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Ryuneke

(2e) Whisper - Echo *updated*

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List outdated. See updated version at the bottom

Hey guys,

I played this list a couple of times yesterday and had an absolut blast. Phantoms are so much fun! The possibility of unexpected k-turning combined with cloak is just awesome and will surprise your opponent. I played 3 matches and won all 3 of them.

Whisper (75)
- Juke
- Vader
- Hull Uprade

Echo (67)
- Juke
- Krennic
- FCS
- Hull

Omicron Group Pilot (56)
- Emperor Palpatine

List total: 198

The coordinate action is really important and very powerful. Vader + Juke is awesome too, cause he strips a green token or deals 1 damage. Combined with Juke makes Whisper a powerhouse. If you can't use Vaders ability you can use the force charge for defense.
Even if Krennic isn't as good as he was in 1st Edition I really enjoyed him. He gives Echo a TL and Whisper becomes the OP. The FCS helps for extra damage. Krennic + FCS is 8 pts. which is pretty cheap. Palpatine helps where you need him (I played him wrong a couple of times cause I declared his ability before I rolled the dice)
Hull Uprgrades for 5 pts. are very powerful too and nearly an auto include on this platform.

So what do you think about this list? Any suggestions?

One Question:

You can put the Grand Inquisitor on Echo. So you lose Krennic+FCS and both Hull Upgrades. The Grand Inq. is pretty powerful. He gives Echo 1 Force Charge and the ability to perform a second red action when a ship a range 0-2 reveals its dial. This helps against higher initiative pilots. You can barrel roll in the way or out of an arc or just perform a foucs action or a cloak action if you want. With Echos amazing maneuverability she can easily stay at range 0-2 to an enemy ship.

Do you think Grand Inq. is better than Krennic+FCS+2 Hull Uprades?

Cheers!

Edited by Ryuneke

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Love it! Grand Inq on Echo seems right at home to compensate for the Initiative 7 force users. 

Edited by S41X
Im an idiot, missed that Krennic gives TL. He's still boss.

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3 hours ago, ficklegreendice said:

Hers something fun that I completely forgot to use on my last game 

Collision Detector Phantom

Just imagine the shenanigans for a second ..

What shenanigans do you mean? Because I don’t understand the price point for collision detectors. 

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1 hour ago, Ryuneke said:

What shenanigans do you mean? Because I don’t understand the price point for collision detectors. 

The new Collision Detector has 2 charges, when you overlap an obstacle while performing a decloack (or boost or barrel roll or perform your maneuver) you can spend one charge to ignore the effects of the asteroid until the end of the turn, meaning you can decloack Echo and Whisper over Asteroids, and even fall on them, for strategic purposes, without consequence. (falling on asteroids wont stop you from attacking because you ignore until the end of the round).

Edit: Just reread the card and they don't specify decloack like the old collision detector, I'm assuming the decloack barrel roll and boost dont count as barrel rolls or boosts and if that's true, it's less useful on phantoms, but it's pretty neat that you can throw your self onto a rock to arc dodge or gain a better position and have no consequence.

Edited by DanteStorm

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you don't get the decloak effect, I'm assuming

but you get to park yourself right before an asteroid and move through without concern

or roll yourself onto one to avoid getting shot

or k-turn right through it (or onto it) without the slightest concern

you basically turn Whisper into Dash for two crucial rounds, and that in itself is just incredible. Given how fast the Phantom goes, how necessary arc-dodging will be against swarms, and how they can't 1-turn anymore, the upgrade seems very useful

 

FSU813pZo4chuk28EFW6Q-nx-5gKTL11NSt2QbqX4pQYZ78lk9eJhdKZ3KXVwzCWtKH5uHl5sthHK1h6HyDhXgf7pjhymYRHX-lDrUz49tEZbYLojrDznwqlL2iOH4D0qTN9BYw3

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1 hour ago, Luner_Eclipse said:

anyone have a picture of the new phantom dial? Ive found pictures of all the cards but not the dial. Also i think Grand inquisitor still beats krennic.

 

 

https://raithos.github.io/?f=Rebel Alliance&d=v4!s!&sn=Unnamed Squadron&obs=

 

Slightly better dial with the 1 banks.

Edited by Jo Jo

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Thanks for your comments!

Something came to my mind yesterday. Do I really need the palp shuttle in this list? It ads more consistency but the coordinate action isn’t that important. Wouldn’t it be better to add a decent 3rd ship like soontir or an upgraded Striker?

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Thanks to @Boom Owl ‘s thread I updated my list from above.

"Whisper" (52)
Juke (4)
Fire-Control System (3)
Director Krennic (5)

"Echo" (50)
Juke (4)
Grand Inquisitor (16)

Major Vermeil (49)
Darth Vader (14)

Total: 197

View in Yet Another Squad Builder

After some practice with Whisper/Echo and the palp shuttle I found out that the emperor wasn’t as useful as I thought. Often I used him to keep the shuttle alive or to modify its attack dice. 

Vermeil joined in because he can hit pretty hard and has a nice synergy with Vader. He’s also able to jam or even coordinate if necessary. 

Grand Inquisitor saved Echos life 2 times in a single match cause she barrel rolled outside an aces arc.

Now I have 3 points left to spend:

1) go for the bid.

2) Intimidation on Vermeil. With that I can use him as a blocker or fly into an opponent cause he doesn’t need his action that much.

3) 0-0-0 for more action independent shenanigans.

4) a cheap talent like trick shot??

I appreciate any thoughts/suggestions.

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0-0-0 is lovely on Vermeil 

Otherwise I'd drop krennic fcs (supreme meh, all that setup just fir one reroll. I'd honestly forget about full mods on Whisper. Sucks to blank out, but you gotta be patient. Phantoms are precision implements, not sledgehammers)

 

I've run

Whisper (juke)

Echo (juke)

Vermeil (Vader, 0-0-0)

Academy Fodder

 

Effective and good fun, though it sometimes feels like you have NO IDEA where your list will end up next round (...but that's part of the fun!)

 

Edited by ficklegreendice

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