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Hrathen

How to fight the TIE Phantom

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It seems to me it is all about action denial.  Flechette Torpedoes, Blocking, and Stress Allocation.  If they can't recloak you are they should die fast.

 

Other that that I think high PS will be key.  Though I will probably put Whisper in my Phantom and give him VI.  It might even be worth building the 99 point fleet for the guaranteed shoot first.  Advanced Cloak is one of the few times that it will actually matter.

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In response to the above:

I don't really see Ion being all that useful (more than normal) against Phantoms, they still get their action while Ionized.

 

Yes, You can still shoot at and kill 4 agility dice ships, but won't it be more effective to shoot at 2 agility dice ships.

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Autoblaster is your best friend

HLC + TL + F is a close second

 

Along this line, Keyan Farlander (once he comes out) with PTL + Autoblaster + Engine upgrade may ensure that you can position yourself in range 1 and use your stress as a focus. The problem with this would be if the Phantom is Whisper with VI.

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In response to the above:

I don't really see Ion being all that useful (more than normal) against Phantoms, they still get their action while Ionized.

 

Yes, You can still shoot at and kill 4 agility dice ships, but won't it be more effective to shoot at 2 agility dice ships.

 

The point of the ion is that they can't decloak since they never reveal a dial.  So not only do you deny them a shot, but you know pretty much exactly where they're going to be... yeah, they can BR left/right... but that's a lot easier to deal with than pretty much anywhere on the board (take a look at my places a phantom can go thread if you don't believe me).  I'd gladly deal with 4 agi dice but in arc than 2 agi dice but out of arc.  Slippery 'tards.

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You also need to spread your formation out a bit. If you are in a tight unit, your firing arcs are also tight. It will be easier for the Phantom to avoid them. Spread out and cover more distance. Hopefully you can get at least two ships a shot on an uncloaded Phantom.

 

Unfortunately, if you like swarms, a Phantom is going to be a huge PITA.

Edited by Jo Jo

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Yeah, you might need

 

 

Autoblaster is your best friend


Good luck getting range 1 on a phantom - if I was up against an autoblaster I'd be steering clear of that thing. But your right, up against a cloaked phantom it will be a godsend if you can pull it off :)

 

Yeah, it may require an ion cannon to get into range 1 in the first place.  I don't see a B-Wing being able to outmaneuver a Tie/P, even with Engine upgrade. 

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Yeah, you might need

 

Autoblaster is your best friend

Good luck getting range 1 on a phantom - if I was up against an autoblaster I'd be steering clear of that thing. But your right, up against a cloaked phantom it will be a godsend if you can pull it off :)

Yeah, it may require an ion cannon to get into range 1 in the first place.  I don't see a B-Wing being able to outmaneuver a Tie/P, even with Engine upgrade.

That 2 K-turn with AdvS, though . . . especially on Farlander, who could TL the Phantom behind him, 2 k-turn, and have a 3-4 dice TL + F shot.

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Yeah, you might need

 

Autoblaster is your best friend

Good luck getting range 1 on a phantom - if I was up against an autoblaster I'd be steering clear of that thing. But your right, up against a cloaked phantom it will be a godsend if you can pull it off :)

Yeah, it may require an ion cannon to get into range 1 in the first place.  I don't see a B-Wing being able to outmaneuver a Tie/P, even with Engine upgrade.

That 2 K-turn with AdvS, though . . . especially on Farlander, who could TL the Phantom behind him, 2 k-turn, and have a 3-4 dice TL + F shot.

Yikes, that's a potent combo, but still easy to predict. If you have the PS and positioning advantage to pull if off, especially with autoblasters,then that phantom is dead.

I still think its too easy to avoid, though. Not without someone directly helping, either blocking or ion support.

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Hi! What do you think about this list if you have to counter a phantom??

 

http://geordanr.github.io/xwing/?f=Rebel%20Alliance&d=v3!s!34:30,53,48,25:2:7:;46:0,32:-1:-1:;66:9,53:-1:-1:

 

I think that the main problem is to shoot first, so I used Roark Garnet ability to raise an ally PS to 12, with an ion turret...

 

I've thought about Lt Blount on the new Z-95 upgraded with swarm tactics and ion missiles...

 

the last ship is the star: falcon driven by chewbacca with a lot of upgrades like draw their fire, mercenary copilot, navigator, ion pulse missiles, munition failsafe and millennium falcon...

 

 

Thoughts ???

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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

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