Using Cloak on Tie Phantoms

By xero989, in Star Wars: Armada

when the tie phantom was annouced I was super exsited as it is proboly my favorite Imperal fighters. When I saw cloak like many ohters I was secptical, I really wanted to get them on the table and try them out and this is my thoughts on cloak and the tie phantom in general.

Disengage

this is what most pepole saw as the use of cloak its simple you just have your phantoms go in after your oppnates fighters have activated, or under cover of an escort and then back off at the end of the round as to not take damage my problem with this is that if your oppenats fighters are unengaged they can just jump right back onto you, but if your just using a few phantoms with support fighters this stratagy dose work.

Stay in activation range

You can use cloak to fly out farther than your activation range then jumpe back into activation range this keeps the phantom flexable and incresses there activation range by 1 so you can forgo bosted comms or the range of your boosted comms in effectivly incressed by 1 for your phantoms.

Fill the gaps in the screen

this is also a more aggrisive way to use your clock ablity lets say your tie fighter has two fighters locked down they end up distorying him you can reposition your phantom to lock them down again meaning you can use clock to fill empty gaps in your fighter screen.

Dance around intel squadrons

another use for phantoms is to move them out of range one of intel but if you have at lest two you could possition them in such a way that the intel is only able to free up a few squadrons, but not all of them. This is hard if not imposible to do if your opponate has more than one intel.

Move to the target you want to attack

you can use cloak to shif your phantos into a possition to attack the ship you want to such as shifting around escort ships to hit the intel ships or the bombers this is handy and what I think cloak was ment to be used for. It is also nice if your oppenate has a light fighter screen and you can jump around it to attack the ships.

In short I like the phantoms im not in love with them. the four hull is helpful as you are unlikly to get one shoted, and will help you soak up more activations. The biggest thing that is keeping me from loving the phantom is its consistancy. With the lack of swarm blue dice squandron attacks are just swingy the two red dice for ship without bomber is also very swingy it is slightly better than 1 blue without bomber though. In short I like the Tie phantom im not in love I can see running a few in a fighter screen to help fill the gaps reposition to hit the intel and also dance around and lock down some squadrons. But with out the consistancy of an intseptor or defender they fall a little short for me if they had swarm I would be in love with the squadron, but its just slightly overpriced for me to run as my main fighter but like I said I can justify taking a few to support a fighter screen maybe with more playing with them more I might find other usese, but these are my first impressions. How about you guys like em, love em, hate em?

The role I've considered for them is to mix them with sturdier squadrons, maybe some aces with Brace. The other fighters hold them down, and the Phantoms add a lot of extra punch. They strike at squadrons who have already activated, and after they do their damage they fade away to get out of engagement range. The next round you repeat the hit and run tactic. With three hull and four blue dice they're pretty similar to Interceptors, but the idea is that Interceptors stay in the fray and throw Counter attacks, while Phantoms avoid return fire and keep coming back every round.

They can also close the gap with snipe squadrons.

They are pretty much squadron assassins. The only thing that really counters them is escort. However they can still move around escort to get to the intel/bomber/snipe that you want to kill. Also counter counters them but with cloak they can also move around that.

Some good ideas here. I agree, they are fun but not awesome. For 2pts more, the TIE defender is a much more capable choice.

However, I like the ace pilot Whisper. Scatter on those things is great, and the ability to dance around the furball after using defense tokens can be really useful to reposition etc. I am running Whisper in the campaign to get Veteram status and allow those rerolls they need.

I also rolled 4 damage with my first bombing run by Whisper, which was pretty fun. Until Mon Mothma forced a reroll at close range, cancelling out half of the damage!

It sounds like its just too quirky to be useful at the moment, which is very sad.

Also the xwing Phantom got nerfed, imo, unnecessarily too. So, sadness abounds.

I think they should be squadron assassins and scalpels but lack the hitting power to truly embrace that job. Jumping out of an engagement/retaliation range is all nice, but four blues is not that menacing, and the lack of swarm keeps them out of the imperial synergies. They are also not able to attack escorted squadrons, so the emerging out of cloack killing off an intel squad -thingy does not work 9 out of 10 times against any squadron wing that is not seriously decimated already.

It's all about combining them with a Gozanti w/Jamming field chap's- Use cloak to slide back into the protective bubble. Fighter Co-ordination team's also help with this alot. Can be a little tricky to get right but once you've got it down it's so irritating to deal with

Edited by eViL dAvE

If distance 1 won't be that limiting, I'd say that the ideas above are pretty good.

Even if cloak would allow to move up to distane 2, it would still not feel like a cloaked fighter.

They need a lot of help.

Best way to show Cloak I can think of is to use a system similar to the Hyperspace Assault deployment rules.

Declare cloak, replace stands with 3 objective tokens that move as the Phantoms. Start of a following turn decloak at one of the tokens and replace the stands.

Edited by eViL dAvE

Best way to show Cloak I can think of is to use a system similar to the Hyperspace Assault deployment rules.

Declare cloak, replace stands with 3 objective tokens that move as the Phantoms. Start of a following turn decloak at one of the tokens and replace the stands.

That would require a custom token, rather than just an objective token. Since this isn't from the objective (unlike Hyperspace Assault) you can't tell gamers to use the same unmarked token type for two purposes and expect it to stay straight.

Best way to show Cloak I can think of is to use a system similar to the Hyperspace Assault deployment rules.

Declare cloak, replace stands with 3 objective tokens that move as the Phantoms. Start of a following turn decloak at one of the tokens and replace the stands.

That would require a custom token, rather than just an objective token. Since this isn't from the objective (unlike Hyperspace Assault) you can't tell gamers to use the same unmarked token type for two purposes and expect it to stay straight.

And Strategic could move them too

Best way to show Cloak I can think of is to use a system similar to the Hyperspace Assault deployment rules.

Declare cloak, replace stands with 3 objective tokens that move as the Phantoms. Start of a following turn decloak at one of the tokens and replace the stands.

That would require a custom token, rather than just an objective token. Since this isn't from the objective (unlike Hyperspace Assault) you can't tell gamers to use the same unmarked token type for two purposes and expect it to stay straight.

And Strategic could move them too

Or they could just work like in X-Wing

when the tie phantom was annouced I was super exsited as it is proboly my favorite Imperal fighters. When I saw cloak like many ohters I was secptical, I really wanted to get them on the table and try them out and this is my thoughts on cloak and the tie phantom in general.

Disengage

this is what most pepole saw as the use of cloak its simple you just have your phantoms go in after your oppnates fighters have activated, or under cover of an escort and then back off at the end of the round as to not take damage my problem with this is that if your oppenats fighters are unengaged they can just jump right back onto you, but if your just using a few phantoms with support fighters this stratagy dose work.

Stay in activation range

You can use cloak to fly out farther than your activation range then jumpe back into activation range this keeps the phantom flexable and incresses there activation range by 1 so you can forgo bosted comms or the range of your boosted comms in effectivly incressed by 1 for your phantoms.

Fill the gaps in the screen

this is also a more aggrisive way to use your clock ablity lets say your tie fighter has two fighters locked down they end up distorying him you can reposition your phantom to lock them down again meaning you can use clock to fill empty gaps in your fighter screen.

Dance around intel squadrons

another use for phantoms is to move them out of range one of intel but if you have at lest two you could possition them in such a way that the intel is only able to free up a few squadrons, but not all of them. This is hard if not imposible to do if your opponate has more than one intel.

Move to the target you want to attack

you can use cloak to shif your phantos into a possition to attack the ship you want to such as shifting around escort ships to hit the intel ships or the bombers this is handy and what I think cloak was ment to be used for. It is also nice if your oppenate has a light fighter screen and you can jump around it to attack the ships.

In short I like the phantoms im not in love with them. the four hull is helpful as you are unlikly to get one shoted, and will help you soak up more activations. The biggest thing that is keeping me from loving the phantom is its consistancy. With the lack of swarm blue dice squandron attacks are just swingy the two red dice for ship without bomber is also very swingy it is slightly better than 1 blue without bomber though. In short I like the Tie phantom im not in love I can see running a few in a fighter screen to help fill the gaps reposition to hit the intel and also dance around and lock down some squadrons. But with out the consistancy of an intseptor or defender they fall a little short for me if they had swarm I would be in love with the squadron, but its just slightly overpriced for me to run as my main fighter but like I said I can justify taking a few to support a fighter screen maybe with more playing with them more I might find other usese, but these are my first impressions. How about you guys like em, love em, hate em?

Please, please proofread and spellcheck that. Your thoughts are fine, but your grammar is an eyesore.

I believe he is not a native English speaker.

For Phantoms, I'm not happy with how they implemented Cloak. Having any squadron gain extra moves always has the potential for excessive shenanigans with FCT and healing on stations, and that is why Phantoms are way overcosted. If it wasn't for FCT and stations they would, and should, be 12 points. They just don't compare to Interceptors at 3 points less. Swarm + Counter 2 + 5 speed (and 3 less points) is way better than Cloak.

An unique token for cloaking could have been included in the Squad pack easily enough

Best way to show Cloak I can think of is to use a system similar to the Hyperspace Assault deployment rules.

Declare cloak, replace stands with 3 objective tokens that move as the Phantoms. Start of a following turn decloak at one of the tokens and replace the stands.

That would require a custom token, rather than just an objective token. Since this isn't from the objective (unlike Hyperspace Assault) you can't tell gamers to use the same unmarked token type for two purposes and expect it to stay straight.

And Strategic could move them too

Or they could just work like in X-Wing

I don't know what this means. I don't play X-Wing

I think what people are missing about TIE Phantoms is that they're pretty good in a bomber role (less consistent and no criticals/rerolls but the average damage is about the same as a TIE bomber)

Best way to show Cloak I can think of is to use a system similar to the Hyperspace Assault deployment rules.

Declare cloak, replace stands with 3 objective tokens that move as the Phantoms. Start of a following turn decloak at one of the tokens and replace the stands.

That would require a custom token, rather than just an objective token. Since this isn't from the objective (unlike Hyperspace Assault) you can't tell gamers to use the same unmarked token type for two purposes and expect it to stay straight.

And Strategic could move them too

Or they could just work like in X-Wing

I don't know what this means. I don't play X-Wing

You may chose to engage cloak for a pretty defensive bonus when attacked, but you can't attack while cloaked. When you decloak you replace the ship, which is similar to the range 1 move.

An upgrade allows to re-engage cloak right after you have attacked. So, if you want to attack you select to disengage cloak at the start of the round, perform the replacement of the ship, attack when its the Phantoms turn order to shoot, then engage cloak again. The state of the cloak is represented by a token.

So, rendered to Armada Phantoms could start the battle in cloaked state, at the begin of the combat phase you select to decloak, and perform the range 1 move, then at the end of their activation they cloak again. While cloaked all attacks on them count as obstructed or they get a scatter token representing the cloak in action.

Cloak (When you are defending, the attack is treated as Obstructed.) [Ciena Ree's ability, but on generics?]

Cloak (When you are defending, cancel all attack dice unless the attacker spends an Accuracy.) [Always-on Scatter?]

Cloak (You are not prevented from moving or attacking ships while you are engaged.) [Tycho Celchu's ability, but on generics?]

I dunno. Brainstorming. Trying to keep it simple (though probably more expensive for the last two).