11 June 2014

TIE Phantom review: origins, rules, upgrades

"Scanners are picking up something strange;
 I can't get a firm fix on anything.
"
TIE Phantom is one of the ships of 4th wave for X-Wing miniatures games. At the moment of writing this post its couple of week away from release along with TIE Defender, E-wing and Z-95 Headhunter. I was lucky enough to acquire Phantom during Assault on Imdar event in my local gaming store. 

Origins: TIE Phantom was featured in computer game Rebel Assault II: The Hidden Empire, where Darth Vader was extremely annoyed at his egg-heads who kept testing this stealth fighter instead of delivering it under his command. Well, in events of that game (released in 1995 AD), the entire fleet of Phantoms along with cruiser Terror explodes in typical Star Wars manner. For more fluffy story on TIE Phantom (V39 Phantom) look here.  

Rules: Now lets have a good look at rules and card for this fighter. Box comes with two generic pilots flying Phantom: Sigma Squadron - Pilot Skill 3, Shadow Sq - PS 5, and two named pilots: "Echo" - PS 6 and "Whisper" - PS 7. As you can see on a picture, Phantom has Firepower of 4, Agility 2, Hull 2 and Shields 2. Incredibly impressive firepower is delivered by five laser cannons, which makes this beast most dangerous opponent in Range 1 with its 5 dice to hit you. even with Agility 3 and guaranteed Evade, there is few ships able to leave without scratch. (unless your dice hate you)

Points: All this goodness comes at a steep point price, Sigma Sq: 25 pts, Shadow Sq: 27, Echo: 30, Whisper: 32. And we have not yet looked at upgrades!  

Manoeuvrability and cloaking: this is the best part of Phantom, its unique (until arrival of Jedi fighters and Stealth-Wing) ability to cloak and become invisible. Game mechanics works in following matter: you spend an action and place a fancy Cloaking token next to the ship. This adds +2 to Agility of the ship and stays until decloaked. The pay-off is that you cannot make an attacks while cloaked. However Decloaking IS NOT an action. Let me say that again: decloaking is not an action. Which means that that after you appear on the field you still can focus, barrel roll, evade or put target lock (if you have an upgrade, because Phantom does not have it as standard). 
TIE Phantom manoeuvre dial

Decloaking is made before you reveal you manoeuvre. After you decloak ship must move ahead 2 or make a barrel roll of 2. Then you make a move depicted on a dial. I will talk about it later in tactics section, but just imagine the possibilities! Muhahaha! Phantom's manoeuvrability is close to TIE Interceptor, but without K-turn and direct ahead of 5. But with decloaking move of 2 it not a bad compensation at all.
   
Upgrades: TIE Phantom can take following upgrades: Elite Pilots skills (named pilots only), Crew, System Upgrades, as well as Modifications and Titles. Box comes with five of the upgrade cards: Recon Specialist - adds extra Focus token (3 pts), Fire-Control system - allows you to gain a Target Lock on a ship you just attacked (2 pts), Tactician - ship defending from your attack in Range 2 takes a stress token (2 pts),  Stygium Particle Accelerator -  allows free evade token if you perform Cloak or Decloak (2 pts) and Advanced Cloaking Device - enables you to perform free cloak action after you perform an attack (4 pts). 

All in all, TIE Phantom is an exceptional addition to the fleet of Empire, with its firepower and mobility it will make a great hunter. However there are some big question to which role this craft should be assigned in your squadron, as well as its high price and effective combat application.
I will explore this more in TIE Phantom Tactics



No comments:

Post a Comment