Has anyone found a good use for the TIE Phantom?

By SoonerTed, in Star Wars: Armada

Because I sure haven't....

Display case. :|

It will get significantly better under Sloane. It's not usable right now.

I ran them for fun in CC and it was, ... fun. Station shinanagins and wildly swingy ship attacks, but not tourney worth.

@LegionOfBOOM did.

Sure, it was Corellian Campaign. But I hate that list. And last I heard, he had plans to throw it at as many Tournaments and Store Champs as possible...

Just now, Drasnighta said:

@LegionOfBOOM did.

Sure, it was Corellian Campaign. But I hate that list. And last I heard, he had plans to throw it at as many Tournaments and Store Champs as possible...

What was it? I know you had mentioned it before, but I'm sure the OP could go for a description of how to get it working and all.

1 minute ago, geek19 said:

What was it? I know you had mentioned it before, but I'm sure the OP could go for a description of how to get it working and all.

I'm essentially goading him into talking on his own behalf, because it was his idea :D (Kind of like how Nose-Punch was my thought experiment at the start, and he helped me refine it with Dojo time)...

But he might want to keep current iterations secret, because he is expecting to drop it on unsuspecting peoples... So I wouldn't want to violate his confidentiality or anything, just in case...

But it was lots of Phantoms, and Phantom Boosting Stuff, so he could just do whatever he wanted, essentially, and threaten the Rebel staples a lot because of it.

Just now, Drasnighta said:

I'm essentially goading him into talking on his own behalf, because it was his idea :D (Kind of like how Nose-Punch was my thought experiment at the start, and he helped me refine it with Dojo time)...

But he might want to keep current iterations secret, because he is expecting to drop it on unsuspecting peoples... So I wouldn't want to violate his confidentiality or anything, just in case...

But it was lots of Phantoms, and Phantom Boosting Stuff, so he could just do whatever he wanted, essentially, and threaten the Rebel staples a lot because of it.

Ah. Having been the test run....twice? now from @Snipafist running them, I can fully agree with his points in the article about the station and just hopping around it. SO FRUSTRATING, they just don't die! I can't wait until people start spamming them with the Quasar.*

*Yes. Yes, I can wait. I can wait for days, I love waiting, please don't do this.

Here is the list at full build out:

Phantoms cc

Author: LegionOfBOOM86

Faction: Galactic Empire

Points: 500/400

Commander: Admiral Ozzel

Assault Objective: Station Assault

Defense Objective: Fighter Ambush

Navigation Objective: Solar Corona

Gozanti-class Cruisers (23 points)

- Vector ( 2 points)

- Expanded Hangar Bay ( 5 points)

= 30 total ship cost

Gozanti-class Cruisers (23 points)

- Comms Net ( 2 points)

= 25 total ship cost

Raider-I Class Corvette (44 points)

- Ordnance Experts ( 4 points)

= 48 total ship cost

[ flagship ] Imperial I-Class Star Destroyer (110 points)

- Admiral Ozzel ( 20 points)

- Minister Tua ( 2 points)

- Ordnance Experts ( 4 points)

- Reinforced Blast Doors ( 5 points)

- H9 Turbolasers ( 8 points)

- High-Capacity Ion Turbines ( 8 points)

= 157 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Skilled First Officer ( 1 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 84 total ship cost

2 Lambda-class Shuttles ( 30 points)

1 Whisper ( 20 points)

5 TIE Phantom Squadrons ( 70 points)

2 Firespray-31s ( 36 points)

The list starts by throwing 4 phantoms at you turn 1 via Vector. I was able to scalpel out Jan several times, among other key pieces. Then they would proceed to yo-yo back into lambda range. I rarely over tge course of the campaign used the isd for squadrons, using it and Demo to pressure both flanks effectively.

Also, I did get the achievement of double healing Whisper from 2 health to full in one turn lol.

The key was getting the jump at speed 5. At 4 hull, you can't kill them accidentally and most of my opponents didn't have any squadrons queued right away, as they want to get have navs banked or get into better positioned. Just disrupting your opponent on top of 1 has a huge psychological impact

As you can see, we're both into Nose-Punching our own ways :D

The Psychological game is important to us.

3 minutes ago, Drasnighta said:

As you can see, we're both into Nose-Punching our own ways :D

The Psychological game is important to us.

Oh, I can tell you all about the psychological game. Nothing better than playing an Ackbar list and queueing up some Jay and the Americans....

I think they have a strong possibility to work with Sloane as a multi-role fighter. As it is, they have many of the same problems other light Imperial squadrons do: they are ultra-specialized towards countering a threat the game doesn't really encourage opposing forces to employ, and they are obscenely lightly armored with no options to reduce damage or disincentivize enemy attacks. Their repositioning ability doesn't kick in until all ships, including themselves, have already had a chance to attack, so they can't even use it to effectively disengage.

4 hours ago, geek19 said:

Oh, I can tell you all about the psychological game. Nothing better than playing an Ackbar list and queueing up some Jay and the Americans....

Oh holy **** when you start linking Jay and the Americans you know you get me so happy

BTW, Whisper is awesome. Very much under used.

i think sloane will have me buying another imp II pack and fielding 6 likely...

Recently I have been using 4 Phantoms with Rapid Launch Bays on an ISD. I generally keep them docked for the early turns while my cheap TIEs do the dirty work. Once everything is soft I deploy the Phantoms into the thick of it to pick off weak targets then move away from enemy fighters that are looking for Payback in an early next turn activation. Yavaris being the big one...

10 hours ago, LegionOfBOOM said:

Here is the list at full build out:

Phantoms cc

Author: LegionOfBOOM86

Faction: Galactic Empire

Points: 500/400

Commander: Admiral Ozzel

Assault Objective: Station Assault

Defense Objective: Fighter Ambush

Navigation Objective: Solar Corona

Gozanti-class Cruisers (23 points)

- Vector ( 2 points)

- Expanded Hangar Bay ( 5 points)

= 30 total ship cost

Gozanti-class Cruisers (23 points)

- Comms Net ( 2 points)

= 25 total ship cost

Raider-I Class Corvette (44 points)

- Ordnance Experts ( 4 points)

= 48 total ship cost

[ flagship ] Imperial I-Class Star Destroyer (110 points)

- Admiral Ozzel ( 20 points)

- Minister Tua ( 2 points)

- Ordnance Experts ( 4 points)

- Reinforced Blast Doors ( 5 points)

- H9 Turbolasers ( 8 points)

- High-Capacity Ion Turbines ( 8 points)

= 157 total ship cost

Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Skilled First Officer ( 1 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 84 total ship cost

2 Lambda-class Shuttles ( 30 points)

1 Whisper ( 20 points)

5 TIE Phantom Squadrons ( 70 points)

2 Firespray-31s ( 36 points)

The list starts by throwing 4 phantoms at you turn 1 via Vector. I was able to scalpel out Jan several times, among other key pieces. Then they would proceed to yo-yo back into lambda range. I rarely over tge course of the campaign used the isd for squadrons, using it and Demo to pressure both flanks effectively.

Also, I did get the achievement of double healing Whisper from 2 health to full in one turn lol.

The key was getting the jump at speed 5. At 4 hull, you can't kill them accidentally and most of my opponents didn't have any squadrons queued right away, as they want to get have navs banked or get into better positioned. Just disrupting your opponent on top of 1 has a huge psychological impact

This is actually quite clever, I too love to cripple enemy squadron blobs right away. Might give this a try in a campaign scenario.