and Jendon are just 41 and can kill the Intel source. And they don't care about escorts or counter. It could be harder if the source is Jan or Dengar but this is a problem for the phantoms too.
How about if Cloak would include a mechanics similar to Hyperspace Assault?
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 ![]()
I can't tell if the last post agrees out disagrees with this but I think the difference between 3 hull and 4 hull is the largest gulf in the game. Seems like that's a big boost and fits a niche in the imp scheme.
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!
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.
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.
Raider is the best ship in the game.
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!
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!
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.
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.
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.
Cloak should have happened at the end of the ship phase if anything.
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.
61% for one damage ist not bad. Its 11% better then a Tie Fighter and it even has one hull more!
If there was a mechanics that let Phantoms feel like the top secret and most precious cloak fighters that they should be, I wouldn't even complain about this.
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. ![]()
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'?
Shouldn't the cloak be more for surprise attacks rather than moving after an attack at the end of the squadron phase? If I'm reading how it's supposed to work right seems like it's a bit off the mark thematically