Keeping 'The Ghost' Competitive

By The Penguin UK, in X-Wing Squad Lists

Hello all,

I've just got into X-wing, been playing for about a month, and I'm really looking forward to the release of The Ghost expansion. I think rebels is a great show, so I'm keen to get the ship on the board.

bearing in mind I'm still relatively new to the game, this is my best attempt at making a competitive list which includes the Ghost, without it becoming the 100pt single list.

Hera Syndulla (40)

Dorsal Turret (3)

Engine Upgrade (4)

Chopper (0)

Intelligence Agent (1)

Ghost (0)

The idea behind Hera is that she can move around quickly, in order to capitalise on the Ghost's limited firing arc. Considering the low pilot skill of Hera and the lack of a EPT to put on VI, the tactician should allow her to react more effectively to the higher PS opponents and make the most of her pilot ability - able to alter red or green maneuvers to suit what the opponent is doing. This will allow her to position more effectively against most opponents. Engine upgrade has been thrown in to support the limited range of green movements. This is also important to get out of enemies firing arcs.

Chopper also allows her to take an action when she has done a red action is necessary, as she can switch between effective turns.

The weaker fire arc is further mitigated by the Phantom allowing it to shoot backwards AND make use of it's dorsal turret.

Sabine Wren (21)

PTL (3)

Kanan Jarrus (3)

Phantom (0)

Phantom starts docked, to support the Ghost as suggested above. Knowing when to deploy it will be a learning curve. Once it is fighting, Sabine's pilot ability, combined with PTL and Kanan will allow her to take 3 actions and take a white maneuver without any stress - e.g. Boost, Evade, white action to clear stress and then an evade. If needed, Kanan can also help clear stress on the other ships in the list.

One big issue is that there is no dorsal turret on this hip, limiting the firing arc - despite the manuverability of Sabine. a possibility to remedy this is below.

Jake Farrell (24)

Push the Limit (3)

Chardaan Refit (-2)

Jake provides another quick ship, able to take 3 actions. Although he takes stress for this, the A-wing has some good green moves and Kanan is on hand to clear on a white if necessary.

Possible Changes

Drop PTL on Jake and put the Dorsal Turret on The Phantom. Better shooting, less reliant on Kanan to clear stress.

Swap Kanan and the intelligence agent around - gets Kanan in the entire game. But Kana is most important for Sabine I feel.

Drop Jake entirely for a Z-95, dorsal on the Phantom and add something else.

Final Thoughts

Issues I see with this list are that without the second dorsal turret, the attack shuttle is a little limited - as are lots of the firing arcs in this list. This is helped by it being fast and maneuverable, with lots of actions, but the ships need to be near Kanan to make the most of this, which won't work if he is in a docked shuttle. This is also a problem throwing a big ship around. However, it has lots of firepower, so if used right can take ships down quickly.

Let me know what you think. I love the Ghost, the characters and the ship, so I'm glad I feel I have something at least a little competitive and with some decent potential...