Any reason to take Phantom II title?

By Sekac, in X-Wing

I was really excited to see there's a new title combo for my beloved Ghost and Phantom.

After reading the new article, I'm really not sure what to do with it. The Ghost is an expensive ship and adding another ship to it makes it even more so. The additional firing arc is definitely nice, but you get that with the original titles anyway.

So what should I be looking to coordinate? Are there any uses better than just shooting again?

Well you'll always have a third ship with the Ghost even with the PhantomII docked. I always see lists with Ghost and PhantomI plus a third ship.

Probably Poe for all the Token stacking and lots of action economy. And Poe can keep the enemy off the Ghost since you're giving up that free turret attack.

It will be significantly cheaper. The PS1 shuttle will come in around 12-14 points, saving anywhere from 4-6 points (not counting the mandatory turret on the ghost).

Yes, generally shooting again is probably better, but this turns the Ghost into a better (and cheaper) support piece that is still strong offensively.

I think it depends on the cost of the new shuttle. If the lowest pilot is AP-5 and costs 12 points, you could have a Lothal Rebel with FCS/ABT/Finn/Rey/Title which would come out to 58 points, so 42 to spare. If that all worked out, that could be a VI Corran Horn, or some sort of Poe Dameron. Getting an extra target lock on an attack like that, or a end-of-activation relocate is potentially really strong, even if I prefer the old title. The cheapness of the Phantom II also doesn't seem that important, since a Phantom I Zeb docked on a TLT Lothal Rebel with Wookie Commandos and Collision Detector has great dice mods for the cost, given four attacks, can evade every turn, and is only 2 points more expensive at 60.

Maybe you use it with a second Lothal Rebel, so it could have both Focus and Target Lock on the first attack. That'll work with a Phantom II up to 15 points, without crew on the 2nd VCX. That's the best I can think of so far.

Edited by theBitterFig

Hmmm...good thoughts, thanks.

Thinking about it a bit more, the coordinate at end of the activation gives the benefit of "last say" in the phase. It doesn't matter what PS it's on, or what PS the enemy has, the coordinated ship gets to activate last.

This makes Adv Slam (pre-"nerf") extra bananas when used well, and brings it right back as-is if the leak is real.

Low PS ordnance carriers have a chance to get TLs for the alpha strikes, so that's neat.

Barrel rolling off of Nym to blast him at range 1 sounds pretty good!

Norra with full actions is always a monster.

Regardless, I'm looking forward to cutting my 2nd Ghost to fit the new shuttle :D. I've got the detachable shuttle (with plasti-card magnetized lower chassis AND plasti-card docking bay in the shuttle recess) mod for my 1st one, and I'm looking forward to actually having a dremmel tool this time around.

Any other combo ideas?

48 minutes ago, theBitterFig said:

I think it depends on the cost of the new shuttle. If the lowest pilot is AP-5 and costs 12 points, you could have a Lothal Rebel with FCS/ABT/Finn/Rey/Title which would come out to 58 points, so 42 to spare. If that all worked out, that could be a VI Corran Horn, or some sort of Poe Dameron. Getting an extra target lock on an attack like that, or a end-of-activation relocate is potentially really strong, even if I prefer the old title. The cheapness of the Phantom II also doesn't seem that important, since a Phantom I Zeb docked on a TLT Lothal Rebel with Wookie Commandos and Collision Detector has great dice mods for the cost, given four attacks, can evade every turn, and is only 2 points more expensive at 60.

Maybe you use it with a second Lothal Rebel, so it could have both Focus and Target Lock on the first attack. That'll work with a Phantom II up to 15 points, without crew on the 2nd VCX. That's the best I can think of so far.

51 minutes ago, ID X T said:

It will be significantly cheaper. The PS1 shuttle will come in around 12-14 points, saving anywhere from 4-6 points (not counting the mandatory turret on the ghost).

Yes, generally shooting again is probably better, but this turns the Ghost into a better (and cheaper) support piece that is still strong offensively.

My problem is if all you want is the coordinate, you could take Ahsoka with VI and captured tie and get the same effect with her ability (albeit limited to range 1) for 19 points. Or take the new Fenn Rau with VI for 20 points nad just use the coordinate action at PS11.

If I'm spending 58+ points on a ship, I'd rather have the extra attack every round.

Edited by VanderLegion

I think that if you are going economy with your Ghost build, the Phantom 2 will work. I wouldn't be surprised if someone finds out a creative use for that end of term coordinate. But probably the majority of the time, your still better off with the double tap from the Attack Shuttle.

It kinda seems like they didn't really try with this one. Losing a whole ship for 1 action at end of activation seems pretty weak compared to the original Phantom title. If you leave the ship undocked it can just coordinate, while still getting to shoot.

On the bright side, if the PS1 pilot is 12-ish points, we'll have another cheap stressbot platform with 2 arcs:

19 PS1 Jerk w/ R3A2, Gunner.

Cheap control is good control.

8 hours ago, Sekac said:

This makes Adv Slam (pre-"nerf") extra bananas when used well, and brings it right back as-is if the leak is real.

Coordinate gives a free action, right? SLAM is not allowed as a free action.

Edited by Incard
4 hours ago, Incard said:

Coordinate gives a free action, right? SLAM is not allowed as a free action.

Ooh good catch. I had forgotten about that. In that case it does nothing unless the nerf is real. In which case, you can SLAM with the normal action, and drop the bomb with coordinate. Still tricky to pull off because the K-wing will need to be within range 1-2 of the Ghost post-SLAM to pull it off.

I guess this makes it more viable to have a docked shuttle that's meant to be used in combat eventually. Original Phantoms are generally used mostly to grant the additional attack, with a Ghost kitted out to match and wanting to do some real damage with the added boni - and as a consequence, the shuttle was only undocked when the Ghost was about to be destroyed. The Phantom II can conceivably be built to get a bit of a bonus to the Ghost for the first rounds, after which the shuttle undocks and is meant to fly around on its own - giving the ship some board time in matches it's meant to win, too.

That's the optimistic view anyway.

6 hours ago, CRCL said:

It kinda seems like they didn't really try with this one. Losing a whole ship for 1 action at end of activation seems pretty weak compared to the original Phantom title.


Yea, from what we've seen so far this looks as phoned in as the U-Wing and it's pathetic excuse of crew cards. Ghost lists don't have any points to spare... Kanan/Biggs has exactly enough room for a 18pt Zeb. Even if this shuttle is cheaper, at 12pts, that's not enough to make any difference in what Kanan and Biggs can bring to the table, since they are filling every meaningful upgrade slot anyways.

And if you're paying 45-73pts for a Ghost, you'd be an utter fool to choose to give a free action to your second wimpy ship over letting your powerhouse Ghost double it's attack output. This seems like a garbage ship that has no niche.

Edited by AllWingsStandyingBy

Well, let's see:

- Assuming that one of the upgrade cards is "Saturation fire" (EPT): enables you to fire all of your missiles / torpedoes (or something to that effect)

- Then the free coordinate means you can give a target lock on a PS 4 Y-Wing (needed for R2-D6 for the EPT) and dump all of your ordnance on a PS 11 opponent.

All I'm saying is that maybe it is meant to work in combination with other stuff of this wave.

I could see it being a useful way to get ordnance off by allowing a low PS ship to grab a TL at the end of activiation. Maybe a couple Z-95s with Cruise Missiles or the new Harpoons. 3 Z-95s with Cruise Missiles are 45 points which leaves a Lothal Rebel 20 points to play with between the Phantom II and upgrades.

You could also do something silly like run Biggs with R2-F2. Biggs R2-F2s for his action, then gets a coordinate focus action. Behind a Kanan with Tactical jammer that could be kind of brutally annoying.

Edited by Jo Jo

Coordinate Lowhhrick for Jyn Jan to give the ghost a focus and evade, plus lows reinforce evade. Thats a tough ghost

Or coordinate a squad leader ship to give kanan an action back to focus with recon spec. He can bump and not care.

Have a Z95 with cruise missiles do a 4 straight and slam into the ghost who coordinates a TL. Did a 4 speed maneuver but only went 2 bases distance.

Also since it's a free action if used with exp interface and leebo crew you get an end of action phase boost or possible other action card.

9 minutes ago, wurms said:

Coordinate Lowhhrick for Jyn Jan to give the ghost a focus and evade, plus lows reinforce evade. Thats a tough ghost

Or coordinate a squad leader ship to give kanan an action back to focus with recon spec. He can bump and not care.

Have a Z95 with cruise missiles do a 4 straight and slam into the ghost who coordinates a TL. Did a 4 speed maneuver but only went 2 bases distance.

I actually had not thought about that: to use coordinate to trigger a squad leader to reboost the Ghost. It's twisted, but I like it!

The free coordinate helps your 2nd ship. I dont think rebels have a single ship that can be fully powered up on their own accord, they generally need atleast 1 outside help.
Closest is Norra w/ PTL, but then shes easier to pin down w/o VI that way and has to shed stress every turn. The coordinate could help keep PTL off of her, and you could even put VTs on her for a reactive barrelroll in case you think you need to get her the **** out of there instead of doing full damage.

Theres also Poe, who usually only has a focus. It would grant him a risk-free boost or targetlock every round.

Cant think of any others off the top of my head that would be cheap enough to go with a phantomdocked ghost. The fat turrets are 52-60pts typically, which would be way too much.

I think the best use of the new title card will be in Epic to be honest. Using the Ghost/PhantomII combo as a badass support ship would be pretty solid. I love running the Ghost in Epic Games... just not enough epic to be had.

36 minutes ago, Wiredin said:

I think the best use of the new title card will be in Epic to be honest. Using the Ghost/PhantomII combo as a badass support ship would be pretty solid. I love running the Ghost in Epic Games... just not enough epic to be had.

I was thinking the same thing. While it has it's uses in regular games, you need to have a solid, unbreakable game plan in mind.

In epic? Oh man this this is going to rock. Heck, leave this guy unlocked along with the Ghost with the classic Phantom and have a cheap ship with a coordinate action.

4 minutes ago, Kehl_Aecea said:

I was thinking the same thing. While it has it's uses in regular games, you need to have a solid, unbreakable game plan in mind.

In epic? Oh man this this is going to rock. Heck, leave this guy unlocked along with the Ghost with the classic Phantom and have a cheap ship with a coordinate action.

and this is my problem with the new title. Even in epic where the ghost with a docked phantom isn't taking up more than half your list, you're still better off with the old title.

51 minutes ago, Wiredin said:

I think the best use of the new title card will be in Epic to be honest. Using the Ghost/PhantomII combo as a badass support ship would be pretty solid. I love running the Ghost in Epic Games... just not enough epic to be had.

I was hoping the new Title and Old Title could be taken in the same list. I know it wouldn't make sense thematically, but it wouldn't fit in standard okay, but it would be a cool use of 2 Ghosts in epic.

Oh well.

being able to double tap is way better than coordinate any day of the week. that's what this all comes down too. It's why Dengar and QD are both tier 1 pilots. its why K/B is so efficient and mean...its why people have hated Corran since introduction.

2 hours ago, Wiredin said:

I think the best use of the new title card will be in Epic to be honest. Using the Ghost/PhantomII combo as a badass support ship would be pretty solid. I love running the Ghost in Epic Games... just not enough epic to be had.

Yeah, Uwing is solid in Epic as well. Toss an operation spec on that thing and watch the magic happen.

Think of how strong it will be to pick up the second action from the coordinate on Sabines Decimator when it gets released?