VCX-100 with Unstoppable Autoblaster Turret?

By Wraithdt, in X-Wing

I think the Ghost is sort of a trap - yes it has a lot of great options and AC+AB unstoppable 4hits at R1 is scary BUT:

Once you start loading up on those upgrades (+docked shuttle) you get into 70+points territory quite fast. And then its still 16hp with 0 agility and not a lot of defensive options. You're really putting all your eggs in one basket.

I think if they become part of the meta it will more likely be cheaper versions.

This has been my experience running it on Vassal so far. By the time you have a workable Ghost build and an attached Phantom that can actually hold its own when you deploy it, you've spent 75 points. Depending on how you do it you can squeeze a stresshog in there, but it's a lot to dump into one ship. Plus, if you run the AB/AC combo, you have to get the Ghost into range 1 of the thing you're trying to kill. Then, congratulations: the Ghost is in range 1 of your opponent's ships, with zero AGI, and it's not really maneuverable enough to make a run for it and still be effective.

Maybe I still need some practice flying it, but the general flow of my games with the Ghost have been:

1) Run it into range 1 and bump something.

2) Make my AB/AC attacks

3) Soak up a bunch of range 1 shots from my opponent, bringing the Ghost down to about half health in one turn.

4) Run away and deploy the Phantom right before the Ghost goes down.

5) Try to chase down the enemy with the Phantom, which moves before almost everything else and doesn't have a great dial.

The AB/AC combo is fun - it really makes your opponent work to stay out of range 1 - but it's too squishy for my tastes. I'd like to try Kanaan with a rec spec and advanced sensors, and maybe some other builds. The system slot is really valuable, and though the AB/AC can theoretically nuke an ace in one turn, any good opponent will stay well out of range 1. The sensor slot gives the ship a lot of potential, and I'm not sure AB/AC is the right build.

My experience has been different. The first few steps have been about the same - run into range 1, blsat stuff with autoblaster and soak up a bunhc of damage, but in 13 games I've played with the ghost so far, I've only had the ghost actually die in 2 games, and have only lost 1 game so far. My opponents definitely *try* to stay at range 1, but haven't had a lot of luck with that so far (part of that is that I run dash crew so I can move unpredictably and park on rocks, which people never expect).

I honestly think when it comes down to it, Autoblaster + Acc Corrector will be the go to combo for a Ghost with title. Especially Hera. The major point in the game which players have little to no control over is dice rolls. Acc corrector + autoblaster turret totally negates this. Ya, FCS is really good too, and may get you 4 hits in a round a large majority of the time, but it can't guarantee that you will get 4 hits on a ship in a round while accC+ABT can. Having sure knowledge that the Ghost can kill a number of ships in one round is massive. Soontir in range 1? dead. Pesky Tie or Z? Dead. Anything 8 hit points or lower gets stuck in that bubble 2 turns in a row? Dead.

This is an incredibly powerful combo. Just think about this- Hera with title, Engine, intel agent, Acc corrector, Autoblaster turret, and say, Nien Nunb crew. A skilled player will absolutely wreck people with that build.

On the other hand, a list like the one Paul Heaver used to win Worlds will really hurt this squad. If Hera gets double or triple-stressed, then you can take her reds and Engine Upgrade out of the equation.

My limited experience with AC on the Ghost left me thinking that it wasn't better than FCS. You're spending an extra point to guarantee the turret attack while adding almost nothing to the primary (your average unmodified attack roll is going to result in two hits anyway, or 2.5 at R1). FCS gives you a really good chance to hit with the AB turret, gives you a target lock for those 5-dice R1 shots.

don't rain on omega leader's parade. Lets pretend, just for a minute, that he has twenty health.

Can't we just pretend he can't die at all?

It's good, but fcs is better. Autoblaster is auto-include for my VCX builds now. It just lets them threaten aces better than anything other than Vader Decimators.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

I honestly think when it comes down to it, Autoblaster + Acc Corrector will be the go to combo for a Ghost with title. Especially Hera. The major point in the game which players have little to no control over is dice rolls. Acc corrector + autoblaster turret totally negates this. Ya, FCS is really good too, and may get you 4 hits in a round a large majority of the time, but it can't guarantee that you will get 4 hits on a ship in a round while accC+ABT can. Having sure knowledge that the Ghost can kill a number of ships in one round is massive. Soontir in range 1? dead. Pesky Tie or Z? Dead. Anything 8 hit points or lower gets stuck in that bubble 2 turns in a row? Dead.

This is an incredibly powerful combo. Just think about this- Hera with title, Engine, intel agent, Acc corrector, Autoblaster turret, and say, Nien Nunb crew. A skilled player will absolutely wreck people with that build.

On the other hand, a list like the one Paul Heaver used to win Worlds will really hurt this squad. If Hera gets double or triple-stressed, then you can take her reds and Engine Upgrade out of the equation.

My limited experience with AC on the Ghost left me thinking that it wasn't better than FCS. You're spending an extra point to guarantee the turret attack while adding almost nothing to the primary (your average unmodified attack roll is going to result in two hits anyway, or 2.5 at R1). FCS gives you a really good chance to hit with the AB turret, gives you a target lock for those 5-dice R1 shots.

See, stress doesn't bother me a ton with my Chopper piloted Ghost. With AC/AT if I can get into range 1 I don't need actions, I'm doing 4 damage regardless. Like you said, AC doesn't help the primary a ton, but in all the games I'e played so far I've *rarely* not had a range 1 shot. FCS isn't nearly as good for getting 2 hits with the AT as AC. (I fly sabine alongside the ghost with her own autoblaster, there's been plenty of times I've had a target lock on someone (targeting computer), fired the AB and not gotten any hits (nothing like rolling 2 natural crits against a high agility target, rerolling hoping for some hits and getting 2 blanks instead).

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

Just bring 4bz. You'll win the majority of the time.

Range 1 is VERY limiting. The highest PS is 7 on the VCX-100 and there is no way to change that. PS 8 and 9+ Aces will not be caught in that R1 bubble without some serious blocking and/or mistakes on the Ace player's part. I've run Brobots with Autoblasters and Ion cannons with Accuracy Corrector. They just could not put out enough damage in a round. I think we'll find the same to be true of the defenseless VCX-100 that relies on Autoblasters.

The sky is still not falling....

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

I have to think the folks complaining of power creep should pop onto Vassal and watch games with the Ghost. 0 agility, Firespray blind spots barring a turret on an already expensive ship, needs 18 points minimum to use its rear arc, and you're not left with a wealth of points for squad mates (or you're running the Ghost very bare). From what I've seen so far, she shakes out in a pretty even place. She's scary, sure, but no more so than an EU, Gunner RAC. If you're really worried, just bring a swarm or Cluster Missiles. Jonus and some Bomber friends should have a VCX down in a turn, especially when LRS hits.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

Translating:

---

---

Translation complete: he's no Soontir!

Inqusitor is good, at least he has a place, there are ships that don't have tier 1 pilots at all!

Edited by Warpman

Autoblaster with Accuracy Corrector on the Ghost is going to be scary, but I can't help but feel that the Ghost has such a wealth fof great options for its System slot that I don't think this is the best one. Fire Control Systems are going to be amazing for it because of the number o0f attacks it's chucking per round. Reinforced Deflectors are going to be grand because of its minimal agility. Advanced Sensors could be great because of Hera/Navigator, Sensor Jammer could save it a lot of hits, etc etc etc. This is a great combo, but there are a lot of great combos for it.

I'm also eager to troll this particular one with Omega Leader. What's that, you want to cancel your dice? FIIIIINE. Oh, now you want to add hit results? Lolnope.

I actually played this against Omega leader. You may not be able to AC your dice, but you can still kill him just fine naturally rolled hits ;)

You *can*, but I've followed PWTs around for entire matches with them pew pewing away and failing miserably to hit him at range 2 or 3 whilst he chips one or two damage off them every round. It's effective AND infuriating. He usually has an evade and a focus once he gets to a single target, and if you can keep him away from everyone else he's hilariously effective.

I have to think the folks complaining of power creep should pop onto Vassal and watch games with the Ghost. 0 agility, Firespray blind spots barring a turret on an already expensive ship, needs 18 points minimum to use its rear arc, and you're not left with a wealth of points for squad mates (or you're running the Ghost very bare). From what I've seen so far, she shakes out in a pretty even place. She's scary, sure, but no more so than an EU, Gunner RAC. If you're really worried, just bring a swarm or Cluster Missiles. Jonus and some Bomber friends should have a VCX down in a turn, especially when LRS hits.

I'm 12-1 on vassal with the AC/AT ghost. It's a lot harder than you might think to keep out of range 1 of a large-base ship if you still want to shoot on it, and even if you don't, it's got a 4 dice primary to shoot at you with unless you manage to avoid range 1 AND be to the side, which hasn't happened much yet. Cluster missiles would be scary (haven't flown against those yet, but don't think I've ever seen them in my local meta). Long range missiles don't scare me much (playe dagainst a list wwith 3 concussion missiles, none of them ever got to fire at the ghost).

Autoblaster with Accuracy Corrector on the Ghost is going to be scary, but I can't help but feel that the Ghost has such a wealth fof great options for its System slot that I don't think this is the best one. Fire Control Systems are going to be amazing for it because of the number o0f attacks it's chucking per round. Reinforced Deflectors are going to be grand because of its minimal agility. Advanced Sensors could be great because of Hera/Navigator, Sensor Jammer could save it a lot of hits, etc etc etc. This is a great combo, but there are a lot of great combos for it.

I'm also eager to troll this particular one with Omega Leader. What's that, you want to cancel your dice? FIIIIINE. Oh, now you want to add hit results? Lolnope.

I actually played this against Omega leader. You may not be able to AC your dice, but you can still kill him just fine naturally rolled hits ;)

You *can*, but I've followed PWTs around for entire matches with them pew pewing away and failing miserably to hit him at range 2 or 3 whilst he chips one or two damage off them every round. It's effective AND infuriating. He usually has an evade and a focus once he gets to a single target, and if you can keep him away from everyone else he's hilariously effective.

The primary isn't omega leader's problem against the ghost. It's the autoblaster. Even without AC you can still roll natural hits and blow him up at range 1.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

Valen can get to 3 dice primary as well. Give him expose, use it as your "after defending" action. you got full agility for defense, normal TL/evade for your after-move action, then +1 dice for your own attack (assuming there's a higher PS shooting at you before you take your own shot of course)

I have to think the folks complaining of power creep should pop onto Vassal and watch games with the Ghost. 0 agility, Firespray blind spots barring a turret on an already expensive ship, needs 18 points minimum to use its rear arc, and you're not left with a wealth of points for squad mates (or you're running the Ghost very bare). From what I've seen so far, she shakes out in a pretty even place. She's scary, sure, but no more so than an EU, Gunner RAC. If you're really worried, just bring a swarm or Cluster Missiles. Jonus and some Bomber friends should have a VCX down in a turn, especially when LRS hits.

I'm 12-1 on vassal with the AC/AT ghost. It's a lot harder than you might think to keep out of range 1 of a large-base ship if you still want to shoot on it, and even if you don't, it's got a 4 dice primary to shoot at you with unless you manage to avoid range 1 AND be to the side, which hasn't happened much yet. Cluster missiles would be scary (haven't flown against those yet, but don't think I've ever seen them in my local meta). Long range missiles don't scare me much (playe dagainst a list wwith 3 concussion missiles, none of them ever got to fire at the ghost).

Autoblaster with Accuracy Corrector on the Ghost is going to be scary, but I can't help but feel that the Ghost has such a wealth fof great options for its System slot that I don't think this is the best one. Fire Control Systems are going to be amazing for it because of the number o0f attacks it's chucking per round. Reinforced Deflectors are going to be grand because of its minimal agility. Advanced Sensors could be great because of Hera/Navigator, Sensor Jammer could save it a lot of hits, etc etc etc. This is a great combo, but there are a lot of great combos for it.

I'm also eager to troll this particular one with Omega Leader. What's that, you want to cancel your dice? FIIIIINE. Oh, now you want to add hit results? Lolnope.

I actually played this against Omega leader. You may not be able to AC your dice, but you can still kill him just fine naturally rolled hits ;)

You *can*, but I've followed PWTs around for entire matches with them pew pewing away and failing miserably to hit him at range 2 or 3 whilst he chips one or two damage off them every round. It's effective AND infuriating. He usually has an evade and a focus once he gets to a single target, and if you can keep him away from everyone else he's hilariously effective.

The primary isn't omega leader's problem against the ghost. It's the autoblaster. Even without AC you can still roll natural hits and blow him up at range 1.

Staying out of range 1 ought to be manageable, OL is plenty manouevrable and higher-PS. But yeah, it is certainly a threat.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

Valen can get to 3 dice primary as well. Give him expose, use it as your "after defending" action. you got full agility for defense, normal TL/evade for your after-move action, then +1 dice for your own attack (assuming there's a higher PS shooting at you before you take your own shot of course)

Expose you say? Hmmmmmm..... Yes. People should absolutely do this. I hope everyone who flies Valen puts expose on him. Excellent, Smithers

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

Valen can get to 3 dice primary as well. Give him expose, use it as your "after defending" action. you got full agility for defense, normal TL/evade for your after-move action, then +1 dice for your own attack (assuming there's a higher PS shooting at you before you take your own shot of course)

Ooh, that's sneaky, I like that. Still probably too expensive, though.

4 dice at range 1 out of what is basically an A-wing is going to be funny though.

Edited by thespaceinvader

Idk if I'm late to say this, but hera in the ghost with autoblaster, accuracy corrector, with nine nub and zeb crew sounds like a super effective package!then throw in the title and attack shuttle Ezra with PTL or something like that and you can really lay down some pain

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

The Ghost expansion, not the whole wave.

then throw in the title and attack shuttle Ezra with PTL or something like that and you can really lay down some pain

Alternatively a bit cheaper and almost as good, Sabine + Turret of your choice to boost, barrel roll and evade all over the place. She doesn't even really need an EPT although VI and PTL both benefit her.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

The Ghost expansion, not the whole wave.

Many said the same about the Decimator before it hit the table. Again... it seems balanced to me. The sky is not falling.

Agility 0 big ships get eaten alive by swarms. If 4 Bs and a Z all get a shot on the Ghost it is not going to end well for that big ship. It packs a punch, but its only real defense is offense and enough shield/hull to withstand a beating for a short amount of time.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

The Ghost expansion, not the whole wave.

Many said the same about the Decimator before it hit the table. Again... it seems balanced to me. The sky is not falling.

Agility 0 big ships get eaten alive by swarms. If 4 Bs and a Z all get a shot on the Ghost it is not going to end well for that big ship. It packs a punch, but its only real defense is offense and enough shield/hull to withstand a beating for a short amount of time.

Also it cant arc dodge like Decimators/Falcons or Brobots. Yeah 4 primary is great,but this ship has real drawbacks.

ghost has no PWT; now that would've been power creep :P

in all honesty, it's really not a big deal. autoblaster + ac + ghost/phantom is such a dedicated hard counter to squish aces (possibly fat ships) that it really doesn't threaten much else. A bunch of tie fighters will merc the fat hell out of the ghost from range 3 and going into range 1.

don't think you'll ever catch opposing PWTs or Dash. Might have better luck v aggressors, but they hit really hard once they have their FCS down.

not to say that Autoblasters aren't a really nice (and economical!) option for the big lug to take, but I don't think it's strong enough to even merit accuracy correctors. FCS is so clutch on a 4 dice ship that I cant imagine taking any other system, especially since you can re-roll the auto-blasters. Less accurate (or correct, forget which one) but still plenty terrifying.

the ghost is a fat ass, middlingly dialed, low PS, ept-less clunker of glorious weirdness; it's not as simple as "throw on 3 upgrades; gg" unless you fight nothing but palp aces (Even then, auto-blasters can be outplayed)

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

Valen can get to 3 dice primary as well. Give him expose, use it as your "after defending" action. you got full agility for defense, normal TL/evade for your after-move action, then +1 dice for your own attack (assuming there's a higher PS shooting at you before you take your own shot of course)

Expose you say? Hmmmmmm..... Yes. People should absolutely do this. I hope everyone who flies Valen puts expose on him. Excellent, Smithers

If you are playing against mostly higher PS ships (or know that you won't be attacked against this round). Expose probably isn't terrible on him.

I think Valen is stuck at an awkward PS for some of the action EPTs, he's got too high a PS to get the most from expose and too low a PS to make Squad Leader really cool. He does have Boost and the greens to deal with stress so Daredevil might be really fun on him.

Yep. FFG really screwed the pooch with this expansion. Power creep? How about a power leap...

except for the TIE/v1, which is creeping back down to 2 attack, in a wave of ships that all have ways of being better than 3 attack...

Ghost is 4, Mist Hunter can be 4, and Punishing 1 can be 3 but with a turret, so better than a straight 3. So yeah while the Inquisitor himself isn't a bad pilot, every pilot in that pack is a trash sandwich.

The Ghost expansion, not the whole wave.

Many said the same about the Decimator before it hit the table. Again... it seems balanced to me. The sky is not falling.

Agility 0 big ships get eaten alive by swarms. If 4 Bs and a Z all get a shot on the Ghost it is not going to end well for that big ship. It packs a punch, but its only real defense is offense and enough shield/hull to withstand a beating for a short amount of time.

Also it cant arc dodge like Decimators/Falcons or Brobots. Yeah 4 primary is great,but this ship has real drawbacks.

Arcdodging Brobots?

Even ghost can arcdodge better with it's PS7, adv sensors and ability to shoot not only from front arc :D