So, Decimator vs a Ghost

By FlightyBombJack, in X-Wing

How'd you kit one out to fight the other? Granted, we lack a lot of information still, but we have a decent amount to go on. I feel like Kallus would pair well with Chiraneau, though with some of the upgrades the Ghost can get, like Zeb for instance, Oicuun could do well fighting a Ghost that happens to have him on board.

We don't know the dials yet, but both have zero agility and the same amount of hit points, though the Ghost has a lot more stuff it can strap onto it. The Ghost also lacks a TPW, but it can equip one and fire one after combat if it has the shuttle, so it might have an edge in firepower in a head to head match up. The Ghost also has a system slot, potentially getting it better action economy with an FCS. For max damage, it sounds like the Ghost really needs an attack shuttle.... without it, it turns into a big fat bus I am guessing. I am kind of banking on a Decimator having an edge in maneuvers available to it and or speed... but at this rate, the Ghost sounds pretty dangerous, and I wonder how the two zero agility ships will face off against one another.

Ghost with title, the cheapest Phantom available, and Blaster Turret. Dorsal Turret if the dial is really good or I have Engine Upgrade. Which pilot depends on what each of them do, but right now we only know Hera. Don't know if I'd use any crew but I would consider that shield regen upgrade.

For the VT-49, I go with Chirpy. Give him Predator, and then hope that all those points the Ghost spent that the Decimator didn't can be put to good use. The Ghost seems much more expensive overall but will almost certainly annihilate the Decimator in a 1v1. Especially if both are being built to fight each other.

Edit: xanderf pointed out that TLT doesn't get along with the Phantom title, so I removed the TLT.

Edited by Hockeyzombie

the upgunned imperial patrol boat has to do just one thing if that clumsy fat freighter comes along.

..and that is to run. run Rear Admiral Forest, run!

on the table, I have no fear; it'll be fine.

fluffwise, it's *beeeeeeeeep*

the disney-designer who build it / the writers / the rest of those *beeeeep* should have just said that it's a gunboat, armed to the teeth, redesigned it.. would fit way better into what it does on the show (blasting everything). it's jar-jar / ewoks all over.. fighters that get shot down by effing big clumsy freighters.. dogfight-style..

hmmm.. petition to chain the writers and use their "creativity" in the spice mines on kessel!

The Writers are the same ones that wrote the Clone Wars and they worked closely with Lucus that whole time. They are also the biggest Star Wars nerds you will ever meet and the design of the characters are from the concept art drawn up for Star Wars in the 70's.

So this isn't exactly Disney screwing it up but absolute Star Wars nerds trying to follow the Canon closely as possible so old fans (like myself. Saw Star Wars summer of 77 with my father.) can spot the closely detailed Easter Eggs laid through out.

They even made the Lightsaber Blades super narrow like they were in the original Star Wars before they "enhanced" them. Zeb was the original design for Chewie.

Edited by Beatty

Not sure that I like it at all either. Pretty sure that's a green 4 on the Ghost in the pic(seems to be more similar in color to the icons on the ship bases next to it than the white of the dial). I had to check and see if any other big ships had that; they don't. They do all have whites. If you're flying the ghost "cheap" you'll have FCS + Dorsal + Zeb attack shuttle for 58-65ish points. Chirpy usually sits at 61ish too with pred, EU, Isard, Jerjerord (now Kallus too).

4 dice followed by 2-3 dice is going to eat up a Deci pretty fast.

Apples to apples:


Deci with Predator, EU, Isard, Captive and Gunner -65pts


Hera with TLT, FCS and Ezra attack shuttle - 68 pts


Deci has almost 3 hits confirmed, stress when targeted, evade when 1 hull down and PWT


Hera has TLT, free target locks, additional attack.


Deci will do 2 damage to ghost per turn (1 evade), whereas ghost will do 5 damage (3 from primary, 2 from TLT) on the first turn and 4 thereafter (Isard evade). A Deci can last only 4 turns against a ghost, while the ghost can last 8 turns.


It seems to smash the Deci on every single count.



99% of ghost lists will be:


Hera, TLT, FCS, R2D2 - 52


Ezra, TLT, PTL, Kyle - 32


some kind of 16 pt Z95



power creep all the way!

Edited by kburn

Hey Wokeupdead I can understand why people may not like Rebels but it really does reach out to the source materials out there.

Here is a video that points out some of them, though not nearly all of them as it says, that explains many of the sources for the first season.

Let's not forget in this matchup (Hera Vs. Chiraneau): Sure, that Ghost can fire twice. But the 4-dice primary can only be fired out of its firing arcs, Hera ps PS7, and Chirpy is 8, 99% of the time with Engine Upgrade. If Chiraneau can boost out of firing arcs (which large turrets have proven very adept at doing in the past) then the Ghost is limited to firing with its turret, which, if it's TLT, is 2 damage a turn, and Chiraneau can easily outpace that, especially at Range 1, where, even past the shield regeneration, it starts to crit and, if the Ghost is evading, its attack won't be modified.

the upgunned imperial patrol boat has to do just one thing if that clumsy fat freighter comes along.

..and that is to run. run Rear Admiral Forest, run!

on the table, I have no fear; it'll be fine.

fluffwise, it's *beeeeeeeeep*

the disney-designer who build it / the writers / the rest of those *beeeeep* should have just said that it's a gunboat, armed to the teeth, redesigned it.. would fit way better into what it does on the show (blasting everything). it's jar-jar / ewoks all over.. fighters that get shot down by effing big clumsy freighters.. dogfight-style..

hmmm.. petition to chain the writers and use their "creativity" in the spice mines on kessel!

But the 4-dice primary can only be fired out of its firing arcs

...

then the Ghost is limited to firing with its turret, which, if it's TLT, is 2 damage a turn...

Well, no and no.

First off, the Phantom title not only gives the Ghost that second shot from a canon, but it also opens up the secondary firing arc. The Ghost lacks the iconography on its cards indicating it normally can (and there is a new icon on the ship's base tile in that auxiliary arc, anyway, that looks like the Phantom) - so it can usually just fire forwards.

Adding the Phantom lets the main gun fire aft, too, which basically doubles its fire arc covage to the same thing a Firespray has. Not quite a PWT...but halfway there.

Secondly, the TLT is really a poor choice for the Ghost+Phantom. The Phantom works like 'Gunner'...yes it grants you one more attack, but one more attack ONLY, nothing after that. So the TLT, being two attacks against the same target, would only get one of those off in the end phase.

I would definitely put Rebel Captive on the Decimator.

the disney-designer who build it / the writers / the rest of those *beeeeep* should have just said that it's a gunboat, armed to the teeth, redesigned it.. would fit way better into what it does on the show (blasting everything). it's jar-jar / ewoks all over.. fighters that get shot down by effing big clumsy freighters.. dogfight-style..

You mean like the Millennium Falcon?

Why do I get the feeling that it is going to be extremely hard to kill no matter what.

Why do I get the feeling that it is going to be extremely hard to kill no matter what.

I got a bad feeling about this.....

I did just notice one thing about the Ghost, at least with what we have been presented with.... the Ghost seems to want to get into range 1. Like really badly. Maybe that can be played off of some for countering it. I mean stuff like the dorsal turret getting an extra die at range one and Zeb letting you shoot people you bumped...and just the huge amount of attack dice in what might turn out to be a front only arc.

New and unique! Third large rebel ship that costs a crap ton and hits wayy too hard and has turrets and regenerations and evades. Wheeeeeeeeeeeeeee. I'm sooooo impressed.

Also are we really sure you don't get the second TLT?

You don't get a second TLT

You get an additional attack and the make no more attacks that round

You can, however. TLT twice normally and then TLT a third time

FCS + TLT is quite dumb

It's basically always Tlt or dorsal on ghost, autoblaster if optimistic. If ghost w/out title, TLT or nothing no question

Against slow chiri, dorsal probably farts out the most efficient damage

I wouldn't take a Decimator to a Ghost.

I'd take some ATC Advanceds. Colzet and Stele and Vader.

The bigger they come, the prettier the ball of fire when they explode.

I wouldn't take a Decimator to a Ghost.

I'd take some ATC Advanceds. Colzet and Stele and Vader.

The bigger they come, the prettier the ball of fire when they explode.

Aces are generally hard to play, and if both of them take TLTs like most people will, they'll be easily downing 1 tie every 1-2 tuns.

The Ghost is a pretty hard thing to counter, if such a counter even exists.

It's a pseudo PWT by being even better than a PWT, having 4 shots in its arc, and using its turret out of it, for roughly the same cost as a deci. Also has a built-in evade.

It counters the swarm anti-PWT meta by being more than 1 ship. It's 2 ship+ most likely, a Z95.

It counters arc-dodging aces meta using TLTs

It counters TLT/stressbot meta by having TLTs, plenty of health and stress-shedding crew

There's nothing it cannot counter, and nothing can counter it, much less a deci.

yeah, it's not even close to that good, I'm afraid

0 agility means 2 attack will shred it, and lack of EPT means it's far less powerful than 4 dice suggest it would be; especially far less than a phantom or aggressor

having both 4 dice + TLT belies the fact that it's two ships in one and costs as much as two ships in one

AC advance will drop it right quick, if looking at raw stats

basically, the ghost isn't that simple

Edited by ficklegreendice

Aces are generally hard to play, and if both of them take TLTs like most people will, they'll be easily downing 1 tie every 1-2 tuns.

The Ghost is a pretty hard thing to counter, if such a counter even exists.

It's a pseudo PWT by being even better than a PWT, having 4 shots in its arc, and using its turret out of it, for roughly the same cost as a deci. Also has a built-in evade.

It counters the swarm anti-PWT meta by being more than 1 ship. It's 2 ship+ most likely, a Z95.

It counters arc-dodging aces meta using TLTs

It counters TLT/stressbot meta by having TLTs, plenty of health and stress-shedding crew

There's nothing it cannot counter, and nothing can counter it, much less a deci.

2 TLT's don't easily down a TIE Advanced a turn. Maybe in their dreams.

If it evades, it isn't focusing on the attack, so go right ahead. That token will be gone soon enough and with ATC's you'll be hard pressed.

If the Phantom's docked, it's one less ship to care about. If it isn't, it's one less arc.

There's no agility, so no 3P0.

I also, based on what we've seen, think a Ghost and a Phantom aren't necessarily the best combination.

I wouldn't take a Decimator to a Ghost.

I'd take some ATC Advanceds. Colzet and Stele and Vader.

The bigger they come, the prettier the ball of fire when they explode.

Aces are generally hard to play, and if both of them take TLTs like most people will, they'll be easily downing 1 tie every 1-2 tuns.

The Ghost is a pretty hard thing to counter, if such a counter even exists.

It's a pseudo PWT by being even better than a PWT, having 4 shots in its arc, and using its turret out of it, for roughly the same cost as a deci. Also has a built-in evade.

It counters the swarm anti-PWT meta by being more than 1 ship. It's 2 ship+ most likely, a Z95.

It counters arc-dodging aces meta using TLTs

It counters TLT/stressbot meta by having TLTs, plenty of health and stress-shedding crew

There's nothing it cannot counter, and nothing can counter it, much less a deci.

How does it counter Shuttle fortress?

That's 40 hit points it has to chew through, and they can all have accuracy corrector or FCS.

Edited by Vulf

yeah, it's not even close to that good, I'm afraid

0 agility means 2 attack will shred it, and lack of EPT means it's far less powerful than 4 dice suggest it would be; especially far less than a phantom or aggressor

having both 4 dice + TLT belies the fact that it's two ships in one and costs as much as two ships in one

AC advance will drop it right quick, if looking at raw stats

basically, the ghost isn't that simple

Nope. It has a native evade action. 3 AC advanced will take 4 turns to drop JUST the ghost (2 dmg average per ship, evade one, 5 dmg per turn) IF it can shoot every turn. Plus, they need to position, aim and shoot.

Meanwhile, TLT ghost and TLT shuttle is only ~80pts with upgrades, and they can stuff another z95 to shed evades. 2 TLTs can effectively shoot every turn, and down a TIE a turn. Even if they down the ghost, they'll be down to 1 badly damaged tie.

There are no existing counters to a ghost, while it counters pretty much anything, the way I see it.

Don't get me wrong, I'd be happy to be proven wrong, since I have 0 intention of getting the ghost.

Edited by kburn

2 TLTs can effectively shoot every turn, and down a TIE a turn.

2 TLTs are max 4 damage. How do you propose to down a 5 hitpoint TIE Advanced a turn?

2 TLTs can effectively shoot every turn, and down a TIE a turn.

2 TLTs are max 4 damage. How do you propose to down a 5 hitpoint TIE Advanced a turn?

You're right ey. My bad. I was thinking of the TIE advanced prototype for some reason.

Even so, if they down a TIE every 2-3 turns, the ghost still comes ahead by leaps and bounds.