3 games with Triple Phantom

By Rakaydos, in X-Wing Battle Reports

3 sigmas, recon spec, lightweight frame, advance sensors.

Vassal, 3 games, I'm doing this.

Game 1: White sloop+expertise Rey/R5P9 Poe

Lets play Guess that Sloop! winners get a 5v1 and 4v1 shot at a blocked rey!

Rolled well, played well, trashed this list. There was one turn that really showed AS to advantage- a 1-hard intentional bump into my own ship to get a short 45, and the other ship 4k-ing for a crossfire at Rey, while the 3rd ship cleared stress and blocked a defensive token.

Game 2: Attani triple scout. (seismic bumpmaster, intel plasma, boba proton) No EMs

everyone ps3, gave init to the torpboats. (saving tokent for the end, arcdodging, denying opening locks)

2 attack turrets, my only weakness! Made at least 1 dumb move, with a second possibly bad but didnt matter. My attempt to decloak+ 4k behind them ran into a bumpmaster- no apl damage, but boba's proton got a minor hull breach and my Frame, in exchange for plasmaboat's shields.

Proceded to tear the plasmaboat apart over 2 more turns, but accidently barrel rolled the wounded phantom who was already locked into the plasm's fire arc, trying to get out of the already-fired proton jump's fire arc. *facepalm*

went after the bump next, stripped it's shields but lost my ships to range 2 turret shots. barrel rolled to avoid bumping the bumpmaster, into range 1 of a TL/focused jump with no return shot, but the enemy focused my other ship down to 1 health instead. 33/100, jumps OP.

Edited by Rakaydos

Got some mariokart in waiting for game 3... switch is a good system, I recommend it.

Game 3: opportunist quickdraw, cluster, baffle shield upgrade... Crack/Guidance Zeta Leader with stealth device... Cool hand EU Backdraft.

Called "quick squad", so might not be a deep strat there.

And ouch- opening salvo, blanked out defence roll vs hit/crit/crit, and zeta followed up with a kill. return fire from other two sigmas left backdraaft with 1 hull.

Second round quickdraw had no shot, but backdraft got a crit through another sigma's shields- direct hit. :/ and that was the one with a shot on backdraft. last sigma strips 3 of quickdraw's shields when he doesnt get a revenge shot.

Another round of no quickdraw shots, backdraft only did 1 shield, and I couldnt resist stripping quickdraw's last shield without a revenge shot. got him down to 1 hull too. zeta went completely in the wrong direction.

This round backdraft had no shot, quickdraw dropped me to 1, zeta missed. obliterated backdraft.

And zeta finally lands his crackshot, gg. His piloting was awful, he had to reminded about his crackshot, butthe dice really went on my side. Early Fickle greens for the loss.

Edited by Rakaydos

Good job. I've been considering doing similar in lighter Phantoms still, it's been a matter of time and finding additional Phantoms to borrow. Think you could have taken the triple scouts had you played that better? Was advanced sensors worth it beyond that one turn in game 1?

2 hours ago, LagJanson said:

Good job. I've been considering doing similar in lighter Phantoms still, it's been a matter of time and finding additional Phantoms to borrow. Think you could have taken the triple scouts had you played that better? Was advanced sensors worth it beyond that one turn in game 1?

Triple scouts is a touch matchup- as I said, 2 die turret turns it in to a joust whether I want it or not, and R4 meant he had a better modification stack on offence than I had on defence. With the same luck but without the misplay, I might have gotten the second jump, certiantly at least half points for it (I was 1 damage away, grr).

I have not actually tried fire control sysytem, but advance sensors gives me a full token stack on Kturns, opening up my tatical options immencely. There rreally isnt much variation in action selection- I might cloak a wounded ship when I'm trying to block or bug out, or the first turn when I'm setting up my engagement, but otherwise it's double focus "paint or bust" and while FCS may give me a bigger hammer, it would open me up to the same blocking tricks I used on rey, making it pathetically easy to pop my blocked ship. (also, I think a 4 point bid is overkill, but old school phantom players may be used to more.)

13 hours ago, Rakaydos said:

Game 1: White sloop+expertise Rey/R5P9 Poe

Lets play Guess that Sloop! winners get a 5v1 and 4v1 shot at a blocked rey!

Rolled well, played well, trashed this list. There was one turn that really showed AS to advantage- a 1-hard intentional bump into my own ship to get a short 45, and the other ship 4k-ing for a crossfire at Rey, while the 3rd ship cleared stress and blocked a defensive token.

How many rounds before Rey died? And did they just keep trying to sloop over and over? I'm trying to figure out how you didn't lose 2 phantoms before Rey went down.

40 minutes ago, gennataos said:

How many rounds before Rey died? And did they just keep trying to sloop over and over? I'm trying to figure out how you didn't lose 2 phantoms before Rey went down.

Rey is very tough in arc, but is as vulnerable as any other non-cp0 Falcon if you arcdodge. There is only so many ways she can get her arc toward combat, and with Kanan Jarrus, the title sloop is objectively the best one.

But if the sloop is blocked, she's still pointed the wrong way, which means she has the same problem next round. Also my 4 die primaries rolled a tad above average, so it only took 4-5 out of arc primary attacks to kill her. I believe it took 3-4 rounds, and my LWF defence dice held up admirably against the few in arc shots she got.

Edited by Rakaydos