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Terrorping

How are folks running their phantoms?

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So far I've been using the low PS pilots with the particle accelerator and intel agent, to a fair degree of success. Until my last game where higher PS pilots ( and flid flying ) gave me a right hammering.

I'm just curious how others are building them and with what tactics? Thinking about a well equipped whisper with escort for an upcoming tournament....

Cheers.

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How am I running my Phantom? Today - unsuccessfully! First time out with it and I tried Echo and he got one-shot in the first turn due to a miscalculation with the decloak that left his butt hanging out in front of Chewbacca. I tried Whisper in the next game and lasted longer but failed to get into a good firing position to make the most of it.

Both pilots with ACD, FCS, and Vet instincts.

Conclusion: Good fun, but need more practice.

Edited by Parravon
X Wing Nut likes this

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Whisper or Echo with vet instincts and ACD seem to be high percentage (and common) choices. Or better yet, both.

 

echo+veteran instincts+ rebel captive+sensor jammer+ACD

its a lot of points but very nasty flanker :)

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I'd like to ask some questions to the Phantom runners:  

 

In consideration of what you feel the meta is, do you worry about facing another phantom?  

How does your phantom list do against another phantom?  

Any advice on phantom vs phantom, or even, mirror builds? 

Whisper vs Echo, which has an edge?  

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do you worry about facing another phantom?

 

Not really, 4 life total and being highly susceptible to stress makes it a balanced ship.

 

How does your phantom list do against another phantom?

 

I've only flown Whisper vs Whisper and Echo vs Whisper and while I imagine initiative matters in a Whisper mirror match, it wasn't a factor in that game. Krassis wrecked my opponent's Whisper (rear arc) before my own could peel off its target and join in the fun.

 

Any advice on phantom vs phantom, or even, mirror builds? 

 

Consider initiative bidding, and/or using defensive upgrades like Rebel Captive.

 

Whisper vs Echo, which has an edge?

 

Echo with Intel Agent, imho.

Edited by Keffisch

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Ran echo with gunner, fire control and out manoeuvre killed a ship each turn from turn 2 onwards.

 

Never needed gunner so that will get dropped but removing a green dice while having a target lock proved very effective for me.

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After running Echo, I just can't enjoy phantoms without banking decloak. Of course there are sometimes situations where you would want straight 2 instead of bank 2, but still I just find "Echo" far more superior than "Whisper". Generics are just different story.

 

"Echo" with Recon specialist, VI, ACD and FCS is my to go build.

Flanking and staying out of firing arcs while Miniswarm does its stuff

Mace Windu likes this

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Whisper + Rebel Captive + Fire control systems + Veteran Instincts + Advanced Cloak

 

(I am sorry if me writing the full names annoys somebody, but i think it is better for people who are starting out than instead reading ADC VI FC RC and going wtf are they smoking)

 

Why whisper before echo ? and Why the upgrades ?

 

1 - I don't have any troubles with decloak + movement + barrel roll to get out of arcs.

2 - PS 9 is far too important, because if we are not it would turn Han Solo builds into a hardcounter instead of a soft one.

3 - Rebel captive allows you to mitigate movement of a Engine Upgraded Falcon, it is useful in general, and godly in phantom on phantom match ups.

4 - Fire control systems allow for extra damage, because sometimes you won't use concentration but barrel roll. And it is also very useful against sturdy targets (ring ring, Falcon).

Edited by Yipikayey
DreadStar and bobbywhiskey like this

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Classic Echo with Advanced Sensor, Advanced Cloaking Device, Veteran Instinct and Intelligence Agent. The best arc dodger there is. Fun to play with but a pain to fly against.

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Ive only ever used echo.

Mostly with advanced cloak and veteran instincts.

Though sometimes I may through fcs,and or recon specialist in her.

For the most part I've done really well with her, and the very few games I've lost with her thus far was mainly do to pilot error. Like flying on an asteroid lol.

Whisper I think is scary for echo because she is going to move last and is pretty easy for her to detect where echo will go.

Four vs two is nasty

Myself and friends have taken care of Falcons easily with Phantoms, so they are not the be all counter to the them, but I guess it is probably one of the best

But with my echo I usually fly a mini swarm, or a Firespray with a couple ties, or maybe a squint or shuttle.

My favorite so far mini swarm, and Firespray and ties

Edited by Krynn007

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I've had the best success with:

Echo

IV

ACD

Navigator

Echo's mobility tied with navigator and being able to change a maneuver direction is priceless.

Its gives you so much more freedom in dial selecting since you aren't restricted to a direction.

This setup makes arc dodging about 5 times easier since you're not hamstrung into a direction

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I really like Rebel Captive. I run Whisper, VI, ACD, and Rebel Captive for 40 points. It's pricey, but the threat level is huge, the stress ends up being absolutely huge in annoying those high PS pilots chasing me down, and Echo is just too vulnerable without a highly situational Decoy setup, but even then, moving at PS6 is frustrating, even when you shoot at PS10.

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I've had the best success with:

Echo

IV

ACD

Navigator

Echo's mobility tied with navigator and being able to change a maneuver direction is priceless.

Its gives you so much more freedom in dial selecting since you aren't restricted to a direction.

This setup makes arc dodging about 5 times easier since you're not hamstrung into a direction

Navigator changes speed, not direction. Hence combo  it with boba fett.So it does let you change a 1 bank right into a 3 bank right or something, but not a 3 bank left.

Aminar likes this

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Here's the build I want to use (just waiting for a chance to get down to the club to play it):

Echo

advanced cloaking device

advanced sensors

outmanoeuvre

tactician or rebel captive (just not sure which one will trigger most often)

the goal is to get something fun to fly, flipping and barrel rolling over the place.

It's going to be supported by an ion cannon delta and a doom shuttle, so should be a nice toolkit list.

Cheerio,

Ben

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I've not actually flown mine yet, but my plan for tomorrow's 150 point match is Whisper and Echo, both VI+ACD, accompanied by two HLC OGP. Chance to practice flying both decloak styles (regular and Echo) as well as continuing to practice flying the Albino Ice Cream Truck  :lol:

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I generally prefer Echo to Whisper after flying both a few times. The 2 bank de cloak is just too fun to give up. Plus, contrary to what one poster said, it's much easier to guess Whisper's decloak than Echo. I was able to use an AP and shuttle to block off Whisper's decloak and kill it. With Echo, it's only possible when asteroids block off some of the decloak avenues.

PS8 (with VI) is tough because of all the PS9 ships out there, but I've since learned to just give up on a shot if there's too much risk and try again later. Intelligence Agent is super useful in that case. I was able to outfly a 3 Amigos build with Turr, Soontir, and Whisper with VI.

My usual build is Echo with VI, ACD if I want to keep it "cheap". Always debating Intel Agent (great against PS9+ ships), Rebel Captive (amazing in Phantom mirror matches and at endgame), or Flight Instructor (with cloaking and sometimes getting shot before cloaking, this could mean life or death)

I also add FCS for more attack power. Though Outmaneuver is an interesting idea someone mentioned here. It'll be hard to give up VI, but to think of it, I have flown PS6 Echo before, and with Intel Agent, Outmaneuver may work. Just only decloak when you're sure that no one can shoot at you. Risky but rewarding if you're right.

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For Echo: VI, Advanced Sensors, Recon Specialist and Advanced Cloak

The ability to barrel roll with Echo's decloak is tremendous. It gives you so many more lateral movement options, and basically allows you to fly backwards.

For Whisper: VI, FCS, Gunner, ACD

Tried this after seeing it in the regionals thread. Since Whisper requires a hit for his ability, the Buzzsaw gives him the best shot at getting one every turn. The only hard part is controlling his movement, since he's a lot more restrictive than Echo in where he can go.

For any named Phantom: Captain Yorr with Rebel Captive.

Again from the Regionals thread. Yorr provides protection against stress, which is possibly the Phantom's greatest weakness. As long as you're within range 2 of him, you can pull K-turns, dodge Flechettes and fire on Rebel Captives with impunity.

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Depending on who I fight or which phantom I use. I tend to go battlefleet gothic necron style and hit the turbos on the phantom with engin upgrade and the sensors for the action befor revealing maneuver dial and push the limit. Tear across the board behind them turn 2 and watch the rebs panic going after him while my other ties swoop in. Being able to decoak twice and still go 4 forward and still have an evade token just in case in a turn really wakes people up.

Though I dont need the engines other than making a sharp turn to get rid of push the limit stress and line up the shots. Could eaisly do any of the other mods.

Edited by Majeh

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Depending on who I fight or which phantom I use. I tend to go battlefleet gothic necron style and hit the turbos on the phantom with engin upgrade and the sensors for the action befor revealing maneuver dial and push the limit. Tear across the board behind them turn 2 and watch the rebs panic going after him while my other ties swoop in. Being able to decoak twice and still go 4 forward and still have an evade token just in case in a turn really wakes people up.

Though I dont need the engines other than making a sharp turn to get rid of push the limit stress and line up the shots. Could eaisly do any of the other mods.

 

How do you decloak twice?  is it:

 

start cloaked

decloak before activation

cloak and boost before activation (AS)

decloak again (stressed)

Move 4 forward

stay uncloaked

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Depending on who I fight or which phantom I use. I tend to go battlefleet gothic necron style and hit the turbos on the phantom with engin upgrade and the sensors for the action befor revealing maneuver dial and push the limit. Tear across the board behind them turn 2 and watch the rebs panic going after him while my other ties swoop in. Being able to decoak twice and still go 4 forward and still have an evade token just in case in a turn really wakes people up.

Though I dont need the engines other than making a sharp turn to get rid of push the limit stress and line up the shots. Could eaisly do any of the other mods.

 

How do you decloak twice?  is it:

 

start cloaked

decloak before activation

cloak and boost before activation (AS)

decloak again (stressed)

Move 4 forward

stay uncloaked

 

 

You don't decloak twice.

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Echo

Veteran Instincts

Advanced Cloaking Device

Fire Control Systems

Navigator

 

That's been my favourite so far. Navigator helps with the learning curve. I've been thinking of replacing Navigator with Rebel Captive but I'm scared to lol. Recon Specialist might also work.

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