It's the Ghost! RUN!

By Sir Orrin, in X-Wing

I don't complain about Imbalenced ships in this game, becuase I think FFG knows what they are doing.

But as an Imperial player, who normally flys Ties and Tie Interceptors....... How am I supposed to fight the ghost!

There are few Ideas I have come up with:

1: Use its 0 agility against it, focus it down as fast as possible

2: Grab some of those new Title Defenders.

3: Arc-Dodge like CRAZY!!

I'm sure you guys can come up with some better ones, and I'm wondering what people think about the Ghost in general.

I don't complain about Imbalenced ships in this game, becuase I think FFG knows what they are doing.

But as an Imperial player, who normally flys Ties and Tie Interceptors....... How am I supposed to fight the ghost!

There are few Ideas I have come up with:

1: Use its 0 agility against it, focus it down as fast as possible

2: Grab some of those new Title Defenders.

3: Arc-Dodge like CRAZY!!

I'm sure you guys can come up with some better ones, and I'm wondering what people think about the Ghost in general.

That's pretty much it. It's dial isn't particularly great, so get out of it's arc as much as possible and throw dice at it.

It's 0 Agility. Just shoot it.

Ram it with a Gozanti

Ram it with a Gozanti

when I get one, I SO WILL! :P

Tempest Squadron Pilot (21)

Cluster Missiles (4)

Accuracy Corrector (0)

TIE/x1 (0)


Tempest Squadron Pilot (21)

Cluster Missiles (4)

Accuracy Corrector (0)

TIE/x1 (0)


Tempest Squadron Pilot (21)

Cluster Missiles (4)

Accuracy Corrector (0)

TIE/x1 (0)


Tempest Squadron Pilot (21)

Cluster Missiles (4)

Accuracy Corrector (0)

TIE/x1 (0)


Total: 100




That'll kill it, range three down to half hit points, range two splat.

What the above poster said.

8 ties should be able to murder the ghost as well.

As a mostly Rebel player, I don't understand why it would be so imposing... I mean we've had to deal with 360 degrees of three dice from the Decimator for a while now and I LOOOVVVEEE seeing it on the other side of the playmat. It's free points... It'll hurt for a minute, but if you can't get it's zero agility hunk of mess off the board before it does any real damage then you're doing something wrong. It'll be the same for the Ghost, perhaps even easier because you have 50% less arc to worry about.

Ram it with a Gozanti

Not a fan of the show, but it'd be fun as hell to make a Ghost crew for Imperial assault and alternate between xwing and IA.

I think it is going to be on a lot of tournament lists in the near future.

1: Use its 0 agility against it, focus it down as fast as possible

A) Kanan(VCX-100)+Lando+recon specialist+EU = who needs agility.

3: Arc-Dodge like CRAZY!!

A) Sabine Phantom+TLT, Ghost+TLT = Squeeze play tactics

2: Grab some of those new Title Defenders.

A) To paraphrase Rex "Grab as many as you can.... your gonna need them all" ;)

I am so gonna love flying this ship :D

Edited by Sentinal

Ram it with a Gozanti

Not a fan of the show, but it'd be fun as hell to make a Ghost crew for Imperial assault and alternate between xwing and IA.

IA people have been wanting this to happen but I don't see it coming, really. FFG in the past have stated that IA isn't supposed to be about existing heroes from the IP.

If anything, we'll see some side characters as heroes who might be able to recruit the Lothal Rebels / Phoenix Squadron to help them.

Anyway, back to topic.

Just shoot the thing and try not to get shot by it much.

Ram it with a Gozanti

Not a fan of the show, but it'd be fun as hell to make a Ghost crew for Imperial assault and alternate between xwing and IA.

IA people have been wanting this to happen but I don't see it coming, really. FFG in the past have stated that IA isn't supposed to be about existing heroes from the IP.

If anything, we'll see some side characters as heroes who might be able to recruit the Lothal Rebels / Phoenix Squadron to help them.

Anyway, back to topic.

Just shoot the thing and try not to get shot by it much.

I was thinking that IA heroes could purchase pilot/crew abilities to be used for ships in xwing. For instance, each player gets additional credits and xp after an IA mission to buy upgrade cards or even additional ships, and play an xwing mission after IA missions. The same goes for the Imp player,who can buy more ties, ect.

Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
Tempest Squadron Pilot (21)
Cluster Missiles (4)
Accuracy Corrector (0)
TIE/x1 (0)
Total: 100
That'll kill it, range three down to half hit points, range two splat.

I'd prefer to ion it off the board without killing it - there's something so much more tragic for your opponent to make them watch a ship slowly trundle off the board before it loses all of its shields and hull

Ram it with a Gozanti

when I get one, I SO WILL! :P
:)

Ram it with a Gozanti

when I get one, I SO WILL! :P
Wait... you have seen both the Ghost's and Phantom's maneuvering dials haven't you??? Depending on who's flying, highly unlikely :)

Hera is going to be a real pain......

A standard TIE swarm will kill it much faster than it can kill them.

Tempest Squadron Pilot (21)

Cluster Missiles (4)

Accuracy Corrector (0)

TIE/x1 (0)

(snip X3 more)

View in Yet Another Squad Builder

That'll kill it, range three down to half hit points, range two splat.

I think I'd swap the Cluster Missiles for Concussion Missiles, and add Guidance Chimp.

And then I take another look at the exact wording on Accuracy Corrector:

When attacking, during the "Modify Attack Dice" step, you may cancel all of your dice results. Then, you may add 2 (boom) results to your roll.

Your dice cannot be modified again during this attack.

So you're guaranteed a minimum of 2 hits per attack from Clusters, and each Cluster gets 2 attacks. That's 4 hits from each Cluster, minimum. Vs a maximum of 4 hits from the Concussion Missile. Yeah, ok. I like it.

I think I might still take the Guidance Chimp, as it's free, your'e not doing anything else with the mod slot, and if you roll "hit, hit, not-hit (blank or focus)" on one of the Cluster attacks, you can get an extra hit out of your missile. That's worth the literally nothing GC would cost you.

If you think I'm going to let you get the proper range, target locks and chance to fire on the ghost, you are dead wrong.

Flown poorly; I don't fear any ship.

Flown expertly; I fear every ship.

Flown poorly; I don't fear any ship.

Flown expertly; I fear every ship.

An X-Wing motto to live by.

It's maneuver doesn't matter if my three Defenders can keep ionizing it.

...the same way you fight the Decimator, but now you can arc-dodge.

I don't complain about Imbalenced ships in this game, becuase I think FFG knows what they are doing.

But as an Imperial player, who normally flys Ties and Tie Interceptors....... How am I supposed to fight the ghost!

There are few Ideas I have come up with:

1: Use its 0 agility against it, focus it down as fast as possible

2: Grab some of those new Title Defenders.

3: Arc-Dodge like CRAZY!!

I'm sure you guys can come up with some better ones, and I'm wondering what people think about the Ghost in general.

Don't forget about "stay out of range 1". I've been running the ghost on vassal using Autoblaster and Accuracy corrector. That's 4 guaranteed damage to anything that gets into range 1 of me, so bye-bye soontir, a-wings, etc.

It's maneuver doesn't matter if my three Defenders can keep ionizing it.

My current ghost build is using an Engine Upgrade, so unless you stress it first or force it over rocks/debris, I can use boosts to turn still. And while you're doing 2 damage between 2/3 of your ships to keep my ghost ioned, it's shooting back with 4 dice and Sabine is behind your defenders blowing them up.

Edited by VanderLegion

It's got 16 hits (shields and hull together) but it has no agility so you can't use C-3PO and its not a YT-1300 so you can't use the Falcon title. I think it will be easier to kill than a defensively upgraded 13 hit YT-1300.

Offensively 4 attack dice is pretty awesome, but 4 attack dice with an auxilary rear arc (which costs like 20 points) is not really that much better than 3 attack dice with a 360 arc.

Don't get me wrong I am totally excited to fly the Ghost, but I am not worried that it is going to be a super unbeatable.