Rexler's phantoms

By Rubales, in X-Wing Squad Lists

Hi!

I have some doubts with this archetype, specially regarding the jamming beam...


TIE/ph Phantom: Sigma Squadron Ace (48 + 7)
+ Juke (7)
TIE/ph Phantom: Sigma Squadron Ace (48 + 7)
+ Juke (7)
TIE/D Defender: Rexler Brath (81 + 7)
+ Juke (7)
+ Jamming Beam (0)

Is it useful? I'm not sure why should a defender use that beam instead a standard attack.

Has anyone try it?

I've run Rex with Jamming Beam in a very similar squad.

I even fired it once, to good effect :D

It's just free, so why not have it. Doesn't even matter if you forget it's there.

addendum . That's a very good squad btw. Not super easy, but much potential.

Edited by Cuz05

Isn't that jamming beam there just because it's free...?

At least Rex get something more out of it. If he hits with it, he still can use his ability to flip a damage card.

11 hours ago, xanatos135 said:

Isn't that jamming beam there just because it's free...?

It also strips green tokens to make Juke more effective on the Phantoms.

You got 2 pts to spare. Fcs on a ship? Or keep the bid?

1 hour ago, pakirby said:

It also strips green tokens to make Juke more effective on the Phantoms.

I guess that's the idea, but I was thinking that the best way to strip those tokens is a good attack, dealing as much damage as possible, since the defender comes before the phantoms...

25 minutes ago, LUZ_TAK said:

You got 2 pts to spare. Fcs on a ship? Or keep the bid?

Yeah, really tempted to put fcs on rexler... ๐Ÿ˜‰

I think this made top cut at euros or aussie system open.

Its beefy and jukes no joke, not sure how it would do against sinker swarms and such.

3 hours ago, wurms said:

Its beefy and jukes no joke, not sure how it would do against sinker swarms and such.

All depends on Rex, I think. If he loses half points, then he loses the game. It should eat through Sinker and his buds quite quickly, but the Phantoms will take a beating for it. Or they should, rather than Rex.

As for FCS, it can be very useful, but all depends on whether you have the opportunity to make taking the lock and using the single reoll happen often enough, or at all.

I found I didn't get a lot of use out of it in this context. Rex is a fortress and may not shoot at the same target twice, ideally his squad mates set them up to be finished, or finish what Rex has started, it's big on focus fire.... The flip side is it means Rex is almost constantly focusing, to safeguard points and allow for free target selection.

Also, 198 is a nice number. They all love shooting 1st, but when someone has spent 199/200 on a chunky list with an I5 in it, the small bid is nice. It'll give you the best of both worlds.

12 hours ago, Rubales said:

I guess that's the idea, but I was thinking that the best way to strip those tokens is a good attack, dealing as much damage as possible, since the defender comes before the phantoms...

Why waste an attack when you can just take their tokens away with jamming beam? Jamming also prevents them from gaining locks & green tokens. Even if you get a single use out of it in a game, you canโ€™t beat the price of jamming beam ๐Ÿค—

There are a few situations where you may actually want to fire it. If one of your ships is facing a painful 4/5 dice with lock, from a ship that definitely won't die this turn and is yet to fire, it's likely you'll gain more in the long run by jamming it. Particularly since there's a good chance it's a ship that won't be able to dodge it and will likely be outmanoeuvred in following turns. Especially if it then only has a 2 die primary.

It's also well worth firing at a Phamtom occasionally, if only for the potential hilarity of the decision to spend the evade to dodge it, or not spend it and just lose it :D