I was thinking about doing a triple phantom build. I don’t know how well it would play though.
Whisper - ACD, VI
Echo - ACD
Sigma - ACD
100 pt
Please post feedback.
I was thinking about doing a triple phantom build. I don’t know how well it would play though.
Whisper - ACD, VI
Echo - ACD
Sigma - ACD
100 pt
Please post feedback.
Try it and post results so
I
can do it
It would be lots of fun, take lots of brain power, and will die very fast against most of the current meta lists since ACD requires you to shoot before you get your cloak and the PS's are too low to allow you to fire early enough to do any good.
1 minute ago, bgrelle said:It would be lots of fun, take lots of brain power, and will die very fast against most of the current meta lists since ACD requires you to shoot before you get your cloak and the PS's are too low to allow you to fire early enough to do any good.
Would it be better to do a double phantom with an addition of like a tie fighter and more upgrades?
Edited by Andfritz30Just now, Andfritz30 said:Would it be better to do a double phantom with an addition of like a tie fighter and more upgrades?
Possibly. Maybe try this:
Kylo Ren: Recon Specialist, Weapons Guidance, Swarm Leader, Mara Jade, Pattern Analyzer
Whisper: ACD, FCS,
Echo: ACD, FCS
Sensors might be better than FCS... losing an action can be fatal to a Phantom... and if things look bad, you can cloak before a bump
But FCS is the king in a two ship meta
Overall, I think Phantoms are better as single ships running around knocking off 3 or 4 shields at a time.
But now this reminds me that I need to get the following now:
-TIE Interceptor #3
-TIE Advanced #2
-TIE FO #2
-TIE Phantom #2
http://randolphw.github.io/echolocation/
Put in a PTL, Advanced Sensors Phantom.... will change how you play Whisper forever
Quote
I don’t know how well it would play though.
I do, not well.
Imho, if you're dead set on flying them and want to learn a lot, try flying 4x Sigmas first, then try two fully souped up Phantoms (Whisper and Echo) once you got a handle on how low PS Phantoms move/fly.
There's nothing more rewarding than 'clicking' with how to fly Phantoms for the first time.
They are in a strange place at the moment, primarily due to the (bad) design decision of slaving their main ability (Advanced Cloak/Cloak) to Pilot Skill.
You can also try one beefed up Phantom and two ps3 or 5's with Systems officer and Stygium. All the tokens if you fly them as a pair and flank with the 3rd!
56 minutes ago, Celestial Lizards said:Overall, I think Phantoms are better as single ships running around knocking off 3 or 4 shields at a time.
But now this reminds me that I need to get the following now:
-TIE Interceptor #3
-TIE Advanced #2
-TIE FO #2
-TIE Phantom #2
Wait a second... TIE/in #3 should be covered in the TIE/in + Imp Aces package. TIE/x1 #2 should be covered from the TIE/x1 and the Raider package. TIE/fo should be covered in the TFA core and TIE/fo package. You really only need the TIE/p #2
Just now, Khyros said:
Wait a second... TIE/in #3 should be covered in the TIE/in + Imp Aces package. TIE/x1 #2 should be covered from the TIE/x1 and the Raider package. TIE/fo should be covered in the TFA core and TIE/fo package. You really only need the TIE/p #2
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I have:
Aces
Raider
TFA Core
I don't have the other stuff you mentioned.
Now does it make sense?
Just now, Celestial Lizards said:I have:
Aces
Raider
TFA Core
I don't have the other stuff you mentioned.
Now does it make sense?
Not at all. Aren't you going through plastic-crack withdrawal to not have at LEAST one of everything =P.
I just played this 6 times for Phoenix Squad Championships, going 4-2:
Whisper/VI/FCS/ACD
Echo/Decoy/FCS/ACD/Recon
Epsilon Ace
It's a mindbender, and not just for your opponent (keeping the changing PS straight is so much fun!). Keep Echo w/in R2 of Epsilon Ace for PS12 Phantom fun. Your opponent will now want to kill Epsilon Ace first, which is what you want. Later, you can Decoy Echo off Whisper when the situation allows (Echo getting shot, Whisper not).
I've played triple sigma with LWF and recon spec several times.
It's swingy. A bad opening or even just the dice hating you on the first round of conbat can ruin your day. But it's also extremely good at ruining other people's days too, if you get past that first round.
Edited by Rakaydos3 hours ago, Keffisch said:I do, not well.
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Imho, if you're dead set on flying them and want to learn a lot, try flying 4x Sigmas first, then try two fully souped up Phantoms (Whisper and Echo) once you got a handle on how low PS Phantoms move/fly.There's nothing more rewarding than 'clicking' with how to fly Phantoms for the first time.
They are in a strange place at the moment, primarily due to the (bad) design decision of slaving their main ability (Advanced Cloak/Cloak) to Pilot Skill.
4 Sigmas are hilarious. You really test your opponent too when you point them across the table and see if they flinch. (If they do, it's game over.) I've taken them to a small tournament - won the first two games in a grand total of 70 minutes together... lost the next two in a slightly longer period of time. I've kept a photo of four TIE Phantoms in close box formation moments before they annihilated Fenn Rau, Serrisu and a crippled Assaj is sitting on a rock beside the group. Proud moments of insanity...
This is the squad you are looking for.
"Now you see me..."
TIE Phantom: · "Echo" (30)
Veteran Instincts (1)
Fire Control System (2)
Advanced Cloaking Device (4)
· Agent Kallus (2)
TIE Phantom: · "Whisper" (32)
Veteran Instincts (1)
Fire Control System (2)
Advanced Cloaking Device (4)
· Rebel Captive (3)
TIE Bomber: Scimitar Squadron Pilot (16)
TIE Shuttle (0)
· Kylo Ren (3)
-- TOTAL ------- 100p. --
7 hours ago, Eisai said:I just played this 6 times for Phoenix Squad Championships, going 4-2:
Whisper/VI/FCS/ACDEcho/Decoy/FCS/ACD/Recon
Epsilon Ace
It's a mindbender, and not just for your opponent (keeping the changing PS straight is so much fun!). Keep Echo w/in R2 of Epsilon Ace for PS12 Phantom fun. Your opponent will now want to kill Epsilon Ace first, which is what you want. Later, you can Decoy Echo off Whisper when the situation allows (Echo getting shot, Whisper not).
I've been running phantoms a lot lately and have a very similar list to that, but i haven't played it yet. Glad to hear of it's/your success.
3 minutes ago, thatdave said:
I've been running phantoms a lot lately and have a very similar list to that, but i haven't played it yet. Glad to hear of it's/your success.
It's definitely a fun list, and one that really sort of demands flying skill, not just from the person playing it, but also from their opponent. Which is something I too often miss with a lot of the newest ships.
I’ve been using the following list (or slight variants) to try and get back some of the pre-nerf decloak magic. It has broken about even..but in the current high PS/red dice meta can melt pretty quick.
Gorgon Stare - V3 (99)
•"Whisper" (42) - TIE Phantom
Veteran Instincts (1), Fire Control System (2), •Rebel Captive (3), Advanced Cloaking Device (4)
•"Echo" (39) - TIE Phantom
Veteran Instincts (1), Fire Control System (2), •Agent Kallus (2), Advanced Cloaking Device (4)
Scimitar Squadron Pilot (18) - TIE Bomber
TIE Shuttle (0), Intelligence Agent (1), Intelligence Agent (1)
8 hours ago, Rakaydos said:I've played triple sigma with LWF and recon spec several times.
It's swingy. A bad opening or even just the dice hating you on the first round of conbat can ruin your day. But it's also extremely good at ruining other people's days too, if you get past that first round.
A friend of mine has also started flying his Phantom as a glass cannon instead of a cloak/dodger and seems to prefer it.
I believe he runs something similar to @Rakaydos with LWF, FCS, and Agent Kallus or Mara Jade. Sometimes Gunner if he's feeling extra spicy.
The cloaking nerf has greatly removed the visibility of the Phantom. With all the after dial requisitioning in the game, the ability to move after dials are down isn't that strong. Not to mention the fact that you have to do a decloak move and can't bluff by just discarding the token without performing the mandatory 2 straight or barrel roll (at least not as Imperials) means it isn't that unpredictable so it is almost like the phantom is seen as if everyone has heat vision (or darklight for old Planetside fans). As for not decloaking well your firepower is 0 as you have a weapons disabled. (Need a stealth weapons option, can only fire 1 red dice at range 1-2 in arc when cloaked).
Don't get me wrong I think moving decloak to the beginning of the round was a good call, maybe not in good order because there was a bigger error than the TIE Phantom at the time. And the TIE Phantom had an unused Barrel roll because decloaking was just so much better. But now cloaking device is not that good and could use some assistance. Jabba wasn't enough to bring scum cloaks to the table. I'm hopping the Varski can help with that. But still some other options are needed to help those awkward TIE Phantoms.
Perhaps a title which allowed for fitment of both SPA and ACD?
2 hours ago, Marinealver said:The cloaking nerf has greatly removed the visibility of the Phantom. With all the after dial requisitioning in the game, the ability to move after dials are down isn't that strong. Not to mention the fact that you have to do a decloak move and can't bluff by just discarding the token without performing the mandatory 2 straight or barrel roll (at least not as Imperials) means it isn't that unpredictable so it is almost like the phantom is seen as if everyone has heat vision (or darklight for old Planetside fans). As for not decloaking well your firepower is 0 as you have a weapons disabled. (Need a stealth weapons option, can only fire 1 red dice at range 1-2 in arc when cloaked).
Don't get me wrong I think moving decloak to the beginning of the round was a good call, maybe not in good order because there was a bigger error than the TIE Phantom at the time. And the TIE Phantom had an unused Barrel roll because decloaking was just so much better. But now cloaking device is not that good and could use some assistance. Jabba wasn't enough to bring scum cloaks to the table. I'm hopping the Varski can help with that. But still some other options are needed to help those awkward TIE Phantoms.
Until you block your opponent's PS8- guys with a forward Whisper decloak, then K-turn behind them. I've noticed a lot of people don't see it coming. And even if they do, it's usually too late to do anything at that point beyond having Adv. Sensors. I've turned a couple of formations into parking lots that way. Just have to be careful you don't then line up your opponent's shots for them on one of your other ships. Though at least they're actionless.
48 minutes ago, Eisai said:Until you block your opponent's PS8- guys with a forward Whisper decloak, then K-turn behind them. I've noticed a lot of people don't see it coming. And even if they do, it's usually too late to do anything at that point beyond having Adv. Sensors. I've turned a couple of formations into parking lots that way. Just have to be careful you don't then line up your opponent's shots for them on one of your other ships. Though at least they're actionless.
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.