Ghost vs TLT

By Deadwolf, in X-Wing

I was really excited for the Ghost when it was announced. But now with TLT really knocking high HP low agi down several pegs, I took another look at it, since it has the same hp and agi as the steuggling Decimator.

The PS3 VCX will likely cost 35 and the PS3 shuttle around 19 +/-. If you were to use TLT, then you are looking at 60 pts base for the combo. Although, FCS+recspec seems like a very strong combo (which would also work with blaster turret to save 2 pts over TLT) making it 63-65 points plus any additional crew/pilot abilities you may want.

So, in terms of offensive power per points, it definitely beats out the Decimator. With a 4 atk primary, a modified turret shot, as well as your 3rd ship (likely will be a midrange ship like a Bwing, Ywing, Tarn, Biggs, or Jake if you have 28 left over), you do have a decent chance to take a ywing out in one turn (Tho likely not before it shoots unless you deploy your shuttle).

The way I see it, The Ghost isn't going down until PS2 of the 3rd turn and I think it is reasonable to take 2 ywings out before that. Then you have the shuttle and your 3rd ship vs 2 ywings. Still seems rough tho not impossible.

Now, it is possible that one of the new crew members will help it defensively (like if it gives a defensive bonus for every attack), and there is a new turret (Tho recspec + FCS + BT/TLT is already really good).

But given what we know now, is the Ghost in trouble in a TLT heavy meta and is hoping for some help from the unspoiled upgrade cards or will be fine due to some powerful existing card combos?

Keep in mind, there is a LOT of upgrades in the pack that we haven't seen yet. As well as pilots. Patience is needed.

Let's not get ahead of ourselves here Deadwolf. I'm sure you are about to get plenty of flack here in a few moments for worrying about TLTs effect on a ship which hasn't even been fully spoiled yet.

But, I will play along. From what we DO know, I'm inclined to believe the Ghost will be just fine. A 4 attack dice primary which can also shoot a turret at the end of combat? Ya, that sounds like the type of offensive output that will make up for any lack of defense.

But again, let's be patient before we start claiming TLT doesn't only beat every current ship, but also every ship yet to be released as well. ;)

On another note- Does the Phantom title prevent the Ghost from shooting TLT twice if it equips it?

Unless there is a new defensive Sensor upgrade in the Ghost pack, it will likely be a good candidate for Sensor Jammer. That will force the TLTs to get get 2 hits, or roll a crit which saves on some damage. Also it has 4 attack dice so it is pretty good at burning them down off the table (and dead TLTs don't shoot back).

People like to say the Decimator will die in 8 shots, but it just isn't realistic for that to happen. Unmodified shots often whiff, and it also implies that the Decimator and his buddies can't kill ships before they shoot.

I thought about Sensor Jammer, but it will be hard to give up FCS on the ship.

But again, let's be patient before we start claiming TLT doesn't only beat every current ship, but also every ship yet to be released as well. ;)

As for the turret, the wording is slightly unclear as to whose turret it is referring to, but I am pretty sure it is referring to the turret equipped to the ghost, in which case, you could use your turret instead of your primary.

Edited by Deadwolf

no worries, TLTs aren't nearly as dangerous on table as they are in our heads

thus far, there are two easy answers to Ghost's problem

1.) higher PS + phantom level dice :o

you could easily engineer a squad that can slay a TLT Y a round before it gets to fire

2.) R2-d2 (crew)

unlike c3po (who is literally useless on ghost, except range 3), r2-d2 isn't at all affected by TLTs because it kicks in during the end phase and effectively cancels one damage regardless of dice results

the new damage deck is a bit of a concern, though

also, unless docking is the absolute ****, I don't think I'd bother at all with it. Even if it is, you're going to want the "Phantom" (stupid redundant terminology) contributing to killing TLTs

Edited by ficklegreendice

Fear not.

The Ghost is going to utterly bend people over.

I agree that you can take a ywing out in 1 turn, but likely not before it fires because the turret shot comes in the end phase. Although in the turn that the Ghost is likely going to die, you could deploy the shuttle and get 3 shots before PS2. You could also potentially do a squad without the shuttle, but that seems unlikely.

Anyway, I do think that even the PS3 Ghost, PS3 shuttle, and a 33 pt 3rd ship (Like Jake) has a decent shot against TLTs on the back of the offensive potential and PS and hopefully the pack has some more tools.

don't even bother with the turret versus TLTs

detach the "Phantom" and make the little bastard work for his points instead of just ferrying him around

between him and the ghost and even something like 3 Talas, a Y-wing should be easy meat

Edited by ficklegreendice

don't even bother with the turret versus TLTs

detach the "Phantom" and make the little bastard work for his points instead of just ferrying him around

between him and the ghost and even something like 3 Talas, a Y-wing should be easy meat

Assuming, even, that The Ghost is not a one ship list when you include The Phantom?

don't even bother with the turret versus TLTs

detach the "Phantom" and make the little bastard work for his points instead of just ferrying him around

between him and the ghost and even something like 3 Talas, a Y-wing should be easy meat

How necessary docking the Phantom is depends a lot on the as yet unrevealed dial. If the dial is on par with the YV-666 (I suspect it's going to be similar, only with more red and green and less white, given Hera's ability), enabling the Ghost's auxilliary arc is going to be pretty important.

That being said, TLT is a bad idea for the Ghost's turret- You can only make one attack with it in the end phase, which kind of removes the main selling point of TLT.

don't even bother with the turret versus TLTs

detach the "Phantom" and make the little bastard work for his points instead of just ferrying him around

between him and the ghost and even something like 3 Talas, a Y-wing should be easy meat

Assuming, even, that The Ghost is not a one ship list when you include The Phantom?

You're not going to fit the likes of Corran, Poe, or even Wedge into most Rebels builds, but even if you want Hera, you probably will have room for someone like Tarn, a pair of bandits, or a green squadron pilot with a few tricks.

Edited by Squark

don't even bother with the turret versus TLTs

detach the "Phantom" and make the little bastard work for his points instead of just ferrying him around

between him and the ghost and even something like 3 Talas, a Y-wing should be easy meat

Assuming, even, that The Ghost is not a one ship list when you include The Phantom?

The PS3 VCX will be 35, and the shuttle 19 +/-. There will be lots of room for a 3rd ship. (You will be able to have a super loaded Ghost/Phantom for 75 pts).

Huh, that's cheaper than I expected.

Huh, that's cheaper than I expected.

Compare the two ships on their own;

The Shuttle is on par with the Tie Interceptor in terms of jousting ability* (Compare the Tie Fighter to the Z-95), and Major Jugglers estimate is that a PS 3 Interceptor is 18.5 points. Factor in a pilot ability, and Zeb comes out to 19 points. I'd estimate 20 though, given that FFG is generally more conservative than Major Juggler's math.

The Ghost is trickier because it doesn't have a parallel, but we know Hera is 40 points. -4 points for PS is 36 points. Add an extra point or two for pilot ability, and the Lothal (Spacer? Renegade? Smuggler?) comes to 34-35 points.

So, ~55 points for the cheapest Pilot combination, and probably about 63 for Hera+Sabine or Kanan+Hera (The most expensive combinations)

*And the Alpha and Avenger squadron pilots are too low PS to arc dodge effectively, so that's the most relevant statistic for them.

Edited by Squark

I'm interested to see if any of the shuttle pilots do anything while docked. If not, it would seem hard to justify any pilot other than the PS3 when running it with the Ghost.

I'm interested to see if any of the shuttle pilots do anything while docked. If not, it would seem hard to justify any pilot other than the PS3 when running it with the Ghost.

It could be an IG type scenario, that would make sense.

I'm interested to see if any of the shuttle pilots do anything while docked. If not, it would seem hard to justify any pilot other than the PS3 when running it with the Ghost.

It could be an IG type scenario, that would make sense.

"You or the ship you are docked with may..." "Whenever you or the ship you are docked with..."

Could work.

Wait for that system slot to get spoiled.

One other thing to keep in mind, the ghost has a unique dorsal turret upgrade card that might be worth considering in the fight.

It also has the evade action and the use of sensor jammer.

Ghost is going to peel a Y-wing like a banana. If it gets into range 1 and can avoid the Y's primary it's very likely to deplete all shields and sneak a crit in. I think some of the upgrades will allow it to fire a turret (waiting to see what new turret does) in addition to its primary in the same round. All speculation, but imagining a Blaster Turret, Rec Spec, and FCS has me excited.

Edited by Skargoth

Ghost is going to peel a Y-wing like a banana. If it gets into range 1 and can avoid the Y's primary it's very likely to deplete all shields and sneak a crit in. I think some of the upgrades will allow it to fire a turret (waiting to see what new turret does) in addition to its primary in the same round. All speculation, but imagining a Blaster Turret, Rec Spec, and FCS has me excited.

We already know it can fire is primary and it's turret in the same round. It says so on the Ghost/Phantom title cards. When the Phantom is docked, the Ghost may perform it's usual primary shot and then a shot with its turret weapon at the end ofthe Combat Phase.

Ghost is going to peel a Y-wing like a banana. If it gets into range 1 and can avoid the Y's primary it's very likely to deplete all shields and sneak a crit in. I think some of the upgrades will allow it to fire a turret (waiting to see what new turret does) in addition to its primary in the same round. All speculation, but imagining a Blaster Turret, Rec Spec, and FCS has me excited.

We already know it can fire is primary and it's turret in the same round. It says so on the Ghost/Phantom title cards. When the Phantom is docked, the Ghost may perform it's usual primary shot and then a shot with its turret weapon at the end ofthe Combat Phase.

I actually think there will be something else that allows the Ghost to fires its own turret following a primary shot, unless I'm seeing that upgrade bar wrong.

The upgrade bar has nothing to do with it. It has a turret upgrade slot. Ghost/Phantom titles are what allows the second shot. Anything else is going to allow a third shot, which is a bit crazy.

I don't consider the shipette to be part of the cost of the Ghost.

Let's go with your assumption that you can get one for 35 points. Slap on Engines, Rec Spec, and Blaster Turret. There you go, still have half of your list to get the shipette and an R7 Tarn Mison.

TLT pounds 1/0 agility but 16 health tales a while to chew through with TLT's. No getting lucky and killing a TIE in 3 attacks. I've had some problems facing Hound's Tooths while playing Quad TLT. They could close to range one easily and were damage sponges.

I don't consider the shipette to be part of the cost of the Ghost.

Let's go with your assumption that you can get one for 35 points. Slap on Engines, Rec Spec, and Blaster Turret. There you go, still have half of your list to get the shipette and an R7 Tarn Mison.

TLT pounds 1/0 agility but 16 health tales a while to chew through with TLT's. No getting lucky and killing a TIE in 3 attacks. I've had some problems facing Hound's Tooths while playing Quad TLT. They could close to range one easily and were damage sponges.

"A while" here meaning 4 turns, assuming the Ghost+assorted support can kill 1 Y/turn.

assuming single-modified TLTs and a Ghost that always takes focus for recspec, the Ys /should/ be dealing what, 5 damage on the first turn (assuming one dies before firing).

Given the limited arcs, unless the Ghost has a REALLY good dial I'd expect it to lose arc on the second turn of shots, at which point it does probably 2 damage from its TLT to one Y but is also in r1 of 1 Y, so another 4 damage, it's now down to 5 hull.

next turn it picks up aux arc on at least 1 Y so it should be able to kill another one, taking max damage from the Ys down to 4 (maaaaybe 3 with recspec if one of the Ys is out to r3), so it's on one hitpoint and dies the next turn even if it kills a third Y

Now, it still probably wins because of the support ships.