Ghost, Phantom and Biggs

By Karhedron, in X-Wing Squad Lists

40 Kanan in Ghost

2 Fire Control System

3 Recon specialist

3 Dorsal turret

0 Ghost Title

21 Sabine in Phantom

2 Juke

0 Phantom Title

25 Biggs

3 R2-F2

0 Integrated astromech

99 Total

The list is pretty straight forward. Biggs flies just behind the Ghost drawing fire away from it and helping cover its flanks. RecSpec gives extra Focus tokens to feed Kanan's ability which should help Biggs hang around a little longer. The Dorsal turret seems a good match the FCS meaning I should get TL for most shots and I can always spend a Focus token on the Ghost's shooting if the situation warrants it.

Sabine I think is the most cost-effective Shuttle pilot with her free Boost or Barrel roll before moving. Normally she will then Evade to power Juke but can use other actions as needed. I have skimped on a turret for the shuttle as between Boost/Roll-Move-Roll, I should be able to find a target for the main guns.

Biggs is just ablative armour with guns on so I am keeping him cheap. R2-F2 will be worthwhile for the boosted agility and as fodder for IA when Biggs is running low on health.

I have one point left. No point in an initiative bid with PS5 across the board so maybe Hera or Zeb on the Ghost?

Any thoughts or ideas welcome. I realise that there are better equipment options for all 3 ships but fitting them into 100 points is tight. If you can persuade me that there are better options than the ones I have listed then I am all ears. :)

I think you have Kanan 2 points too high, he is only 38 to start out.

Either way, if you're aiming to keep Biggs behind the Ghost, why not use a Tactical Jammer for an extra point?

I think you have Kanan 2 points too high, he is only 38 to start out.

Either way, if you're aiming to keep Biggs behind the Ghost, why not use a Tactical Jammer for an extra point?

38 Kanan in Ghost

2 Fire Control System

3 Recon specialist

1 Zeb

3 Dorsal turret

1 Tactical Jammer

0 Ghost Title

21 Sabine in Phantom

2 Juke

1 Hera

0 Phantom Title

25 Biggs

3 R2-F2

0 Integrated Astromech

100 Total

Drop R2-F2 for a one point mech and put Jan Ors on the ghost. That gives Biggs 1 3/4 evades instead of 1 1/8, pus you get evades for the ghost & phantom after Biggs dies.

Trouble is the Ghost only has 2 crew slots. I could ditch Zeb as he probably works better on a Chopper build. Ghost and Phantom have evades naturally so don't really benefit from Jan.

Evade plus 2 greens is probably better against a single attack but 3 greens is probably better against multiple attacks (which is likely to be what Biggs will face).

Wondering about adding Experimental Interface to Biggs. Then he can trigger R2-F2 and still Focus for that occasion when you defense roll turns up eyeballs and no dodges. Trouble is that is an extra 3 points and also removes IA which functions as an extra hit point. I am concerned it is very easy to overspend on Biggs who is ultimately there to protect the Ghost.

On a separate note, I am wondering if TLT would be better than the Dorsal turret on the Ghost. More potential hits, especially when combined with FCS and longer range. Downside of course is that doughnut hole in the middle. Range 1 of a large-base ship is actually quite a large area to hide in.

Can you take both FCS and Tactical Jammer?

Yes, Tactical Jammer is a Modification (1 per ship). Fire Control System is a System upgrade so no conflict.

Okay, I thought the Jammer was a System as well.

Just to be confusing there is Sensor Jammers (which is a system upgrade) and also Frequency Jammer which is a huge ship upgrade.

How do X-wing pilots like their sandwiches?

Wi jammin! ;)

Wondering about adding Experimental Interface to Biggs. Then he can trigger R2-F2 and still Focus for that occasion when you defense roll turns up eyeballs and no dodges. Trouble is that is an extra 3 points and also removes IA which functions as an extra hit point. I am concerned it is very easy to overspend on Biggs who is ultimately there to protect the Ghost.

On a separate note, I am wondering if TLT would be better than the Dorsal turret on the Ghost. More potential hits, especially when combined with FCS and longer range. Downside of course is that doughnut hole in the middle. Range 1 of a large-base ship is actually quite a large area to hide in.

Triggering R2-F2 is nice, but that focus is probably worth more, especially if you're already getting extra dice from Range 3 and/or tac jammers. Which means that R2-F2 himself is only so much use, because as noted you need to cut something else to fit it in and it costs you integrated astromech. Maybe R4-D6?

a Twin Laser Turret should be fine. Yes, you've got a range 1 blind spot in the Ghost's firepower - but it's relatively limited; in the front arc, anyone sat at range 1 takes a 5-dice primary attack, so it's only sides and rear that matters. And if you've taken tactical jammers, then range 1 to the side or rear of the ghost means sat in Bigg's arc at range 1. Yes, he's ablative armour but he's still in an X-wing and perfectly capable of blowing a TIE out of the stars in one volley if he gets lucky.

I would switch dorsal for autoblaster and the fire control for accuracy corrector.. If you get into range 1 of any ace it is as good as dead.. You are using your focus for defense either way. So in range 1, I'll take 4 certain unblockable hits, than 5 unmodified ones. Plus if your enemy tries to flank you, you can still hit hard at the sides.. With tactical jammer, Jan ors on the shuttle, and r2d2 on Biggs, your enemy is in for a bad time.

3 green dice only starts to beat 2+ an evade token when you face 3 attacks in one round. Plus, the ghost with rec spec can have a focus and an evade from Jan after Biggs is gone.

My T65 tech is R4D6. It's the only catastrophic loss button I can find for T65s, of course integrated astro is a must too. Best way to survive the crack bots phantoms and ghost.

Good advice. I will need to ditch Zeb to make room for Jan Ors but the point I save by doing so means I can still afford a cheap astromech to occupy the IA. R4-D6 is as good a choice as any. The list now reads as follows.

38 Kanan in Ghost

2 Fire Control System

3 Recon specialist

2 Jan Ors

3 Dorsal turret

1 Tactical Jammer

0 Ghost Title

21 Sabine in Phantom

2 Juke

1 Hera

0 Phantom Title

25 Biggs

1 R4-D6

0 Integrated Astromech

99 Total

Edited by Karhedron

Jan is 2 points I believe. Juke is great... But you need a way to pick up an offensive token on that attack shuttle IMO.

Jan is 2 points I believe. Juke is great... But you need a way to pick up an offensive token on that attack shuttle IMO.

I am open to ideas on the shuttle. Juke provides a nice balance between offence and defence. Plus the plan is that I keep the shuttle docked until I am fairly close to the enemy. This maximises the benefit of the turret and FCS on the Ghost.

If you can suggest a good way to boost the Shuttle I am happy to hear it. I don't want to overspend though as by the time it deploys, it should be in Range 1 of its targets which means 4 red dice and the ability to downgrade one dodge on the target to an eyeball. Not bad for a ship that costs the same as a Rookie X-wing.

I would switch dorsal for autoblaster and the fire control for accuracy corrector.. If you get into range 1 of any ace it is as good as dead.. You are using your focus for defense either way. So in range 1, I'll take 4 certain unblockable hits, than 5 unmodified ones. Plus if your enemy tries to flank you, you can still hit hard at the sides.. With tactical jammer, Jan ors on the shuttle, and r2d2 on Biggs, your enemy is in for a bad time.

I've felt the wrath of the Ghost Autoblaster / Acc Corrector setup and I confirm it is devastating. Hitting naturally with 4 dice from both arcs or 4 un-dependable at Range 1. Really it's just not even fun...

I have a point spare so I could upgrade Juke on Sabine to Predator. This would give a consistent boost to her firepower, independent of taking an Evade action. Would that be better?