It can be done, but
IMO it's not a very good list. You have two basic options:
1) Whisper + Echo + generic. You barely have enough points for IV +
ACD on Whisper and Echo and you won't be able to put
ACD on the generic. This means that your ships aren't going to be reaching their full potential, and it's almost certainly going to be weaker than Whisper and Echo with proper upgrades and a cheaper third ship.
2) Whisper or Echo + 2x generic. Now you have points for a proper Whisper/Echo setup, but you run into the problem that the generics aren't all that good. They're glass cannons that often die just as fast as a z-95 that costs half as much because you can't recloak until
PS 3. If you're perfect with your maneuvers and the dice are in your favor it can win, but it's a "house of cards" list that can get wiped off the table very quickly if things don't go perfectly in your favor.
Two things that stand out:
1) Don't use Howlrunner with phantoms. Howlrunner is great when you're in formation, but the greatest strength of the
ACD phantom is its unpredictable maneuvering options. By tying everything to a range-1 bubble around a TIE fighter you're throwing away that maneuverability and making it too easy to get shots on your phantoms. Alternatively, you can maneuver away and fly the phantoms the way they want to be flown, but then you're throwing away the points you invested into Howlrunner's special ability.
2) I wouldn't draw too many conclusions from this win. You don't post many details about your opponent's list, but it looks like a fairly weak one.
TBH I'm kind of surprised that it took so long to win, the scyk is a really fragile ship and should be easy prey for a phantom and its 4-5 attack dice. Your opponent must have been getting some really good dice luck if you were having trouble killing them.