Friday, April 24, 2015

The Phantom always calls twice

Second game with my phantom based list:
  • Sigma Squadron Pilot (34) x 2 - TIE Phantom (25), Recon Specialist (3), Sensor Jammer (4), Stygium Particle Accelerator (2)
  • Soontir Fel (32) - TIE Interceptor (27), Royal Guard TIE (0), Push the Limit (3), Autothrusters (2)
This time against a Corran Horn - Horton Salm - Ten Numb combine:
  • Ten Numb (33) - B-Wing (31), Fire-Control System (2)
  • Corran Horn (37) - E-Wing (35), Fire-Control System (2)
  • Horton Salm (30) - Y-Wing (25), Ion Cannon Turret (5)
Set Up
I got initiative so I started with the placement of obstacles. As my three obstacles, again I took the bigger asteroids as I think that my list needs as much hard obstacles as possible. My opponent also was of the same opinion about his list, so we ended up with pretty a lot of big rocks :)
My phantoms deployed first looking towards the open lane in the middle of the battlefield.
All my opponent ships were PS 8, he deployed Ten Numb and Horton Salm on the centre and Corran Horn on my left side, so I deployed Soontir I-am-awasome Fel on my right with the idea to made him run towards the back and approach the centre from an angle.
Set Up
In the first round I went very slow with the phantoms, they did a 1 turn to the right, keeping the distance and letting my opponent come towards the centre.
Horton and Ten moved 2 forwards, whereas Corran approached the centre with a bank.
Soontir speed up toward the enemy and boosted towards the centre also.
End of movement on round 1
Round two saw a what-if moment. From my point of view, Ten Numb and Horton were having two options: either moving forwards towards the centre and the flank of my phantoms or turning to face Soontir. My doubt was what to do with my phantoms.
If the enemy moved forwards I was wondering about making a K-turn and wait for the next round to decloak and attack. In this scenario Soontir will bank to his right and boost behind the asteroid at the end of the battlefield to get cover against the two enemy vessels and try to approach them from behind.
If they turned to face Soontir, then he will need to go towards then to get maximum attack power and the phantoms should try to face the centre of the battlefield and be ready to fire, that mean, decloak.
During the game I usually found myself confronted with this problem, the need to decloak to be able to attack and the apparent bad positioning which this decloak was forcing me to.
However, in this case, I was lucky. I choose to decloak to the side and to turn, so that both phantoms were facing the centre. During the time that I took to think what to do, my opponent changed his mind about what he was going to do from moving towards the centre to chasing Soontir. So, his change of mind suited my final movement.
Corran Horn moved further towards the centre and Soontir closed on the enemy.
The attack round was furious as I concentrated all my fire on Ten Numb who lost several shields. Only Horton Salm was able to fire back against Soontir to no effect.
End of movement on round 2
For round three I was able again to predict the movement of my opponent, this time the obvious move of Corran Horn (except for the barrel roll) who moved towards the centre. So Soontir turned I thin 2 and placed himself right behind Corran.
My phantoms moved to try to block the wounded B-Wing, which collided with one of them. However in the picture the Y-wing seems to be were it was at the end of the previous round of movement, this is due to the fact that when it tried to moved, both the B-wing of Ten Numb and the Interceptor of Soontir were in the way, so it barely moved this round. No actions for them also.
The uncloaked phantom killed Ten Numb and Soontir started chipping down Corran :)
Corran, however, double tapped the phantom on the back, which lost its shields.
End of movement on round 3
On round four, there was no Ten Numb any more, so my phantoms tried to block the Y-wing. The clocked one (with the number 1) decloaked right and turned 1 to try to get arc on the Y-wing whereas the other did a 2 bank and finished cloaked more or less where Ten Numb was the previous round to try to block Horton. The Y-wing turned 2 and avoided the collision with the cloaked phantom but not to be in arc of the uncloaked one and in range 1.
Corran did a 2 turn to his right and Soontir just did a 2 bank to his left and barrel roll to get Corran in arc at range 1.
I don't remember the outcome of the attacks but I think that Corran was lucky and was either undamaged or lost one shield, not more. Horton was able to ionize the phantom with the number 1, the one on the right.
End of movement on round 4
Sorry about the blurry picture for round 5.
The cloaked phantom decloaked left and did a K-turn whereas the ionized one collided with the Y-wing and barely moved forwards.
Horton ran for cover behind the asteroid and Corran did a K-turn which I was not really expecting, however Soontir is so manoeuvrable that it didn't really matter and none of then was in arc of each other that suited me well enough.
Horton managed to ionize again the phantom which finished the round lossing its last shield. Now, both of then were shieldless.
End of movement on round 5
Round six saw the forced movement of the ionized phantom which cloaked to increase survivability as no target was in range, the other one did a bank to approach the cneter and wait for Soontir to turn around and join and also cloaked.
Horton decided to try to get after Soontir with the idea of placing an ion token on it whereas Corran went after the phantoms.
Soontir turned away from the incoming Y-wing and boosted to turn around towards the phantoms.
The cloak and the asteroid helped the phantom on the right to survive undamaged to attack of Corran who double tapped him.
End of movement on round 6
Round seven. The phantom on the left, without number, did a turn towards Corran without decloaking and landed on the asteroid, the other did a K-turn also to try to look for Corran, who being stressed opted to go straight forwards to clear off the stress.
Horton turned towards Soontir who said "ciao bella" to him by speeding and turning to his right.
This was the moment I was referring before. From a tactical point of view I needed the phantoms uncloaked to be able to attack Corran but decloaking will have placed then somewhere else without proper way to chase Corran. So I was having a nice position to fire but no possibility to do so...
End of movement on round 7
On round 8, the phanotm on the right, the one without number, decloaked to its left and did a 1 turn and cloaked to block Corran. The other one decloaked forwards and did a 1 turn to try to cover a left turn for Corran.
Horton was turning to follow Soontir and Corran surprised me again by K-turning. I seem no to be able to predict those K-turns which now appears so obvious when reviewing the game...
Soontir speeded to help the phantoms.
Corran double tapped the phantom to no effect and Soontir attacked him but don't remember the outcome.
End of movement on round 8
On the final round, the phanotm and Soontir closed into Corran who moved just forward, the second phantom tried to turn around the rock and Horton was still trying to get to Soontir.
The initial attack of Soontir destroyed Corran and we finished the round and the game.
End of movement on round 9
It was a very nice game. I was very lucky being able to take out Ten Numb so quickly at the beginning of the game. I think that this really pushed the balance in my favour. Also, this time I did not forget to use the sensor jammer and the autothrusters. Those two upgrades are great imho, Soontir was free to fly and to attack the Y-wing at range 3 without risk of being ionized and with nice chances of not being damaged by the responding fire.
I also liked the list of my opponent and he really lamented his change of plans on round two; this was for sure a key moment of the game for both of us.
I am looking forward to fly my list a few more times :) :)

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