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Subject: Flying 2 Sigma Sqdrn Pilots (TIE/ph) rss

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Jon Grey
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I've finally hit my stride with the Phantom after having flown it so terribly that I shelved it for nearly 6 months. I play entirely casual, so the tournament meta mostly doesn't apply to me. That said, I'm looking for tips and build suggestions for someone interested in flying Sigmas.

With PS3, they'll likely be the last to fire, so I'll need a way to bolster survivability and/or present a juicier target.

Sigma Squadron Pilot (25)
Fire-Control System (2)
Agent Kallus (2)
Stygium Particle Accelerator (2)

Sigma Squadron Pilot (25)
Fire-Control System (2)
Gunner (5)
Stygium Particle Accelerator (2)

Bounty Hunter (33)
Anti-Pursuit Lasers (2)

The BH here is obviously my juicy target. The BH's goal is to draw the heat off my TIE/ph's, block/ping ships, and punish my opponent if he ignores it. My first SSP (w/ Kallus) will basically tag and bag the most significant threat. I'm just weary of that particular build because the 2 points are null/void once that threat is eliminated (granted I am so fortunate to kill my tagged target first). The second SSP is as close as I could get to a Whisper build, but adjusted for PS3. Lastly, I have the added benefit of having all PS3, which gives me a decent amount of flexibility.

A few considerations since I'm relatively immune to tournament meta.

1. My opponent typically flies Rebels only and uses aces with VI. So I regularly see PS 9-11 (e.g. Wedge, Ello, Cracken, Jan). I've already got other ace lists that can compete for PS9, but if he's going for PS10+, then I might as well bottom-out with my Phantoms.
2. My opponent doesn't use big ships or Y/K-Wings, so I'm 99% safe against turrets.
3. My opponent tends to focus fire big ships first, but he's growing to hate my Phantom.
4. This is a 'for fun' casual list, so please limit suggestions to those that include 2x TIE/ph. I've had great success with a Chiraneau + Whisper list already.
 
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Chris Brown
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There is no reason to have two A's at the beginning of aardvark. I simply won't do it.
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Based on your considerations it looks like a fun list. The only thing I'd want to try is putting decoy on a higher PS ship and put Advanced Cloaking Device instead of Stygium. Then you could boost whichever phantom is in harms way so he can fire and cloak before getting shot at. Just sounds like goofy fun!
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Jon Grey
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I like where you're going with that. Decoy would require that I up the PS of the 3rd ship, FS-31 basically, which means the highest I could hope for would be PS8. Alas, Boba doesn't fit with my 100 pts budget, and making him fit would be akin to running nearly naked TIE/phs.

That said, Kath can come in at PS7. This would basically net one of my TIE/ph's a shot & cloak before the non-aces, which are scarce in my opponent's builds, and it will also cost me Gunner and FCS:

Sigma Squadron Pilot (25)
Intelligence Agent (1)
Advanced Cloaking Device (4)

Kath Scarlet (38)
Decoy (2)

Sigma Squadron Pilot (25)
Intelligence Agent (1)
Advanced Cloaking Device (4)

Total: 100

This has a low tolerance for error. I'd have to fly perfectly else my TIE/ph's would be totally exposed. I'd also have to keep Kath nearby to hand off Decoy. Could be a great success or an instant disaster.

Thoughts?
 
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Chris Brown
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Yeah, that looks fun!
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Dave Graffam
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SPARTAN VI wrote:
I've finally hit my stride with the Phantom after having flown it so terribly that I shelved it for nearly 6 months. I play entirely casual, so the tournament meta mostly doesn't apply to me. That said, I'm looking for tips and build suggestions for someone interested in flying Sigmas.

With PS3, they'll likely be the last to fire, so I'll need a way to bolster survivability and/or present a juicier target.

Sigma Squadron Pilot (25)
Fire-Control System (2)
Agent Kallus (2)
Stygium Particle Accelerator (2)

Sigma Squadron Pilot (25)
Fire-Control System (2)
Gunner (5)
Stygium Particle Accelerator (2)

Bounty Hunter (33)
Anti-Pursuit Lasers (2)

The BH here is obviously my juicy target. The BH's goal is to draw the heat off my TIE/ph's, block/ping ships, and punish my opponent if he ignores it. My first SSP (w/ Kallus) will basically tag and bag the most significant threat. I'm just weary of that particular build because the 2 points are null/void once that threat is eliminated (granted I am so fortunate to kill my tagged target first). The second SSP is as close as I could get to a Whisper build, but adjusted for PS3. Lastly, I have the added benefit of having all PS3, which gives me a decent amount of flexibility.

A few considerations since I'm relatively immune to tournament meta.

1. My opponent typically flies Rebels only and uses aces with VI. So I regularly see PS 9-11 (e.g. Wedge, Ello, Cracken, Jan). I've already got other ace lists that can compete for PS9, but if he's going for PS10+, then I might as well bottom-out with my Phantoms.
2. My opponent doesn't use big ships or Y/K-Wings, so I'm 99% safe against turrets.
3. My opponent tends to focus fire big ships first, but he's growing to hate my Phantom.
4. This is a 'for fun' casual list, so please limit suggestions to those that include 2x TIE/ph. I've had great success with a Chiraneau + Whisper list already.


Chiraneau + Whisper properly upgraded is a top-tier tournament squad right now, and it works because of its high pilot skill. I'm not surprised it has worked for you!

Low PS Phantoms aren't good. Instead of doing all sorts of great stuff while your opponent watches helplessly at the top of the combat phase, you're at their mercy with your low PS Phantoms until the bottom of the combat phase, and your decloak-expose-cloak timing is now stretched out over two rounds instead of one. When your opponent figures this out, they'll be able to pop your Phantoms about as easily as Headhunters, or send them off running cloaked just to avoid taking fire, leaving them to pick apart your anchor ship. If you must fly two Phantoms, Echo + Whisper are really your best options without handing the match to your opponent.

I love Firesprays. I find that they work best when being chased. If you have the points, consider bringing a bomb. They're pretty maneuverable but their blind spots are really big, so I use little asteroids and spread them out to give it a lot of space, and the threat of dropping a bomb might help shake pursuers when you have to turn and present your blind spot to them.

It's really not much like what you started with, but here's what I'd go with:

Boba Fett + Veteran Instincts + Heavy Laser Cannon + Ion Bombs + Slave I + Extra Munitions + Weapons Engineer + Engine Upgrade

Whisper + Veteran Instincts + Agent Kallus + Advanced Cloaking Device

99 points for the initiative bid.
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Michael Van Biesbrouck
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I found two Bounty Hunters with Recon Specialist plus a Sigma to be fun. Against high-PS opponents I think that you'll want an Intelligence Agent so that you can either block or arc-dodge.
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Jon Grey
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DagobahDave wrote:

Low PS Phantoms aren't good. Instead of doing all sorts of great stuff while your opponent watches helplessly at the top of the combat phase, you're at their mercy with your low PS Phantoms until the bottom of the combat phase, and your decloak-expose-cloak timing is now stretched out over two rounds instead of one.


Oddly enough, this is actually what I'm already running up against even with a PS9 Whisper. My opponent always brings Aces with VI. For instance, in my last match with Chiraneau + Whisper, my opponent flew Cracken and Tycho at PS10, Wedge at PS11, and a Bandit at PS2. So essentially, Chiraneau and Whisper only shot before the Bandit. In fact, during the very first exchange, he blew his Cluster Rockets on my decloaked Whisper and only landed 1 hit, but boy... I was sweating bullets. I cruised into a victory simply because he focused down the VT-49 allowing Whisper free reign to work the flanks.

So if I can't compete on Pilot Skill, I may as well drop my points in favor of a leaner Phantom. Right?

Anyhow, this was my Chiraneau + Whisper list:

Rear Admiral Chiraneau (46)
Expose (4)
Experimental Interface (3)
Dauntless (2)

"Whisper" (32)
Veteran Instincts (1)
Fire-Control System (2)
Gunner (5)
Advanced Cloaking Device (4)

Total: 99

I'm not sure what's showing up in tournaments, but I bet that this Whisper build is pretty much a staple at this point. The VT49 with Expose + Experimental Interface gave me a 4-die turret and still allows me to take a Focus along with it every turn. Coupled with Chireneau's ability, he was just scary.

That said, I wish I could take Chiraneau and two Sigmas, but it wouldn't fit. Hence, the Firespray.
 
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Dave Graffam
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At tournaments, you're more likely to see Whisper paired with Kenkirk or Oicunn, but it's possible to fit her in with Chiraneau.

This is pretty evil (and popular enough to show up on Mini Ranker):

Rear Admiral Chiraneau + Veteran Instincts + Engine Upgrade + Gunner + Darth Vader
Whisper + Veteran Instincts + Fire‑Control System + Advanced Cloaking Device

Chiraneau is usually paired with Soontir Fel, because Soontir is pretty awesome but also more affordable than Whisper.

Mini Ranker is here, and will give you a good idea about which exact lists are popular, a useful guide but not something you should put too much faith into:
http://www.miniranker.com/
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Grant Whitesell
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I think I'm in the minority - I find the Stygium Accelerator to be far more effective on lower PS TIE Phantoms.

If you can proxy cards - I've had a little fun with this list:

Sigma + Styg x2
"Wampa"
"Dark Curse"
"Backstabber"

I'd never take it to a tournament, but when piloted well it can be pretty rewarding.

But as others have stated, its effectiveness is a far cry away from that of a VI Whisper with ACD. That's a list they have to have a game plan for or you will do considerable damage to them barring ridiculous luck.
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Starburst Q
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SPARTAN VI wrote:

With PS3, they'll likely be the last to fire, so I'll need a way to bolster survivability and/or present a juicier target.


I disagree with your "/or". go "and" all the way!

Contrary to popular opinion, you don't need high PS or Advanced Cloak to make a good phantom. You said you've hit your stride? I assume that means you don't need those two crutches anymore....
Here's what I'd do:

2x:
Sigma Squadron Pilot (25)
Advanced Sensors (3)
Intelligence Agent (1)
Stygium Particle Accelerator (2)

1x:
A big juicy target (38 pts)

You seem to know your buddy's tactics well, that's half the battle, the other half is just showing him that he's predictable...

Intelligence Agent and Advanced Sensors should take out his advantage of moving last. Should be a cake walk to maneuver behind or to the side of him. If he can adjust his final position with barrel rolls and such, it's still a little problematic, but nothing too problematic usually in my experience. If you're a good pilot, you can plan for some wiggle room in your own maneuvers. Or as a last resort/failsafe just block where they're moving to so they bump and still get no shot on your phantom.

[Edit]
That SPA is for the start of the battle and when you're in a tight spot and need to run, turn and re-enter battle. You'll usually have some longer ranged shot exchanges before you're close enough to start out-maneuvering. The other option is to take Engine upgrade for added maneuverability and able to close the initial gap faster, but it takes 4 points out of your big juicy target.
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Jon Grey
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starburstq wrote:
SPARTAN VI wrote:

With PS3, they'll likely be the last to fire, so I'll need a way to bolster survivability and/or present a juicier target.


I disagree with your "/or". go "and" all the way!

Contrary to popular opinion, you don't need high PS or Advanced Cloak to make a good phantom. You said you've hit your stride? I assume that means you don't need those two crutches anymore....


I'm not sure we're in a disagreement though.

Having Whisper move first and shoot last against Rebel aces for the past few games has already conditioned me to fly a low PS Phantom. I'm of the mind that I'm essentially wasting points on Pilot Skill and only getting value out of her Focus-on-hit ability triggering.

Now adjusting my flying for SPA vs. ACD is going to be a considerable leap in tactics, but as you can see above I welcome that.

Quote:
Here's what I'd do:

2x:
Sigma Squadron Pilot (25)
Advanced Sensors (3)
Intelligence Agent (1)
Stygium Particle Accelerator (2)

1x:
A big juicy target (38 pts)

You seem to know your buddy's tactics well, that's half the battle, the other half is just showing him that he's predictable...

Intelligence Agent and Advanced Sensors should take out his advantage of moving last. Should be a cake walk to maneuver behind or to the side of him. If he can adjust his final position with barrel rolls and such, it's still a little problematic, but nothing too problematic usually in my experience. If you're a good pilot, you can plan for some wiggle room in your own maneuvers. Or as a last resort/failsafe just block where they're moving to so they bump and still get no shot on your phantom.

[Edit]
That SPA is for the start of the battle and when you're in a tight spot and need to run, turn and re-enter battle. You'll usually have some longer ranged shot exchanges before you're close enough to start out-maneuvering. The other option is to take Engine upgrade for added maneuverability and able to close the initial gap faster, but it takes 4 points out of your big juicy target.


Thank you sir!
 
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