The Phantom II, as a fighter… is lame. That’s just the nature of it. It’s not a fighter craft, it’s a shuttle. You’re not going to be getting a lot of kills with it. And that’s ok. That’s not what it’s in your squadron for. What it’s there for is the new Coordinate Action that it adds.
From the preview:
How much are your actions worth in X-Wing™?
This is one of the most prominent and important questions posed by the Phantom II Expansion Pack coming with Wave XII. Its Sheathipede-class shuttle introduces the coordinate action to the Rebel faction’s standard play options, and this, in turn, raises the potential for a whole host of Rebel squads built around new tricks, tactics, and synergies.
Of course, this likely comes as no surprise to veteran X-Wing players. They’re used to seeing the Rebellion’s plucky fighter pilots rally together and present a threat that’s greater than the sum of their individual parts.
In fact, we’ve long seen the Rebellion’s team spirit carry the faction to the top tables at the highest levels of play. It is a faction founded upon the selfless heroics of characters like Lowhhrick and Biggs Darklighter and strengthened by the likes of R2-D2 and Ahsoka Tano . It is a faction that rewards the unique talents of characters like Sabine Wren and Corran Horn , but only when they gain sufficient support from the rest of their squadrons.
And this is where the Phantom II comes into play. With only two attack, two agility, four hull, and one shield, the shuttle is a subpar fighter, but its coordinate action and its pilots’ unique pilot abilities ensure it will have plenty to offer the rest of your squad.