7 hours ago, Marinealver said:Yeah but that is a very expensive blockers, and face it you need more than just blocking (otherwise TIE Swarms would make a comeback). Compared to Snap Juke A-wings TIE Phantoms cost more and do less. IF there was a way to make cloaking a little more effective than just another super reposistion move like they were when they were first released.
But in a way that is almost how you best effectively employ Scum cloaking devices. Imperials have a permanent cloak which means it lasts until they get destroyed. So for TIE Phantoms it makes sense to use cloak as much as possible. However with Scum since using it runs the risk to burn out, you only use it to get the decloaking maneuver for blocking and only in emergencies for that extra 2 dice.
Except it's not really an expensive blocker, as in traditional terms, a blocker is usually not in a great position themselves. Using a Phantom's decloak to block is different, because you decloak, block everything that moves before you, then go ahead and move (of course, you have to know you were playing blocker, and dial in a move accordingly, but that's where the K comes in). Now, yes, you're stressed and don't have an action, but odds are that you shot something the turn before and probably didn't kill it, so you've got an FCS TL to finish it off, likely not getting shot back in return (assuming you planned things correctly). Of course, if you didn't plan correctly, you can't recloak either, since you're stressed from the K-turn.
Phantoms are unforgiving, for sure. BUt properly fown, they're one of the stronger ships in the game. But that requires actually being able to fly, and in many cases, OUTfly your opponent. Like many of the Imperial options. They're not made to just point and roll red dice (4 sigmas are fun to do that with, but not really GOOD).