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bmwrider

just got my first Phantom, any tips?

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if you want to have a fun time, DO NOT USE THE ADVANCED CLOAKING DEVICE, that thing is broken as f**k, and will guarantee you that none of your friends will ever want to play with you again, ever.

If you are talking about competitive play, Whisper VI ACD FCS is the best phantom currently. Keep practicing, the decloaking can be quite tricky to estimate, and you WILL always land on rocks and whatnot the first few times you are flying it.

You will also discover that it is possible to have 2 (or more) different maneuver outcomes with a single maneuver that you set, depending on the decloaking direction. Try to understand how this works, as this is a very powerful weapon that the Phantom has.

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Practice, Practice, Practice.

No joke, get the ship and your mat out, put some asteroids on the table, and practice decloaking and doing all your moves. Until you actually get some practice in, you'll really be lost.

I didn't, and my first match I managed to fly through an asteroid, and then land on the same asteroid twice in the same turn.

 

Jacob

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You can screw yourself really bad with decloaks. I'd spend some time before your first game just moving it around the table solo to start to get the hang of visualizing where your dial will actually put you after you decloak.

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Best advice? What Duraham said. Don't bring one to the table once your good with it unless you desire your friends setting you on fire. Or lynching you, they might do that. LOL Other than that just know you have to plan your decloak(s) as well so watch out for that.

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We find phantoms chew up rookies and more experienced players chew up phantoms. It all comes down to the ability to visualize the board. Which only comes with practice.

Except a phantom player just won TC Open. He had to go through a lot of world class players to accomplish that.

I didn't, and my first match I managed to fly through an asteroid, and then land on the same asteroid twice in the same turn.

How is that even possible?

You know you can't decloak through nor on an asteroid, right? Just like you can't boost nor barrel roll through/on an asteroid.

So with a single move, I don't see how it's possible to move through, then land on an asteroid twice... Unless you're running like advanced sensors and daredevil on your phantoms lololol...

Edited by Koshinn

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Tip number 1: Throw it away .. it's not OT.   ;) 

I jest of course. Have fun it with it fella. Try new things, play different ways, take risks and savour the victories.

 

 

Crush your enemies, see them driven before you and hear the lamentation of their women.
 

 

Bestest quote ever .. from the bestest most greatest movie (that isn't SW) ever.

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I didn't start playing mine until recently and its been a joy. If there are a number of high value ships in your local meta rebel captive is fantastic, just watch out for decimators carrying them. Don't get too cocky off the four dice, the maneuverability more than anything is your friend. Try to create open spaces with asteroids to take advantage of it

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Ignore the Adv. Cloaking Device naysayers.

 

If your friends have problems against it, swap lists and learn to defeat it yourself using theirs. Make list adjustments where necessary - then of course - share your knowledge with your friends.

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Phantoms are great for improving spatial awareness.

 

1. I used Navigator as crew for several of my first game sessions. It helped me fix some dial mistakes on the fly.

 

2. Take Veteran Instincts (VI). You want it not only for Advanced Cloaking Device (ACD) but so you decloak and move after the other ships have made their movements.

 

3. Do not chase your opponent into tightly fit asteroid fields or dog fights. Your decloak options vanish with obstacles and ships surrounding you.

 

4. Don't rush to Range 1. You get 4 dice at ranges 2 and 3, and at 3 you get an extra agility. Stay alive.

 

5. The most tried and true choices for the named Phantoms (Echo and Whisper) are VI, ACD, Fire Control Systems (FCS), and a crew of your choice, often Gunner. You're going to hit something with this build.

 

6. Small movements go a long way; Decloaking covers a lot of ground. Consider making small dial choices like 1 bank and turn. It is surprising how far off course or at risk of bumping your Phantom will be if you decloak 2 and then bank 3. 

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TIPS?

 

1. do not fly Echo until You muster basic phantom

 

2. start with Whisper, I suggest on the beginning full loaded one:

 

Whisper + IV + ACD + FCS + gunner

if You are in arc of enemy or turret range as action take evade then use gunner + fcs to deal damage

 

3. try also basic phantom I suggest for example:

 

Shadow + adv sensors + accelerator + recon

 

4. try defensive build on Shadows or Whisper, that means combinations of:

 

sensor jammer, ACD, rebel captive, tacticians and Carnor Jax ;-)

 

5. If opponents often block Your decloak (with swarm for example) use enchanted scopes or adv sensors

 

6. You can try ECHO if You like, but that pilot needs more space for decloaking maneuvers and is hard to play

Edited by Teokrata

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Echo isn't hard to play. Echo is fun.

Just spend a few minutes on a board practicing where decloaking puts you and how that works with your dial choice.

The absolute only reason to fly whisper, imo, is if you foresee exactly ps8 or 9 opponents. Any lower and echo is better, any higher and both are bad, so I'd rather have echo as she's cheaper.

Edited by Koshinn

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I'll give 2 piece of advice that are really important:

 

1 - Do not be fraid to disengage.

2 - Do not engage your opponent if doing so would put you at a severely disadvantageous position.

 

(Naturally, the rest of your fleet must be able to work with the above 2 statements)

 

Phantoms are an expensive piece of your fleet and depending on your gaming community, you might step into a zone where players have learned to build and fly lists with elements to counter them.  Many players new to the phantoms in my neck of the woods used them the first time while thinking that they had a magical "I win" button on hand... most of them ended their games with their fleet destroyed and no casualties on their opponent's side.

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Always remember with Phantoms: It's better to not get shot at than to rely on 4 green dice. If you need to barrel roll to get out of an arc, do it, rather than worry that you won't get to focus your attack dice. You're using the best arc-dodgers in the game; take advantage of it at all times. 

 

That's why I prefer Echo over Whisper. The vast majority of tournament Phantoms are Whisper, because of the pilot ability to get a focus for defense. While that's great, not having to roll green dice at all is preferable. And Echo is significantly better at arc avoidance than Whisper.

 

I wonder if Phantoms will struggle for awhile now that Wave 5 is out. We're about to see many, many more hard-hitting turrets than we've seen in the past, even with the new Fat Han meta that's emerged in the past six months. Although the Decimator/Phantom combo has promise...

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Phantoms are great for improving spatial awareness.

 

1. I used Navigator as crew for several of my first game sessions. It helped me fix some dial mistakes on the fly.

 

2. Take Veteran Instincts (VI). You want it not only for Advanced Cloaking Device (ACD) but so you decloak and move after the other ships have made their movements.

 

3. Do not chase your opponent into tightly fit asteroid fields or dog fights. Your decloak options vanish with obstacles and ships surrounding you.

 

4. Don't rush to Range 1. You get 4 dice at ranges 2 and 3, and at 3 you get an extra agility. Stay alive.

 

5. The most tried and true choices for the named Phantoms (Echo and Whisper) are VI, ACD, Fire Control Systems (FCS), and a crew of your choice, often Gunner. You're going to hit something with this build.

 

6. Small movements go a long way; Decloaking covers a lot of ground. Consider making small dial choices like 1 bank and turn. It is surprising how far off course or at risk of bumping your Phantom will be if you decloak 2 and then bank 3.

Thank you for detailed help.

It makes a big difference

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Always remember with Phantoms: It's better to not get shot at than to rely on 4 green dice. If you need to barrel roll to get out of an arc, do it, rather than worry that you won't get to focus your attack dice. You're using the best arc-dodgers in the game; take advantage of it at all times. 

 

That's why I prefer Echo over Whisper. The vast majority of tournament Phantoms are Whisper, because of the pilot ability to get a focus for defense. While that's great, not having to roll green dice at all is preferable. And Echo is significantly better at arc avoidance than Whisper.

 

I wonder if Phantoms will struggle for awhile now that Wave 5 is out. We're about to see many, many more hard-hitting turrets than we've seen in the past, even with the new Fat Han meta that's emerged in the past six months. Although the Decimator/Phantom combo has promise...

Very helpful..

Thanks.

So what is your phantom/decimator idea? I own both and I am intrigued.

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I know I'm in the minority, but I'm not a fan of Veteran Instincts on Phantoms. I prefer EPTs that buff its offense or defense. If you have the YT-2400, I'd recommend Lone Wolf for an EPT, since it gives you re-rolls in the Phantom's natural environment: flying solo. My Phantoms have been doing really well with it in the last week or so. I've also started leaning towards Recon Specialist as a crew member.

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