Any speculation on reinforced deflectors? It'll have to be something pretty powerful. This ships alone just doesn't seem like enough without a serious buff to defense.
Ghost and Phantom
I really kind of hope the Shuttle isn't viable without the Ghost. The other way round actually bothers me a lot less, oddly enough.
As what looks like it might just be the cheapest ATT3 platform in the game (Judging by the stats, at least)... I'm worried this may not be the case.
And maybe FFG is watching this thread playtesting and "fine tuning" the rules for the Phantom as we type!!! Remember, these are still in development!
And maybe FFG is watching this thread playtesting and "fine tuning" the rules for the Phantom as we type!!! Remember, these are still in development!
Where did you get that impression?
I just realized that- from everything I can see- an 8 TIE swarm will eat this for lunch. Which is basically the way it should be.
It also means that the TIE swarm is still the monarch of archetypes, able to deal with any list that it runs up against.
Do we think crew assigned to the Phantom will be useabke by the Ghost when the Phantom is docked? From a fluff perspective, it makes sense to treat crew yelling over an intercom from a docked ship as the same as one on a different compartment on the same ship.
And I really like the idea of putting Han and 2 gunners on a Ghost + Phantom that has a TLT. You can get 4 target LOCKS per turn, and could make 3 attacks per turn. Han is really useful for creating maximum flexibility for those target locks.
I've also provisionally decided that Sensor Jammer is the go-to System upgrade for the Ghost.
Assuming Phantom!Sabine is 20 points (a nice, round number), I am clocking my Ghost/Phantom at ~85 points. I guess I could stick a
Phoenix Squad
Prototype A-Wung in the gap.
I don't know, but if you assume a minimum of 55 points for a Ghost/Phantom combo we land at some 60 points with just a turret and likely 75 points bare minimum with some equipment.
I think it is pretty safe to say that you will only get good value out of it if you constantly get your rear arc to bear as that's the only possibility to get any value out of a 75 point ship: attacking multiple times.
Depending on the Gosts dial you might be a lot better off to just undock the shuttle to get more shots in. But that kinda defeats the purpose to benefit from the rear arc and undock a fresh shuttle just before the Ghost blows up.
I don't know. It looks awesome andhas super interesting mechanics. But already from what we have seen i strongly doubt this will be a competitive contender. The usage of those 2 attacks from Ghost and her turret is not liberal enough for that while being very expensive.
I don't say Rebels need another super competitive Falcon-type ship, but we need to compare those two nonetheless. Han or Chewie clock in at some 60 to maximum 65 points really nicely equipped. With free evade every turn, 1 more agility, 3 less hp and an all around turret with a lot of rerolls/reattacks. As far as i see the Ghost/Phantom just will not reach such a power level. This is again not such a bad thing considering how powerful the Falcon can be, but even compared to Superdash i really have my doubts!
This is probably a ship more for fluff based scenario plays and less for standard tournament gaming...
Edited by ForceMI just realized that- from everything I can see- an 8 TIE swarm will eat this for lunch. Which is basically the way it should be.
It also means that the TIE swarm is still the monarch of archetypes, able to deal with any list that it runs up against.
Absolutely. After the Phantom nerf Tie Swarms are very viable again, just nobody seems to realize it. They are not as powerful as in wave 1-2, but they have very few bad matchups in a meta where 2-ship builds are still a really big thing!
Can anybody confirm or deny my squinty impression that all the pilot cards for both ships are unique?
And what's the point of the "cannot attack again this round" text at the end of the Phantom title? Is that just about TLT, or do we think there's an end-phase attack somewhere else in the Ghost's bag of tricks?
Probably that rule prevents you from use gunner after this attack if you fail it.
So do you have to have both Attack Shuttle and VCX-100 or can you just have the attack shuttle or VCX-100 by itself?
If the shuttle has a squad point cost on the pilot cards then I see no reason that you couldn't run either ship separate from the other. Whether you should is a different subject entirely.
but if you used the title you are going to need both.
The Ghost with a phantom docked, fully decked out will be 90 to 100 points.
Good point, it's not like the Hounds Tooth, it looks like for the Ghost & Phantom you have to pay for both even if the Phantom is docked. That makes the combo fairly expensive.
Even with the PS3 versions of both ships, I'd bet it's going to be 50+ points.
I think that we wont be able to use both PS3 pilots at the same time, because maybe its the same pilot. Of course i cannot see it, but wouldnt be logical to have the full crew as pilots for both ships and crew (thus, you cannot repeat pilots)
I just realized that- from everything I can see- an 8 TIE swarm will eat this for lunch. Which is basically the way it should be.
It also means that the TIE swarm is still the monarch of archetypes, able to deal with any list that it runs up against.
Absolutely. After the Phantom nerf Tie Swarms are very viable again, just nobody seems to realize it. They are not as powerful as in wave 1-2, but they have very few bad matchups in a meta where 2-ship builds are still a really big thing!
The reason they haven't come back is the reason that BBBBZ isn't nearly as predominant as it could be. Margin of Victory favors small numbers of expensive ships. While TIE swarm can likely beat a Falcon often, it will do so by losing several ships along the way. This is why the two ship meta took over. Highly durable ships are more difficult to destroy and therefore don'T sacrifice valuable tournament points nearly as often.
Can anybody confirm or deny my squinty impression that all the pilot cards for both ships are unique?
And what's the point of the "cannot attack again this round" text at the end of the Phantom title? Is that just about TLT, or do we think there's an end-phase attack somewhere else in the Ghost's bag of tricks?
Yarp. Looks like Zeb is PS3, Ezra is PS4, Sabine is PS5, and Hera is PS7 for the attack shuttle. Kanan doesn't have his license, I guess.
For the Ghost it looks like they're all unique, with Kanan at 5, and Hera at 7. Can't tell who the 3 and 4 are.
He doesn't actually lol.
"Theft of Imperial supplies, resisting arrest, assaulting officers, and piloting without a license."
The reason they haven't come back is the reason that BBBBZ isn't nearly as predominant as it could be. Margin of Victory favors small numbers of expensive ships. While TIE swarm can likely beat a Falcon often, it will do so by losing several ships along the way. This is why the two ship meta took over. Highly durable ships are more difficult to destroy and therefore don'T sacrifice valuable tournament points nearly as often.Absolutely. After the Phantom nerf Tie Swarms are very viable again, just nobody seems to realize it. They are not as powerful as in wave 1-2, but they have very few bad matchups in a meta where 2-ship builds are still a really big thing!I just realized that- from everything I can see- an 8 TIE swarm will eat this for lunch. Which is basically the way it should be.
It also means that the TIE swarm is still the monarch of archetypes, able to deal with any list that it runs up against.
What's even better nowadays os that you have barely any mirror matches... Those were the games where often there was a winner after an hour with 12 points over his opponent and a headache for both opponents...
Edited by ForceMI think named pilots with no other cards on a Ghost/Phantom list will get you into the 70-75 point range. That's actually not much room if the new turret cost is significant.
I just realized that- from everything I can see- an 8 TIE swarm will eat this for lunch. Which is basically the way it should be.
It also means that the TIE swarm is still the monarch of archetypes, able to deal with any list that it runs up against.
Absolutely. After the Phantom nerf Tie Swarms are very viable again, just nobody seems to realize it. They are not as powerful as in wave 1-2, but they have very few bad matchups in a meta where 2-ship builds are still a really big thing!
Tie swarms are competitive. They're just too tedious for me to spend limited, valuable free time flying them.
Ghost costs 35-40, PS3 phantom around 18, turret 4-6
So, you looking at around 58 points to start (depends on the new turret since the existing ones aren't great).
Even with crew and systems, you will be able to fit a 3rd ship in, like a Bwing.
Absolutely. After the Phantom nerf Tie Swarms are very viable again, just nobody seems to realize it. They are not as powerful as in wave 1-2, but they have very few bad matchups in a meta where 2-ship builds are still a really big thing!I just realized that- from everything I can see- an 8 TIE swarm will eat this for lunch. Which is basically the way it should be.
It also means that the TIE swarm is still the monarch of archetypes, able to deal with any list that it runs up against.
The TIE swarm is a high skill floor list. It also has the worst matchup for MOV. And it requires more time to move 8 ships than any other list. So that's why the Swarm isn't seen as often.
Ghost costs 35-40, PS3 phantom around 18, turret 4-6
So, you looking at around 58 points to start (depends on the new turret since the existing ones aren't great).
Even with crew and systems, you will be able to fit a 3rd ship in, like a Bwing.
Some of the existing turrets would be fine. Ion Cannon Turret is likely the easiest choice as it's the most consistently useful turret but useless outside of range 2. The ship may be cumbersome to fly, so ionizing targets may be a nice thing to have when they get to close to you. Twin-Linked Turret would be fine but you have a donut hole issue. Blaster Turret relies on having focus tokens- I'd not use this unless one of the pilots can generate focus easily. Autoblaster, I've never had love for it, but it at least protects your range 1 flanks a bit.
I think it is pretty safe to say that you will only get good value out of it if you constantly get your rear arc to bear as that's the only possibility to get any value out of a 75 point ship: attacking multiple times.
Attacking multiple times with the ghost doesn't require the rear arc. If the phantom is docked you can shoot to the rear and you can make a turret attack at the end of combat.
Attacking multiple times with the ghost doesn't require the rear arc. If the phantom is docked you can shoot to the rear and you can make a turret attack at the end of combat.I think it is pretty safe to say that you will only get good value out of it if you constantly get your rear arc to bear as that's the only possibility to get any value out of a 75 point ship: attacking multiple times.
Just to make it even more explicit: the Phantom title lets the Ghost make primary weapon attacks in its rear arc, full stop. The Phantom title also lets the Ghost make a turret attack at the end of a combat round. The two things aren't connected to one another, though.
Edited by Vorpal SwordI'm still curious as to why they went with putting the same pilot onto 2 different ships, as I thought that was something they wanted to avoid doing. Sure they were limited to the cast of Rebels as far as pilots were concerned but still an interesting choice
They did it because it's what we've seen in the show. Now, yes, there are pilots in Star Wars lore that have piloted more than one type of ship but they are not as well known to the casual Star Wars fan as the crew of the Ghost.
Assuming you will be using Hera the Ghost is 40 points base. Let say you add lando and another 3 point crew, up to 46, then a system, 3 pts. 49. Add exp interface 3 pts. = 52. And then a turret, lets assume you either use TLT or the one that comes with it, so about 6 points, brings it up to 58. Now lets obviously say we'll be going with a 17-20 point phantom that is naked, for this lets assume 18. up to 76 pts. If you put in a fully loaded no prockets Jake. You would be 4 points over 100. If you were to drop Hera to lets say Chopper, it is possible he is 4 points less than Hera you could fit a fully loaded Ghost with a naked Phantom and Jake in the A-Wing. I feel like that is pretty nasty. Just keep the phantom docked until the ghost is about to go boom and you essentially have a 2 ship list with a deployable 3rd ship.
Assuming you will be using Hera the Ghost is 40 points base. Let say you add lando and another 3 point crew, up to 46, then a system, 3 pts. 49. Add exp interface 3 pts. = 52. And then a turret, lets assume you either use TLT or the one that comes with it, so about 6 points, brings it up to 58. Now lets obviously say we'll be going with a 17-20 point phantom that is naked, for this lets assume 18. up to 76 pts. If you put in a fully loaded no prockets Jake. You would be 4 points over 100. If you were to drop Hera to lets say Chopper, it is possible he is 4 points less than Hera you could fit a fully loaded Ghost with a naked Phantom and Jake in the A-Wing. I feel like that is pretty nasty. Just keep the phantom docked until the ghost is about to go boom and you essentially have a 2 ship list with a deployable 3rd ship.
You're one point short. You want Engine Upgrade instead. Trust me.
Assuming you will be using Hera the Ghost is 40 points base. Let say you add lando and another 3 point crew, up to 46, then a system, 3 pts. 49. Add exp interface 3 pts. = 52. And then a turret, lets assume you either use TLT or the one that comes with it, so about 6 points, brings it up to 58. Now lets obviously say we'll be going with a 17-20 point phantom that is naked, for this lets assume 18. up to 76 pts. If you put in a fully loaded no prockets Jake. You would be 4 points over 100. If you were to drop Hera to lets say Chopper, it is possible he is 4 points less than Hera you could fit a fully loaded Ghost with a naked Phantom and Jake in the A-Wing. I feel like that is pretty nasty. Just keep the phantom docked until the ghost is about to go boom and you essentially have a 2 ship list with a deployable 3rd ship.
You're one point short. You want Engine Upgrade instead. Trust me.
Thats fine, there is plenty of options to drop one point there. You could go Recon Spec/Jan Ors instead. Maybe the turret is 5 points not 6. Or you just use an Ion Cannon turret. Maybe the Phantom is 17 points not 18. Maybe you use FCS not another 3 point System. I still think you could easily do it.
Edited by Sacimino40