Ghost and Phantom

By USCGrad90, in X-Wing

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.

Either 17 or 18 is a little on the low side. It's essentially a HWK (with what is probably a better dial) that trades a hit point for 2 Attack. A point of attack seems to be valued at around 5 points or so. If a PS2 HWK is coming in at 16 I'd expect the cheapest Phantom to come in at 20 points minimum and maybe slightly higher. I'm guessing that the cost of the Assault Shuttle is going to be around the cost of an X-Wing with the shuttle maybe being about a point or two less for similar PS.

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.

Either 17 or 18 is a little on the low side. It's essentially a HWK (with what is probably a better dial) that trades a hit point for 2 Attack. A point of attack seems to be valued at around 5 points or so. If a PS2 HWK is coming in at 16 I'd expect the cheapest Phantom to come in at 20 points minimum and maybe slightly higher. I'm guessing that the cost of the Assault Shuttle is going to be around the cost of an X-Wing with the shuttle maybe being about a point or two less for similar PS.

Yea this is all speculation, you may be right.

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.

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.

That was actually a question i asked many pages ago... Thanks for your answer!

I think it's only fair that for such a price tag the ship can also fire in arc plus its turret while your shuttle is docked. It's still pretty expensive, but all depends on the Ghost's dial and if it gets access to more defensive upgrades. The deflector...something upgrade lets me hope!

If you extrapolate the cost of the shuttle from the cost of the xwing, you could subtract 3 for the hull and add 1 for the PS to get 19 for the PS3. If they want a competitive stand-alone ship, then making it 18 makes sense to me since it is known that the xwing isn't cost efficient ship. Even at 18, it is still pretty glass-cannonny.

It will be a tricky balance, too cheap and it makes the ghost phantom combo stronger, too expensive and you will never see it on its own.

Edited by Deadwolf

I'm pretty sure the green 4 straight and the use of advanced Sensors will make this ship Dash on steroids. Harder to play than Dash but a real mobile Tank with some kick.

I have just seen a couple people say that the attack shuttle has a turret slot itself. Do we know that, and if so, how?

I have just seen a couple people say that the attack shuttle has a turret slot itself. Do we know that, and if so, how?

I haven't seen the card's upgrade bar yet...

I have just seen a couple people say that the attack shuttle has a turret slot itself. Do we know that, and if so, how?

I believe that the text in the original article said that it had a crew, turret, and systems slot but was edited to this:

"With its forward laser cannons, turret, and crew slot, the attack shuttle can easily make a valuable contribution to any Rebel squad. "

I have just seen a couple people say that the attack shuttle has a turret slot itself. Do we know that, and if so, how?

I believe that the text in the original article said that it had a crew, turret, and systems slot but was edited to this:

"With its forward laser cannons, turret, and crew slot, the attack shuttle can easily make a valuable contribution to any Rebel squad. "

And there's also this...

The Phantom has no turret.

The Phantom has no turret.

Are we sure? We can't see the cards, but it mentions in the article that it has a turret and crew seat.

Yeah the article clearly states it does.

It's accompanied by its attack shuttle, which is, itself, a lethal, small-base starship with an attack value of three. With its forward laser cannons, turret, and crew slot, the attack shuttle can easily make a valuable contribution to any Rebel squad.

Also per Star Wars Rebels: The Visual Guide, it has a dorsal laser turret. Which is likely why the Ghost comes with 2 copies of that upgrade. One for the Ghost and one for the Phantom.

Edited by VanorDM

Even if Phantom has a turret, the wording of the title cards indicates (to me) that the turret on Ghost is the one that gets the extra attack.

Even if Phantom has a turret, the wording of the title cards indicates (to me) that the turret on Ghost is the one that gets the extra attack.

Yeah I think that as long as the Phantom is docked it doesn't actually do anything other then allow the Ghost to fire out of either arc and take a 2nd shot with an equipped turret on the Ghost itself.

Even if Phantom has a turret, the wording of the title cards indicates (to me) that the turret on Ghost is the one that gets the extra attack.

Yeah I think that as long as the Phantom is docked it doesn't actually do anything other then allow the Ghost to fire out of either arc and take a 2nd shot with an equipped turret on the Ghost itself.

Due to the way it is worded, It might be you'll have the choice of which ships turret gets used for that shot.

"While you are docked, the Ghost can perform primary weapon attacks from its special firing arc, and, at the end of the Combat phase, it may perform an additional attack with an equipped [turret icon] . If it performs this attack, it cannot attack again this round."

The wording is a little ambiguous. Allowing the player to choose which turret gets used gives an incentive to put turrets on both ships and to use a different turret for each. If it does allow the Phantom's turret to be used that would give some protection from Munitions Failure, so that might be right out.

I do wonder how popular taking the cheapest Assault Shuttle, spending nothing on upgrades for it, and just leaving it docked the whole game will be.

I do wonder how popular taking the cheapest Assault Shuttle, spending nothing on upgrades for it, and just leaving it docked the whole game will be.

Until the very end when Ghost is about to blow up...I would assume very popular. This is how I will be running it depending on total cost and if you can get a pilot like Jake in there.

Anyone notice that the Ghost appears to use the dame pegs as epic ships do, looks like FFG learned from their wave 5 mistake

Actually, it looks like it has a new, unique Y-shaped peg.

The Phantom has no turret.

Are we sure? We can't see the cards, but it mentions in the article that it has a turret and crew seat.

Ooops. Nvm. I just figured it didn't because I don't remember them ever using it in the show. My bad.

Phantom_Attack_Shuttle.jpg

Due to the way it is worded, It might be you'll have the choice of which ships turret gets used for that shot.

I don't think so. Grammatically the whole sentence is referring to the Ghost.

"the Ghost can perform primary weapon attacks from its special firing arc" so we're talking about what the Ghost can do.

"and, at the end of the Combat phase, it may perform an additional attack"

That it has to still be referring to the Ghost, since the Phantom wasn't mentioned. If it was referring to the Phantom it would have to say "at the end of the combat phase the Ghost or Phantom...".

I do wonder how popular taking the cheapest Assault Shuttle, spending nothing on upgrades for it, and just leaving it docked the whole game will be.

Kinda depends on the turret upgrades. Right now I think that even with the TLT the K-Wing comes with, a 3 attack primary may be worth more then a 2nd shot with a turret. But hitting something with a Ion so you know where it will be and know you can get a shot with your primary.

Also depends on how often you find firing out the special arc to be useful.

I do wonder how popular taking the cheapest Assault Shuttle, spending nothing on upgrades for it, and just leaving it docked the whole game will be.

I've already stated I think the Ghost (with a docked Phantom) will be the game's first 1 ship 100 point list.

This is pure speculation, but since it seems intended to use the ships together and (likely) docked, what if there was a section of the docking rules that let you use both pilot abilities? Or maybe allowed you to choose one or the other from turn to turn?

Granted that would make the gozanti pretty absurd, so probably not. I definitely want to run this at least a few times as a single ship list, so my choice of pilot will be based on cost and who is better as a crew member.

What I can make out of Hera's pilot ability:

"When you reveal a green or red maneuver ........... of the same difficulty"

It's possible it says you're allowed to change your maneuver into another maneuver of the same colour. E.g. green straight -> green bank or 3k -> 4k. (don't know the dial, just grabbed them out of the void)

That's the conclusion I came to from my own squinting: "When you reveal a green or red maneuver, you may rotate your dial to another maneuver of the same difficulty."

With a green 4, that could be a pretty useful ability for bringing the rear arc to bear. You can slow roll with a green 1 forward (presumably), then hurdle over the enemy with the 4 straight as soon as a hole opens up.

For me the biggest question is if you can dock the Phantom mid game or not.

If you can do that, it could change things a lot. Could start with it undocked and rush it to the Ghost when it takes a little damage. Could launch it for a single pass at a high value target then dock it again, and so on.

For me the biggest question is if you can dock the Phantom mid game or not.

If you can do that, it could change things a lot. Could start with it undocked and rush it to the Ghost when it takes a little damage. Could launch it for a single pass at a high value target then dock it again, and so on.

The title cards read as though you cannot re-dock mid game. But we need to see the rules to be sure.