Talk:Autoblaster Turret/@comment-71.254.186.41-20150102130330/@comment-25587089-20150102140928

That is a big if. The Phantom is quite manoeuverable so you will have difficulties getting him in range. Especially because he doesn't need to get into range 1 to hurt you. And even if you do, your opponent will know the trick for the future.

Personally I fear a Ion-turret on a Y-Wing more. A ionized phantom cannot uncloak so he won't be able to attack. So he won't be a problem for that round => ideal to set him up for other ships. This also works in range 2 giving a much bigger threat range. You could try a combo with a second Y-wing with the autoblaster turret against a ionized Phantom, but it't probably not worth the points.

Remember 4 defence dice sound impressive, but if you have to roll enough, the damage will go through.

Against the phantom I prefer to have Ten numb with me, autoblaster optional, and giving the flack starting at long range. Also high pilot ratings are great, because you can get to them before they can cloak.