Phantoms?

By Games'n'Geeks, in X-Wing

11 hours ago, JJ48 said:

Second Edition is supposed to involve more choosing between options and less ships playing themselves once you put them down.

This is what I love about 2.0. No more, I have all the upgrades and all I need to do is fly around rocks.

I am so glad VI, PTL, Chimps, Harpoons and many other cards are gone. Now we just have to wait until we get a few more options after a couple of waves.

Yesterday I went 4-2 at an 18 man tournament with two Juke Sigmas and Rex with Adv Sensors and Juke.

Great list. The Phantoms didn't need anything else :)

9 hours ago, Games'n'Geeks said:

I should've known that but I guess I roll so badly it's a miracle any of my opponent's ships die. Speaking of hammer and anvil, what would be a good pair up for the Phantoms then? I think my mistake might be pairing up fragile ships.... interceptors and phantoms. Maybe some cheap TIEs?

I love Tie Fighters. There are a lot of people that just dismiss them for the 2 attack dice, but 2 attack dice is not as weak as it was at the end of 2nd Ed. Also, blocking. Tie Fighters are the best blockers. It's something you definitely want to use them for. Enemy are a lot easier to hit when you know where they will be and they have no actions. It makes the Tie Phantom a lot easier to get into position.

Here was the list that I won 2 out of 2 games I've tried so far. Maybe not the most fine tuned, but it did me well.

TIE/ph Phantom - •“Whisper” - 70
•“Whisper” - Soft-Spoken Slayer (52)
Juke (4)
Fire-Control System (3)
Director Krennic (5)
Shield Upgrade (6)

TIE/ln Fighter - •“Wampa” - 30
•“Wampa” - Black Eleven (30)

TIE Advanced x1 - •Ved Foslo - 51
•Ved Foslo - Ambitious Engineer (47)
Ruthless (1)
Fire-Control System (3)

TIE/ln Fighter - •“Night Beast” - 26
•“Night Beast” - Obsidian Two (26)

TIE/ln Fighter - Academy Pilot - 23
Academy Pilot - (23)

Total: 200/200

Now, many people just post lists without really talking about how to fly them. I put the Tie Fighters and X1 close together. Either on a side or middle. Middle can be good if you want to draw them towards you as you can just hard turn in your deployment to get towards the edge they set up in. This should give you plenty of time for the Tie PHantom to get into position. Decloak and recloak so that you can move ahead faster and get into the flank. Try to time it that your Phantom comes in right as your Tie Fighters are shooting at long to medium range. Have one or two Tie fighters rush ahead next and start blocking up the possible places they can go. Use a few to ensure you get good blocking coverage. Take a Focus. Next turn should have some of their ships bumping into the lead Tie Fighter and the other ones in R1 at someone with no actions. Tie Phantom blasts from the side or rear. X1 can do some damage, too, especially if you go with Prototype on it. It can knock the shields down while the Tie Fighters get the hits in.

Wampa is good because people like to target him to prevent him from getting an extra die. It's not that big a deal, but people always like to try to tag him. It makes other ships a bit safer.

Night Beast is always a good Tie Fighter as he has action economy. Free Focus! Let's him Evade or Barrel Roll.

Always need at least one Academy to start the bumping.

Stygium isnt the one we had in 1.0, it has a recloak function so its more like Stygium + Slightly-Advanced-Cloaking Device.

Phantoms are probably a contender for the best imperial ship atm. Theyre so dang cheap for how evasive they are! Yeah they lack the punch they had before (FCS no longer gives them lock access and 3die attack) but they still hit hard.

I've had some good experiences with Whisper as well.

I find the phantom to be much more maneuverable now. The 1-bank is really good, and the ability to cloak even if I don't get a shot is huge. In 1st edition Whisper could get into bad positions because she depended on getting the shot.

The Phantom was an imposible ship to balance with it's old ability, because so much depended on shooting first. It's still relevant, but not the end of the world anymore.

Echo is awesome.

4 hours ago, SDCC said:

and Rex with Adv Sensors and Juke.

I know this is a thread for phantoms, but I keep seeing people putting advanced sensors on defenders. Why? It shuts down their free evade action.

1 minute ago, Forgottenlore said:

I know this is a thread for phantoms, but I keep seeing people putting advanced sensors on defenders. Why? It shuts down their free evade action.

Because getting blocked also blocks their evade action.

54 minutes ago, Forgottenlore said:

I know this is a thread for phantoms, but I keep seeing people putting advanced sensors on defenders. Why? It shuts down their free evade action.

Defenders can do pretty crazy things with AS. Disregarding the utility of a boost/roll into K-turn (since its paid for with the lost evade), the slow moves become suddenly a lot more viable and they can now clear stress on a 1 bank.

You have a get out clause on that always blocked K-turn and lose a lot of the chassis' predictability. You just lose the occasional free evade in return. And **** Palob off no end.

15 minutes ago, Cuz05 said:

And **** Palob off no end.

On an unrelated topic, Palob's ability really should have been an action.

People tend to forget that Defenders actually can go slow, and that should be taken advantage of once in a while. It may be red, but that 1-turn can be very effective sometimes, and with Sensors, you can even grab an evade to trigger Juke before moving, or roll/boost to dodge or set ut an HLC shot.

7 minutes ago, Okapi said:

People tend to forget that Defenders actually can go slow, and that should be taken advantage of once in a while. It may be red, but that 1-turn can be very effective sometimes, and with Sensors, you can even grab an evade to trigger Juke before moving, or roll/boost to dodge or set ut an HLC shot.

Having Evade on the bar makes them SO much better at using AS.

@Games'n'Geeks I notice you said you put Stealth on your Phantom. I'd drop that for Shield (same points) so fast. Greens can still blank, or give you a focus when you don't have one.

I'd always rather have a guaranteed 1 less crit due to a Shield. Plus it makes them 3 hull 3 shields, like the old Defender stats!

6 minutes ago, InterceptorMad said:

@Games'n'Geeks I notice you said you put Stealth on your Phantom. I'd drop that for Shield (same points) so fast. Greens can still blank, or give you a focus when you don't have one.

Stealth device has a 'demoralizing' effect on your opponents.

Seeing a target with 3 greens + 2 focus + Evade, or even 3 greens + 2 focus + 2 evade (Whisper), makes you instinctively go for 'softer targets' to not 'waste' your shot.

Just now, Jehan Menasis said:

Stealth device has a 'demoralizing' effect on your opponents.

Seeing a target with 3 greens + 2 focus + Evade, or even 3 greens + 2 focus + 2 evade (Whisper), makes you instinctively go for 'softer targets' to not 'waste' your shot.

Only if you've built it to have 2 focus lol Which I don't. But the Imperial Curse (as I call it) ALWAYS hits. As much as I can avoid blank greens, I do. So I'll literally never touch stealth device on anything.

1 minute ago, InterceptorMad said:

Only if you've built it to have 2 focus lol Which I don't.

I did, and they are a nightmare to bring down. The only truly token-stacking ships in the game.

I have to try shield upgrade + Gonk tough. Maybe the phantoms can use an unexpected decloak disengage, and remain cloaked later while regenerating those precious MV points.

1 hour ago, JJ48 said:

On an unrelated topic, Palob's ability really should have been an action.

That'd be pretty worthless then, since he's I 3

Palob is fine, long as the imperial player doesn't derp and just ignore him for the whole game

He's got a phantom statline and costs more, he's not that big a deal unless you allow him to be one

And remember, he can only steal one token. You should have more than that

Edited by ficklegreendice
1 minute ago, ficklegreendice said:

And remember, he can only steal one tojen. You should have more than that

O_o What ships are you flying?

2 minutes ago, JJ48 said:

O_o What ships are you flying?

Usually 3 or 4 of them.

E: and in the case of phantoms, almost always 2 per ship.

but he can take away your recloak, which really kills your momentum.

Edited by thespaceinvader
1 minute ago, thespaceinvader said:

but he can take away your recloak, which really kills your momentum.

Right, and then when you can't decloak, you're down to one token until you get a chance to decloak again.

3 minutes ago, thespaceinvader said:

Usually 3 or 4 of them.

Absolutely crucial to repeat

Palob is MEAN 1v1, so don't get yourself into that scenario

He's also as ore more expensive than juke whisper, so trading a phantom for him is fine

Edited by ficklegreendice
1 minute ago, JJ48 said:

Right, and then when you can't decloak, you're down to one token until you get a chance to decloak again.

One ship is down one token.

Palob is strong, but he;'s lower init than most of the pahntoms that will be trun and in the end, not very tough.

Kill him with extreme prejudice.

9 minutes ago, thespaceinvader said:

One ship is down one token.

Yeah, but you're talking about a 4x Phantom list. I only ever have 1x.

When I flew against him, I was throwing at least three dice a turn at him, and managed to remove a single shield over the course of the game.

Edited by JJ48

Say you're facing Palob, Fenn and Guri with your Phantoms (and/or Defenders), do you go all in on Palob? Feels like a trap...

Been trying and failing various things against them 3 at home (mostly with Defenders). Tbh, the other 2 are more of a problem but the 3 together are.... really awkward.

2 hours ago, JJ48 said:

Yeah, but you're talking about a 4x Phantom list. I only ever have 1x.

When I flew against him, I was throwing at least three dice a turn at him, and managed to remove a single shield over the course of the game.

What's the rest of your list>? It's not like your list is only one phantom.