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Trying to solve the YT/Phantom Manace


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#21 ID X T

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Posted 23 July 2014 - 09:41 PM

R7-T1 is a good option, but not very good versus phantoms since they are unlikely to be in front of you anyway. The biggest Issue for rebels against phantoms is the lack of boosting ships. Moving after a phantom is all well and good, but without boost or barrel roll you'll still be unlikely to get them in your sights all that often.

Another option is stress bot on Jek. If you need too you can ignore the stress, even better considering you can potentially k-turn, focus and shoot with stress bot, as a potential option, though not one you want to try often. Tough for a phantom to avoid arcs from both wedge and a k-turning jek. Also makes jek a viable target instead of wedge.

#22 AnsibleTheta

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Posted 23 July 2014 - 10:28 PM

100pts

Wedge w/ expert handling, R2 astromech & hull upgrade

Luke w/ veteran instincts & engine upgrade

Jek w/ veteran instincts, R3-A2 & hull upgrade

 

Splits the difference between countering phantom & YT-3PO.  Has extra hull to endure the turret while you focus down Z95s (or vice versa).  Has PS 9+ with repositioning to trap phantoms, but at 100pts loses initiative to most Whisper lists.  You could drop hull from Wedge, secure initiative at 97pts, or put R2 astromech on Luke at 98pts.  Overall the damage output feels weak for a 3ship list.

 

98pts

Wedge w/ predator & engine upgrade

Luke w/ veteran instincts & engine upgrade

Jek w/ veteran instincts & R3-A2

 

Better offense, slightly weaker repositioning (IMHO EH w/ R2 is better than EU).  Less durable overall.

 

Luke and Jek w/ VI, and Wedge leaves 15 pts for upgrades and initiative.  It is difficult to find the best combination of enhanced durability, maneuverability and damage consistency you can get out of those 15pts, especially w/ headhunter packs and mini swarms running interference on you.



#23 ScottieATF

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Posted 23 July 2014 - 11:44 PM

R7-T1 is a good option, but not very good versus phantoms since they are unlikely to be in front of you anyway. The biggest Issue for rebels against phantoms is the lack of boosting ships. Moving after a phantom is all well and good, but without boost or barrel roll you'll still be unlikely to get them in your sights all that often.
Another option is stress bot on Jek. If you need too you can ignore the stress, even better considering you can potentially k-turn, focus and shoot with stress bot, as a potential option, though not one you want to try often. Tough for a phantom to avoid arcs from both wedge and a k-turning jek. Also makes jek a viable target instead of wedge.


I think you need to re-read R7-T1. R7 requires you to be in front of the chosen ship. Not the other way aroundn




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