Jump to content
Sign in to follow this  
kempokid

Sheathipede - Docked or Undocked?

Recommended Posts

I’ve seen a few thought pieces about the new Shuttle, and I’m just curious about what the majority thinks regarding docking the new Shuttle on the Ghost.

Do you think it adds value over the original Phantom/Ghost Title? Or, will the Sheathipede work better Undocked and on the battlefield?

I’ve always ran a Ghost/Norra list, and I’m hoping I can find other uses for Norra outside of Push the Limit since I can focus/TL using the free coordinate.

Share this post


Link to post
Share on other sites

Most likely undocked without the VCX, for 1 the VCX is in a separate expansion and for two the Ghost/Phantom 1 title is just better so if you bring a Ghost odds are you are going to go with Phantom 2.

The only time I think you would dock it is if you have a list that heavily depends on Coordinate but considering that you have two ships and VCX is rather expensive I don't know how that 3rd ship abusing coordinate will fit. Maybe in Epic when you have more points and already have a huge ship and want more coordinate actions. VCX could protect the shuttle for a bit until it has to launch.

Share this post


Link to post
Share on other sites

I think the Ghost/Phantom 2 docked might work if you approach the list-building very differently from the Phantom 1. For one thing, the cheapness of the Phantom 2 (15 points for AP-5!) and saving points from not having TLT (because this VCX doesn't revolve around the turret) gets the Ghost/Phantom2 combo cheap enough that you can afford a proper ace to benefit from the free coordinate actions, instead of the Biggs or skinny Lowhhrick compromise wingmen of the old Ghost. For another, the Phantom 2 is a good enough support ship in it's own right that in some match-ups or game states it could be worth undocking voluntarily to fly alongside the Ghost.

Share this post


Link to post
Share on other sites

Docked of course ;)!!!

I just love the idea of being able to undock an additional ship to the battlefield, plus for 3 points cheaper then the cheapest Phantom I, more economical to being able to use the special firing arc to fire out of.

Not to mention, without an Elite Talent slot, the Ghost - indirectly - gets to do a free coordinate action for another ship. Finally, I love the idea of the Ghost blowing up and the Phantom II hightailing it away from the explosion (even if it costs 1 damage point) like the Hound's Tooth :D!

 

(However - I am speaking from a "fly casual" players perspective and not a tournament player :huh:.)

Share this post


Link to post
Share on other sites

Docking the Phantom2 just removes a ship from your list for a 15 point (at least) free action

I think people are severely overvaluing a free action when you can get them through upgrades for 2/3/4 points

the Phantom2 itself is already basically a quadjumper, utterly horrible offense for its price. Saving it for the lategame is pointless and only fails to utilize abilities such as the PS 1's or Rau's, or any of the astro's and crew they can carry

 

Phantom 1 gives you basically a TLT y-wing at whatever PS your VCX is that benefits from any upgrades the VCX is taking. It then also farts out a 3-dice ship. The value it generates is worlds apart from the new title

Edited by ficklegreendice

Share this post


Link to post
Share on other sites
2 hours ago, ficklegreendice said:

Docking the Phantom2 just removes a ship from your list for a 15 point (at least) free action

I think people are severely overvaluing a free action when you can get them through upgrades for 2/3/4 points

the Phantom2 itself is already basically a quadjumper, utterly horrible offense for its price. Saving it for the lategame is pointless and only fails to utilize abilities such as the PS 1's or Rau's, or any of the astro's and crew they can carry

 

Phantom 1 gives you basically a TLT y-wing at whatever PS your VCX is that benefits from any upgrades the VCX is taking. It then also farts out a 3-dice ship. The value it generates is worlds apart from the new title

It also gives a cheaper option for Ghost pilots who want to shoot primary weapons out of their rear arc without packing turrets. The cheapest Phantom-I turret combo is still 5 points more than AP-5.

But there's one other thing that makes this title bad: stress. Most of the original Ghost crew were basically built around the idea of "You'll get stressed, but it's not a big deal." Since the Phantom II title only lets you take a free action to Coordinate, it has no synergies with the crew versions of Hera or Ezra. Kanan and Chopper only have mild use with it (Kanan for clearing stress faster, Chopper for letting you burn health to use your free Coordinates). Even the pilot version of Hera doesn't like it, since it hinders her ability to use those red maneuvers.

Edited by PhantomFO

Share this post


Link to post
Share on other sites
6 hours ago, ficklegreendice said:

Docking the Phantom2 just removes a ship from your list for a 15 point (at least) free action

I think people are severely overvaluing a free action when you can get them through upgrades for 2/3/4 points

the Phantom2 itself is already basically a quadjumper, utterly horrible offense for its price. Saving it for the lategame is pointless and only fails to utilize abilities such as the PS 1's or Rau's, or any of the astro's and crew they can carry

 

Phantom 1 gives you basically a TLT y-wing at whatever PS your VCX is that benefits from any upgrades the VCX is taking. It then also farts out a 3-dice ship. The value it generates is worlds apart from the new title

There's more to it than just a free action. Those 2-4 point upgrades you mentioned usually have some associated cost to them, either direct (stress from PtL) or indirect (using up a valuable upgrade slot you'd much rather have for something else) or something else.

The free action from the new Ghost can give action economy to a ship that just couldn't get it otherwise, or it can stack with any action economy it already had.

One more thing that's easy to overlook is that this free action is at the end of the activation phase. That is a big deal. It's an action at pilot skill infinity, with all that implies. Target locks for ordnance strikes from ships too low PS to reliably lock on their own, arc-dodging shenanigans, action-bombs from low PS bombers that can be placed either on their own early activations or the free-action last activation... there are lots of possibilities here.

 

Edited by Dasharr

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...