I Own Six Tie Phantoms

By TaeSWXW, in Star Wars: Armada Fleet Builds

And trying to make them work with an Interdictor (all those beautiful rocks to break engagement and provide obstructed shots) just isn't working. Here's a new direction:

Points: 399/400

Commander: Admiral Sloane

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Strategic Adviser ( 4 points)
- Boarding Troopers ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 172 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Instructor Goran ( 7 points)
- Ordnance Experts ( 4 points)
- Expanded Hangar Bay ( 5 points)
- Flechette Torpedoes ( 3 points)
= 67 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

2 Lambda-class Shuttles ( 30 points)
6 TIE Phantom Squadrons ( 84 points)
= 114 total squadron cost

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Having rocks helps Phantoms - thus the focus on Interdictors to start. If we cut the Interdictor, however, we gain room for a Big-Bad but still need to find ways to bring rocks into the picture: this is where our objectives come into play. Having Avenger around gets us a Big-Bad and helps get more rocks by adding in the Advanced Gunnery objective - no one picks AG if they can avoid it when Avenger is on the table.

While Contested Outpost doesn't have as many rocks as I'd like, it does focus the fight and allows my Phantoms a dedicated spot to abuse the station's regen ability. If my opponent is smart, they still avoid this objective because Avenger knows where they'll be and my Phantoms will be very difficult to pick off.

This leaves us with Salvage Run. Not only do we have a tight cluster of rocks, but we add in two more to boot. My Phantoms will now have a playground of engagement-breaking-obstruction-creating rocks within which to drive my opponent mad. Furthermore, my Lambdas can ****** the objective tokens and bring them to my Raider.

I expect opponents to select Salvage Run as the least bad objective.

As for the rest of the fleet, Avenger does Avenger things. The Raider slow rolls with the Phantoms and provides them cover with Goran while disincentivizing any Intel use with the Instigator title - the only question is Flechettes or External Racks for additional ship-hunting utility. The Gozantis will fly off somewhere and activate Phantoms from abroad.

Please poke some holes in this list so I don't have to discover it's major flaws while it's on the board.

In Contested Outpost, the station doesn't heal damage. I think you might be better off with Planetary Ion Cannon — your Lambdas can move the targeting points in the Squadron Phase so they are ready to fire at the end of the next Command Phase.

26 minutes ago, stonestokes said:

In Contested Outpost, the station doesn't heal damage. I think you might be better off with Planetary Ion Cannon — your Lambdas can move the targeting points in the Squadron Phase so they are ready to fire at the end of the next Command Phase.

Huh, that's probably why the version of this list I made last night before bed had Fire Lanes on it.

I'm playing a sloane phantom fleet in the cc and i can say... having a blank is certainly aggravating. With blue dice you ALWAYS get a hit, sloane acc, or reroll. You never just fail. And i rolled double blanks in the last game meaning a ship got away with 1 hull. That kind of stuff boils me.

BUT the thing that hurts them most is the fact Imperials dont have Toryn. Swarm for the other ties covers that gap, but the phantoms dont have it. The fact that they are one of very few squads in the game that simply has no access to rerolls nor any potential avenue to GET access to rerolls really really hinders them.

I wish you the best making it work!

I would change your Nav Objective to Dangerous Territory. If you want to play in the rocks you should be able to live there.

I also think that you should dump a Lambda. With 6 Phantoms on the board you'll own the dogfights, and you have two Gozantis to bring in to play if the one goes down.

Finally, I'd scrap Ordinance Experts from the Raider. Given how much you'll have to maneuver, you're just not getting enough re-rolls over the course of the game.

If you scrap those two, you get enough to add Whisper, which ups your damage output substantially.

On 9.3.2018 at 4:41 AM, BrobaFett said:

I'm playing a sloane phantom fleet in the cc and i can say... having a blank is certainly aggravating. With blue dice you ALWAYS get a hit, sloane acc, or reroll. You never just fail. And i rolled double blanks in the last game meaning a ship got away with 1 hull. That kind of stuff boils me.

BUT the thing that hurts them most is the fact Imperials dont have Toryn. Swarm for the other ties covers that gap, but the phantoms dont have it. The fact that they are one of very few squads in the game that simply has no access to rerolls nor any potential avenue to GET access to rerolls really really hinders them.

I wish you the best making it work!

You should mention that you have as well 7 squadron aces that are nearly all veteran. These are way more dangerous than the TIE Phantoms :D.

I like the Phantoms. They are nice and have a good effect. But i could never make a good list with these. They are way to fragile and to expensive, compared to other imperial squadrons.

4 hours ago, Beerasaurus said:

Finally, I'd scrap Ordinance Experts from the Raider. Given how much you'll have to maneuver, you're just not getting enough re-rolls over the course of the game.

I reckon the less shots you get, the more important that the ones you get stick.

Basically - If you can’t shoot enough variance will see you through the rounds , variance will only play out over games.

Rerolls are the best way to increase damage on reds and blacks, and Ordinance Experts is probably the best reroll upgrade there is.

This of course is before you take into account he has a crit activated effect that naturally only goes off 50% of the time.