2 minutes ago, thespaceinvader said:What's the rest of your list>? It's not like your list is only one phantom.
When I tried it, I had a Lambda and two Strikers.
2 minutes ago, thespaceinvader said:What's the rest of your list>? It's not like your list is only one phantom.
When I tried it, I had a Lambda and two Strikers.
4 hours ago, Jehan Menasis said:The only truly token- stacking ships in the game.
You are talking about perceptive copilot right?
i'd absolutely go after Polab first when facing Fenn/Guri.
Fenn/Guri dont deny you your mods, theyre just a bit harder to hit.
Not to mention Polab is way easier to get in a crossfire and blow up in one round. Why go for the harder to pop one first, when the easy to kill is ... well .. easier to kill and still a threat?
1 hour ago, Cuz05 said: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.
Palob first if I can. He makes both other ships better by stealing your modifications, which feels really bad. I’d you trap Guri she dies quickly, and Fenn needs that range 1 which you can partially control.
Palob folds pretty quickly to juke focus fire, but if you REALLY want to just curbstomp his **** you bring along someone with proton torps
They just annhilate the poor, low I guy
4 hours ago, "Quickdraw" said:You are talking about perceptive copilot right?
Indeed
I echo the sentiments of many others on here. Phantoms are really good and really fun in 2.0. You need to unlearn what you have learned of you want to enjoy them though.
I’ve seen the nerfed argument too many times. So many people seem upset by the change from 4 Attack to 3 and the fact that Phantoms don’t auto Cloak anymore.
I think the designers did a much better job the second time around of capturing a Cloak mechanic and cloak decloak cycle though evades creates some really great on the table decisions.
I was actually excited to fly Phantoms in 2.0. Phantoms aren’t the only ship that got changed in a way which looks like a nerf but really isn’t.
I think you just need to look at them as a completely new Imperial ship you get to fly. Same with the Punisher, and yo a certain degree the Decimator and Lambda. So yeah you lost a ship you really like but you got a new toy to try out.
I really do think what other ships you have in your list matter, as well. Don't take it with a bunch of arc dodgers. Then again, I think that's a good idea no matter who you are taking. There isn't the double re positioning that you used to get. There isn't the insane token defense. Those types of lists can't do what they did in 1st ed.
I played a list with 2 Phantoms at a tourney last night and they are awesome. One of the best ships for the cost.
The matches I lost were only due to time and point differential; the squad was never wiped out and in both cases were a couple turns away from finishing the job.
I ran 2 Phantoms and 2 TIEs and the issue was firepower and getting greater damage output quicker - surviving isn't an issue.
So, I've modified the list accordingly and am excited to try it :
TIE Advanced v1 - •Seventh Sister - 58
•Seventh Sister - Sadistic Interrogator (48)
Proton Rockets (7)
Heightened Perception (3)
TIE/ph Phantom - •“Whisper” - 72
•“Whisper” - Soft-Spoken Slayer (52)
Juke (4)
Perceptive Copilot (10)
Stealth Device (6)
TIE/ph Phantom - •“Echo” - 70
•“Echo” - Slippery Trickster (50)
Juke (4)
Perceptive Copilot (10)
Stealth Device (6)
Total: 200/200
View in the X-Wing Squad Builder
Edited by mike8104What I find very strange about the phantoms is how they are better crew carriers than the shuttle or reaper.
6 hours ago, william1134 said:What I find very strange about the phantoms is how they are better crew carriers than the shuttle or reaper.
I think this is true, but I think it's more related to point value of the available crew. Nobody wants to dump double digit extra points on a ship with 1 green die, that point investment is much safer on the slightly more defensive platform. Also, its rarely worthwhile to put two crew members on a single ship, again because cost.
For me personally there is so much to explore with the ace pilots and fun ships to fly that I've not even put a Lambda on the table yet, which is actually a h*ckin shame because that rear arc looks good.
Idk, the reaper is pretty fantastic
It's just a question of getting used to its clunky medium base, but once you do it's a palpmobile extraordinaire
Vizier especially gets you some silly action efficiency, since you're generally bumping or slooping with the reaper
Please someone just fly this and make people chase Vader pointsink while getting dissected by Phantoms so all of this "are Phantoms still good enough" nonsense can end once and for all.
"Echo" (50)
Juke (4)
"Whisper" (52)
Juke (4)
Darth Vader (70)
Supernatural Reflexes (12)
Fire-Control System (3)
That list is interesting and is composed of my favorite pilots so I'll be trying them out for sure!!
I also like the Phantom+Juke+Perceptive Copilot build. One evade and two focus would really help! But maybe a shield instead of stealth device.
To those that say flying Phantoms in 2.0 is different from 1.0, please imagine that I'm at total idiot and explain to me how to fly Phantoms in 2.0?
4 hours ago, Games'n'Geeks said:To those that say flying Phantoms in 2.0 is different from 1.0, please imagine that I'm at total idiot and explain to me how to fly Phantoms in 2.0?
I think it has a lot more to do with how your opponent treats the Phantom in 2.0 than it does with it playing differently.
In 1.0 the phantom was the anchor of the list, and you had to play it as such. Losing the Phantom pretty much meant losing the game unless you were able to take out their critical piece first.
2.0 phantoms are flankers, and the opponent will (generally) let them flank because they aren't the threat they used to be. Lets take probably the bogeyman Imperial ship right now: Redline. 1 agility and no evade dice, often able to throw out fully modded proton torpedoes, Redline is a sledgehammer for 53 points. Load up Trajectory Simulator and Proton Bombs and you have 61 points of angry damage. Whisper is a fart in the wind, so your opponent will let you dance a little.
1.0 Whisper needed to be shooting every single turn, not just for ACD but because if she isn't shooting your list isn't dealing damage.
2.0 Phantoms (not just Whisper anymore!) are only one component of your threat, running away for a turn to reposition is definitely fine. You can decloak, get the evade, recloak, and have 4 green dice with an evade token, and you've still got nearly three quarters of your list shooting at things instead of only 40%.
thing thats truely evil about that vader double phantom list is even if they do the correct thing and kill the super squirrelly phantoms first...they have vader left.
None of those 3 ships are a preferred enemy in a 1on1 situation in the end. Vader cant keep you in arc 24-7 with cloak shenanigans but hes also got the PS and action economy to just never get shot. Yeah he may lose his shots alot to do it, but thats still a win for him because of his position.