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How to fight the TIE Phantom


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#21 Khyros

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Posted 14 May 2014 - 03:54 PM

Roark + R3-A2 should counter ACD... muwhahaha!  And then they can't decloak to do fancy shenanigans even if they manage to live through the round.


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#22 Ravncat

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Posted 14 May 2014 - 04:18 PM

Fighting a phantom seems to be different depending on pilot skill. Assuming lower pilot skill, Getting movement in the combat phase could be good. (Hello Airen cracken w ptl and engine.... And any other ship with r7t1 or roll, boost or daredevil.

Another technique will be spreading out arcs, though this will be dependent on what else is on the board

#23 KILODEN

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Posted 14 May 2014 - 06:16 PM

you can still use the stealth modification on the phantom to give it 5 defense dice right?


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#24 Forgottenlore

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Posted 14 May 2014 - 06:23 PM

you can still use the stealth modification on the phantom to give it 5 defense dice right?


While it's cloaked. Yeah, you could. But in all likelihood, the modification slot will be better occupied by an advanced clak or particle accelerator.

Thanks, Troy

 

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#25 Jo Jo

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Posted 14 May 2014 - 06:35 PM

Sure can. At range 3 that would be 6 green dice while cloaked. 


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#26 Breaking The Law

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Posted 14 May 2014 - 08:35 PM

If they can't recloak you are they should die fast.

 

I disagree, kind of. I think with coaking, you should use it for a really solid joust. try and position yourself at range 3, where your 4 attack and 5 defense dice mean you have a huge advantage, and then start doing weird maneuvers. I see no reason a 3 phantom list couldnt drop say, 2 xwings for 1 phantom on the joust.



#27 Popn618

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Posted 15 May 2014 - 04:35 PM

100 points
 
Pilots
------
 
"Whisper" (37)
TIE Phantom (32), Veteran Instincts (1), Advanced Cloaking Device (4)
 
"Echo" (37)
TIE Phantom (30), Push the Limit (3), Advanced Cloaking Device (4)
 
Gamma Squadron Pilot (26)
TIE Bomber (18), Flechette Torpedo (2), Cluster Missiles (4), Seismic Charges (2)

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#28 Lagomorphia

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Posted 15 May 2014 - 05:03 PM

Even uncloaked you're looking at one hull off of X-wing stats.



#29 That One Guy

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Posted 15 May 2014 - 06:50 PM

YT-1300 with Gunner.

You're screwed if they took Outmaneuver though. I can see Echo with Sensor Jammers and Outmaneuver being very dangerous to any YT.



#30 Skargoth

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Posted 15 May 2014 - 09:56 PM

YT-1300 with Gunner.

Chewie for Imdaar!


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#31 Ailowynn

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Posted 16 May 2014 - 09:34 PM

Even uncloaked you're looking at one hull off of X-wing stats.

Another way of looking at it is (defensively) a Z-95 Headhunter--aka one of the cheapest ships in the game. And that extra hull makes a big difference. A three-attack ship at range one will throw out four attack dice, which, on a perfect roll (which isn't so unlikely that it couldn't happen) could, conceivably, one-shot your thirty-point ship. Sure, it isn't exactly likely, but with four total HP, you lack the assurance of durability. You should survive a while, but there's no way to know that you will.



#32 That One Guy

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Posted 17 May 2014 - 07:41 AM

 

Even uncloaked you're looking at one hull off of X-wing stats.

Another way of looking at it is (defensively) a Z-95 Headhunter--aka one of the cheapest ships in the game. And that extra hull makes a big difference. A three-attack ship at range one will throw out four attack dice, which, on a perfect roll (which isn't so unlikely that it couldn't happen) could, conceivably, one-shot your thirty-point ship. Sure, it isn't exactly likely, but with four total HP, you lack the assurance of durability. You should survive a while, but there's no way to know that you will.

 

That's one of the reasons i'm really tempted to take Sensor Jammers, even though it's 4 points on an already expensive ship.



#33 Ailowynn

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Posted 17 May 2014 - 01:41 PM

 

 

Even uncloaked you're looking at one hull off of X-wing stats.

Another way of looking at it is (defensively) a Z-95 Headhunter--aka one of the cheapest ships in the game. And that extra hull makes a big difference. A three-attack ship at range one will throw out four attack dice, which, on a perfect roll (which isn't so unlikely that it couldn't happen) could, conceivably, one-shot your thirty-point ship. Sure, it isn't exactly likely, but with four total HP, you lack the assurance of durability. You should survive a while, but there's no way to know that you will.

 

That's one of the reasons i'm really tempted to take Sensor Jammers, even though it's 4 points on an already expensive ship.

Worth every penny. If you're gonna buy something expensive, it never hurts to have insurance.

 

Especially if you know that that something is going to be shot at a lot.






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