The Ghost might be a bit broken (not as clickbaity as it sounds )

By nikk whyte, in X-Wing

So, the Ghost looks really good. we've never seen a ship with that many capabilities before. which got me thinking.

Tactician. Its pretty much a given that Tactician was changed to limited to prevent stacking them on the YV-666 and tossing out 3 stress with one ship at a time. But i cant help but notice that the Ghost can equip a turret and a crew member, in the same vein as the K-wing.

Once you add the attack shuttle to the mix via phantom and ghost title cards, you get to fire a second attack at the end of the combat phase with the turret equipped to the ghost.

It doesn't specify that you have to make a primary weapon attack. You can attack with the turret in your normal combat phase. Tactician can hand out 4 stress in one turn buy combining the two. further, you can take Fire Control Systems and have a modification for every single attack.

Basically, you should never want to shoot your main gun unless you're at range one. otherwise, you're getting the same potential damage (4) and you can strip down any ship's defense while having accurate attacks.

The point cost for this combo is a little up in the air, as we don't know the cheapest pieces yet. but that seems like a lot for one ship to do.

Hmm. Unlike TLT Y-wings, you have two arcs. As long as you can keep enemies in your front or rear arc, it could put a hamper on your opponent's plans.

But from flying a Firespray-31, I know it's possible to slip into the port and starboard blind spots. Granted, once things are stressed they're not really going to be able to use boosts and barrel rolls to get into those spots.

Also, there are other ways for ships to modify dice even when stressed (Fire Control System, Predator, Guri, Palob, etc.) With zero agility, the Ghost still has to worry about getting chewed up, even if it hands out 4 stress per turn.

How would it do four stress?

You can only do 3 stress with the ghost/tactician. The extra attack at the end of combat is a single attack and then you are forbidden from making any more, so you attack with TLT like normal, then in the end phase name another TLT attack, but you only get a single attack from that because of the limitation.

The prevailing knowledge is the YLT can't make both shots at the end of the phase due to the language on the Phantom card. But 3 totally works.

I don't see the issue with it really, for this reason. You pay in the ballpark of 50 points for 2 Y wings with TLTs, dealing reliable 3-4 damage a turn. You pay about 60 for two K wings with TLTs and Tacticians. This will be what you will pay for a loaded Ghost/Phantom combo, and actually probably more.

Similar cost to efficiency, as far as damage output, control, and total HP. In fact, you pay MORE for additional utility in the pilot skills and abilities of the pilots.

Similar cost, similar benefits to what we already have.

Does this work?

Tactician, Gunner, TLT, Accuracy Corrector.

Hmmm. No it doesn't, but I'll explain it anyway.

I wanted to use Accuracy Corrector to cancel the second attack of TLT so Gunner could kick in, but then you can't perform the attack during the End Phase. You could cancel your results for the End Phase attack, but you cannot perform any more attacks, so Gunner won't help. Three is the highest number I'm getting.

(Yes it is)

Also tactician tlt = no 4 die primary

Id Rather the TLT + stress

The ghost would have been a lot meaner if mov hadn't been changed on large ships. As it is, it still fairs better than many point fortresses, as the phantom 'saves' a decent chunk of points from the 50% tipping

I for one really look forward to seeing it in play across the table from my imperials...

If you spend that many points to just plink out damage and do 3 stress I think you're going to lose the damage race really fast.

3 stress out of either arc is pretty rough. Any action-dependent ace will just melt after that. Good luck getting arc dodgers in range 2 though. The Ghost will probably move like an off-white cosmic bison.

Without putting it on the table, it will be difficult to know how good the Ghost will be. However!

In a 100 point match you're only going to see the Ghost in 2.5 ship lists. The .5 is because the Phantom will almost always be attached to the Ghost.

Side note: deployment timing for the Phantom will absolutely mark the difference between good players and great players. Deploying the Phantom costs the Ghost both the rear arc and the ability to take the turret shot at the end of the combat phase. That's a huge decrease in combat options- players will only want to do this when faced with imminent destruction of the Ghost. Deployment timing represents a new skill for players to master.

The second ship in a Ghost +1 list will tend be a low point ship. I'm sure you _could_ cripple the Ghost/Phantom enough to squeeze Corran into the list. I'm not sure you want to.

I see a lot of people posting concerns about the Ghost making 2- or 3-shot shenanigans with stress, ion, etc. but I think it's important to remember that you have to dock another ship in order to pull this off. That is, you have to give up an opportunity to shoot in order to gain another one. You're not really gaining a lot.

For comparison, you could get 6 shots with three BTL-A4 Y-wings for a similar cost to the Ghost plus the Phantom, and you would have three different ships' firing arcs to play with (and three different targets for the enemy to focus on).

The Ghost opens up some options that three Y-wings wouldn't have, for sure, but the ability to put three stress on another ship doesn't sound like that big a deal to me.

the difference between this and gunner is that gunner specifies primary weapon. the whole process of attacking with a TLT is the fact that you get to do it twice.

you dont lose any damage potential between that and the main gun outside of range one.

Does this work?

Tactician, Gunner, TLT, Accuracy Corrector.

Hmmm. No it doesn't, but I'll explain it anyway.

I wanted to use Accuracy Corrector to cancel the second attack of TLT so Gunner could kick in, but then you can't perform the attack during the End Phase. You could cancel your results for the End Phase attack, but you cannot perform any more attacks, so Gunner won't help. Three is the highest number I'm getting.

Accuracy Corrector's cancelling of dice results is not an automatic miss, it cancels then adds 2.

Gunner would still benefit a Ghost without the Attack Shuttle docked, or one without the title all together. Fire Control System would be of more benefit to the multiple attacks each turn.

As for the stress Ghost, this pretty much validates those lists that focus on synergy or effects without actions.

IE, Jendon with FCS, Howlrunner, Epsilon Leader, any ship with FCS, or Accuracy Corrector really.

Edited by Vulf

Does this work?

Tactician, Gunner, TLT, Accuracy Corrector.

Hmmm. No it doesn't, but I'll explain it anyway.

I wanted to use Accuracy Corrector to cancel the second attack of TLT so Gunner could kick in, but then you can't perform the attack during the End Phase. You could cancel your results for the End Phase attack, but you cannot perform any more attacks, so Gunner won't help. Three is the highest number I'm getting.

Accuracy Corrector's cancelling of dice results is not an automatic miss, it cancels then adds 2.

Gunner would still benefit a Ghost without the Attack Shuttle docked, or one without the title all together. Fire Control System would be of more benefit to the multiple attacks each turn.

As for the stress Ghost, this pretty much validates those lists that focus on synergy or effects without actions.

IE, Jendon with FCS, Howlrunner, Epsilon Leader, any ship with FCS, or Accuracy Corrector really.

In the FAQ entry for Accuracy Corrector, it states that you may cancel your results and you ate not required to add the 2 corrected results should you choose not to.

3 stress out of either arc is pretty rough. Any action-dependent ace will just melt after that. Good luck getting arc dodgers in range 2 though. The Ghost will probably move like an off-white cosmic bison.

It has a 4 straight and it looks green, could be nasty if it gets in front of an action-dependent Ace while the rear firing arc is active. Interested in seeing how well this thing turns.

Does this work?

Tactician, Gunner, TLT, Accuracy Corrector.

Hmmm. No it doesn't, but I'll explain it anyway.

I wanted to use Accuracy Corrector to cancel the second attack of TLT so Gunner could kick in, but then you can't perform the attack during the End Phase. You could cancel your results for the End Phase attack, but you cannot perform any more attacks, so Gunner won't help. Three is the highest number I'm getting.

Accuracy Corrector's cancelling of dice results is not an automatic miss, it cancels then adds 2.

Gunner would still benefit a Ghost without the Attack Shuttle docked, or one without the title all together. Fire Control System would be of more benefit to the multiple attacks each turn.

As for the stress Ghost, this pretty much validates those lists that focus on synergy or effects without actions.

IE, Jendon with FCS, Howlrunner, Epsilon Leader, any ship with FCS, or Accuracy Corrector really.

According to the text, you MAY cancel all results, and then you MAY add two {hit} results to your roll. Therefore, you can cancel all results and then choose to not add the two {hits}.

If all you want to do is throw TLT attacks and stress tokens on the legal targets, just take 4 PS1 HWKs with TLT + Tacticians in each.

96 points, 8 potential damage per turn and possible 8 stress per turn

Ion Turret with Tactician may be more interesting, as the first ship with double arcs and a turret slot.

possibility of 2 stress and 2 ion tokens, maybe even distributed between 2 ships is intriguing, buuuut

to hell with that!

TLT is teh monster of a turret, because NO RANGE CUT!

It's half a corvette for ten points less with a Rexler Brath firing arc.

hera-ghost.png Cr90-corvette-fore.png

post-29203-Ron-Perlman-Pacific-Rim-gif-h

(Edit. You want to fly a corvette in regular play? Drive two of these in formation with a plastic tube between the airlocks, and you'll still have ten points for upgrades.)

Edited by OneKelvin

If you are concerned about the quantity of stress, for comparison Paul Heavers Stressbot Y-Wing with BTL and TLT can dish out 3 stress per turn. Okay it has no 360 arc to do it but it isn't limited to Range 2 either. And it costs 26 points.

I am sure this is hellofa lot more efficient than outfitting the Ghost for stressing.

If you are concerned about the quantity of stress, for comparison Paul Heavers Stressbot Y-Wing with BTL and TLT can dish out 3 stress per turn. Okay it has no 360 arc to do it but it isn't limited to Range 2 either. And it costs 26 points.

I am sure this is hellofa lot more efficient than outfitting the Ghost for stressing.

2 stress.

TLTs second attack skips the "declare target"

so only 2 stress from StressHog.

but yep, R2-3

3 stress out of either arc is pretty rough. Any action-dependent ace will just melt after that. Good luck getting arc dodgers in range 2 though. The Ghost will probably move like an off-white cosmic bison.

It has a 4 straight and it looks green, could be nasty if it gets in front of an action-dependent Ace while the rear firing arc is active. Interested in seeing how well this thing turns.

Edited by Audio Weasel

Decimator with flatchet torpedoes (what, I thought the torpedo slot was for extra bombs!), Gunner and tactician can triple stress in its front arc at range two if the torpedoes don't hit. But I doubt anyone has ever tried it. An Academy TIE would do wonders to block something at that range. And if the torpedo actually hit then there's damage on top of double stress. Conditional, but cheaper than the Ghost plus Phantom and more importantly it's Imperial!

Edited by GrimmyV