bzinfinity

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  1. My new favorite anti-phantom list (and seems to be decent against others) is this: Han / VI / Gunner Bandit / Ion Pulse Bandit / Ion Pulse Bandit / Assault Missiles / Failsafe Depending on what they are running, you line up the Bandits differently, obviously, and move the failsafe to the swarm missiles or the phantom/large ship missiles. If you are CERTAIN you will face a list with large ships or Phantoms, put Ion Pulse on all three bandits and failsafe on two of them. The best tactic I have developed so far for the Bandits is shown (poorly) below. You start the Bandits like this: ^ ^ ^ Eventually, when the Phantom gets within target lock range, you 1 bank left the front left bandit and 1 bank right the front right bandit. This gives you a nearly 180 degree firing arc in front of you, and at least one of them will have a shot in most circumstances. You leave one Ion Pulse in the back, and the other in the direction you anticipate the Phantom. I have had stellar results against Phantoms so far with this tactic. If you can drop Ion one time on a Phantom, Han is almost guaranteed a kill shot in two rounds if you can hit range 1. I don't think the Tala is worth the points, it's the same thing as running base Ties vs anything else. The points to get to PS4 just don't seem to make much of a difference. And Han is guaranteed a first strike on AGI 2 Phantom at PS11.
  2. I have seen a couple guys locally make really good use of the white K-Turn. I think people are grossly underestimating the value of a K-Turn in which you keep your actions. It can really throw a wrench into your flying when the opponent can bounce around in a joust and still gets tokens.
  3. Probably not a bad idea, I only threw VI in to close to 100 points since with higher PS, I don't care much about initiative bid. The fact that they shoot first was a side effect, not really the mission. I can see the merits of the FCS though, it's a great upgrade.
  4. Well, I've been somewhat disappointed with the E-Wing, so I have decided to play it until I like it better, which has, believe it or not, worked in the past for other ships. The list I am toying with is: Ten Numb / VI Corran / VI E'Tahn Overall goal is to leave E'Tahn in the back Biggs style so that he stays in the range 3 area of the engagements. Ten is guaranteed an un-defendable crit almost %100 of the time, if my math is correct. The odds of 3 dice rolling blanks is fairly minimal, IIRC. Anyways, Ten will be passing out at least 1 crit per turn no matter the dice results, and hopefully Corran will have stripped their evade tokens so they have no choice BUT to eat at least one crit per round, not counting the rest of the dice. Corran can use his ability when there is a certain kill in front him, or when I know the next turn is a joust turn-around. E'tahn will be taking range 3 pot shots, but I think combined with Ten's innate tanky-ness, and his ability to roll one almost-guaranteed crit per attack, I should be able to dish out some serious ouch. Obviously, Corran and Ten will move after and shoot before Echo and Whisper with VI, which kind of kills two birds with one stone. I realize without PTL or EU, the E-Wings are FAIRLY limited in their Phantom hunting, I will use the fan formation when I get stuck facing a Phantom to maximize the chances of getting him in arc.
  5. Ok, so I have been waiting to post this list until I had a chance to test it against some fresh opponents, and I had that opportunity last night. I will be going to a different LGS tonight for my weekly game to give it yet another outing. However, so far, against my personal playgroup and all comers last night, I had a lot of success against Phantoms using the following: Han / VI / Gunner Bandit / Failsafe / Ion Pulse Bandit / Failsafe / Ion Pulse Bandit / Ion Pulse In two games, Han was NOT the main Phantom killer. In a third and final game, he did some / most of the heavy lifting against a non-Phantom squad. The Z's did, however, nearly ion a Firespray off the board before killing it. Essentially, this is what I have been doing with the list - You line up two Z-95's sideways, one straight ahead, about Range 1 distance from each other on whichever end of the board the Phantom lines up on. If However, as I have seen repeatedly (and generally do myself) the Phantom will line up in the middle or out to one edge as a flanker since they need space to work their magic, which means you have the rest of their list coming from behind. Flying Han slowly into the middle has repeatedly bought me enough time to roflstomp the Phantom and then move on. If they play hard to get with Echo, don't lose focus. People are SCARED of the Pulse missiles with Echo or Whisper, like in a major way. They will tend to avoid the Z-95's at all costs, which usually drops them into range for Han or causes bumping / asteroid hits, etc. You use turn 1 and possibly 2 to get the Z-95's in a roughly vertical line facing the opponents side of the board. They fly as an "|" until contact is possible. As soon as you have Target Lock range, all the Z-95's TL the Phantom. You fan out the Z-95's to get something resembling a 180 degree arc using slow banks. The one in the back of the "|" goes forward, the front two go left/right respectively, with the one you feel has a better shot making the maneuver towards the Phantom's expected landing point. This will cause them to GTFO of dodge. People may get over this fear, but it seems that as of late, people in my local playgroup are scared to death of staying in arc with the Phantoms, even at range 3. If you can get them playing defensively with Echo, you have almost won the battle before it starts. In both games where the Z-95's killed the Phantom, one came on the turn after the Target Locks, because obviously, once he got TL'd three times he bailed. But Han was waiting on the middle and really denied him a whole lot of movement options without a decloak. He chose to take his chances at range 3 to two Z-95's in arc, one of which landed Ion Pulse, and that was all she wrote. The three Z's laid waste to Echo with another lead off Ion Pulse just to make sure. In the second game, I laid the fan out and like a lamb to the slaugher, the Phantom waded in, my assumption would be that he thought he would land JUST outside Range 3, but again, two Z's had him on Ion Pulse range, and one landed through cloak (ridiculous, I can feel the guys pain). Anyways - it seems to be a fun list so far, and can put out a fair amount of damage with a splash of control if you hit large ships. I know it will struggle against some non-Phantom lists, but the meta here is drenched with Phantoms, so I'll be using it for a while.
  6. What do you mean by the first sentence? Yes, both want to dodge arcs. But the ACD TIE Phantom is so powerful that it doesn't need to. There's your difference. Except it CAN dodge arcs really well, and arguably much better with its free cloak / decloak mechanic than an Interceptor with Boost / Barrel Roll + PtL. The Phantom absolutely does need to to dodge arcs. Specifically it has to decloak every turn while firing again to recloak to upkeep your Jousting value.Believe it or not, as awesome and fun as this is, it's not exactly easy. It's not hard to fail to get a shot, at which point the Phantom either has to recloak and work with unmodified dice, evade, or barrel roll to try to get a shot. Which means arc dodging is risky. Cloaking in and of itself is risky. I've seen this go both ways. I have done some amazing piloting with Echo, easily tagging into Range 1 at will. I've also had games where the movements seemed foreign to me and I couldn't ever get him lined up. There is a lot of truth in the statement that Echo is not an automatic win. There is also a lot of truth in the statement than an experienced Echo pilot is a freaking nightmare.
  7. This is the problem. The math from Juggler as well as people with lots of playtime sharing their experience seems to go directly against the theory that the Phantom "targets specific things in the meta." It was DESIGNED to take out low PS - I will give you that. However, it can (by accident or design) nearly stand toe to toe with ships that are costed a lot higher. A Han/Gunner is not necessarily going to hard counter the Phantom. I have played several games with only Echo vs Han/Gunner for the sake of science. Han/Gunner is absolutely NOT guaranteed to kill Echo. Neither is any other small base ship in the game. Quite the opposite. On a regular basis, Echo will wipe most other ships, which means you have to build your list around the fact that your opponent MIGHT bring a ship capable of wiping your entire list, or severely throwing a wrench in it, anyways. Saying "Well just get a stress droid and a turret." Do you not see the inherent flaw in this? I have to bring two ships to even THINK about effectively dealing with one of yours, who cost less than the PS equivalent ship I brought, let alone the cost with his teammate. I think a more appropriate way to phrase this would be "the Phantom targets the meta." It excels at killing ANYTHING the current non-epic game has to offer. (Possibly Epic as well, haven't played one there yet so I can't comment). I have killed as and been killed by the Phantom in well over 50 games now, most of which were specifically played to address learning the Phantom from both sides of the board. The simple unadulterated truth is that the Phantom (Echo,VI,ACD) is insanely powerful. If you aren't flying turrets, your piloting has to be completely perfect each and every time. One screw up that allows the Phantom to blast 5 dice into you broadside and not take any return fire, and you can forget it. Unless the dice specifically hinder the Phantom, it has a tremendous advantage. 4 Greens is not unkillable at range 3. We've all killed Soontir through a Stealth Device. However, Soontir cannot come close to the raw movement possibilities of Echo. Look at the FFG article if you don't believe me. I think it was said there that he has up to 90 final rest positions on the board.
  8. Hence the arguments about the Phantom - thank you for summing it up SO perfectly.
  9. Broken is a very strong word. I just think it is severely undercosted. Since mathematically it lines up with a Falcon, if it's cost were closer to that range, I don't think this conversation would even be happening.
  10. Zero Defenders have shown up in any of the Final Cut / Top Third so far, for the 2 (partially) Reported Regionals. Given that it has the jousting efficiency of the TIE Advanced for its cost, I doubt that a white K-turn will make it the best ship. Usable in some scenarios, sure, but certainly not the best ship. Did you read my earlier post? Relevant summary points are quoted and are bolded below. Looking at their brute-force statline, the VI+ACD TIE Phantom is significantly more points efficient than the TIE Interceptor. As stated earlier, a VI + ACD Phantom has about the same absolute brute force as a gunnerless (and lower PS) YT-1300. This means that a 35 point VI + ACD Echo can go toe-to-toe with a 44 point Lando, and they'll be about tied in terms of absolute power. In this case, the Phantom (less points) is actually countering the YT-1300, not the other way around! The YT-1300 NEEDS Gunner and/or a higher PS to counter the Phantom. If it has neither, the ACD Phantom will be far more points efficient, and the YT-1300 will statistically lose. I don't understand the resistance to the commonly accepted math, Juggler. The numbers don't lie, it's that simple. Numerically, the Phantom is a monster. On the board, the Phantom is a monster. I don't understand why people are keeping their heads in the sand about it. The math proves the argument. If nothing else - even if you call the Phantom Vs. Falcon a DEAD HEAT - the points cost gives the Phantom the win. Never mind that you need ANOTHER 5 point upgrade to make it work.
  11. I frequently run - Krassis / HLC BH / Gunner / Seismic Dark Curse Love the dual firespray lists!
  12. Well, I am of the opinion that we will get a Star Destroyer, because, well, it's a Star Destroyer, and probably THE most if not the second most recognizable vessel in the Star Wars Universe. Having said that - I will add two more logs to the fire. Everyone here complaining about scale will buy one, of that I am certain. Regardless of scale, I am looking forward to playing with it when it gets here. Does it irritate me that it's not to scale? Of course. But the unfortunate truth is that they already boned the scale with the Corvette and GR-75, so all's fair at this point I would say.
  13. Will they fit in these sleeved with FFG sleeves? If so I'm buying some this instant, lol.
  14. Howlrunner is the most point efficient named pilot in the game. She is also VERY under priced and overpowered compared to similar costed pilots. She is an exception to the rule. With that being said, the Tie is not the best ship in the game. Its howls ability that makes her special, not the ship she flies. 1 tie vs anything other then a headhunter and the tie loses outright. Tie only has an advantage when you blot out the sun with their numbers. Falcon, firespray, xwing and phantom.. To me, the "best ship" would belong to 1 of those ships. I'm talking best in terms of overall ability. Damage, dial, bulk and named pilots all while keeping cost in mind. So the fact that she is a wave one pilot and still dominates the tournament scene with her lower PS squad mates means nothing towards best ship? Your point is a lone Tie Fighter can't beat anything so it does not get consideration? So we want to theories the best ship and ignore results. She is in no way as powerful as Echo. Not even close. She makes squads MUCH more powerful, to be sure - but she is not the individual monster that Echo is. What are you talking about? She's not as powerful as Echo? She's more powerful than Echo because she's a huge force multiplier for 18 points. She essentially gives 6 other Ties an extra attack dice just by being present on the battlefield. You don't need to compare the individual combat capabilities of a ship to judge how powerful it is. Unless you define powerful in a very different way than me. I assumed we were talking about ship vs ship. Otherwise, I agree with your assessment.
  15. Howlrunner is the most point efficient named pilot in the game. She is also VERY under priced and overpowered compared to similar costed pilots. She is an exception to the rule. With that being said, the Tie is not the best ship in the game. Its howls ability that makes her special, not the ship she flies. 1 tie vs anything other then a headhunter and the tie loses outright. Tie only has an advantage when you blot out the sun with their numbers. Falcon, firespray, xwing and phantom.. To me, the "best ship" would belong to 1 of those ships. I'm talking best in terms of overall ability. Damage, dial, bulk and named pilots all while keeping cost in mind. So the fact that she is a wave one pilot and still dominates the tournament scene with her lower PS squad mates means nothing towards best ship? Your point is a lone Tie Fighter can't beat anything so it does not get consideration? So we want to theories the best ship and ignore results. She is in no way as powerful as Echo. Not even close. She makes squads MUCH more powerful, to be sure - but she is not the individual monster that Echo is.