Some crazy Ghost builds

By Vitalis, in X-Wing Squad Lists

Ok so i have been tampering with Ghost ideas ALOT lately and some fancy comboes i found:

Hera

+Autoblaster Turret

+Accuracy Corrector

+Experimental Interface

+Lando

+Jan

+Ghost

Evade as action, then EI Lando then change eye into evade. If dont roll blanks you end up with 2 evades at least, maybe even 3 per turn. Plus with docked Ghost of any kind, you have an automatic kill on any 4HP ship that comes to your range 1 (2xautoblaster+AC)

Pair this baby with:

Ezra

+PtL

+Kyle Katarn

+Phantom

for decent pair. That leaves you on 21 free points, that rebels can spend in 3 ways (you can increase that to 22 by swiching Jan to Nien, sacrificing evade for increased mobility)

Novice Pilot (+IA, R2 Astromech if you have 22)

Gold Squadron+Dorsal Turret(+some droid if you have 22)

Green Squadron (only if you have 22)+Vi+PtL+Autothrusters+Refit+Title

Pretty solid on paper:D

Another crazy build :

Kannan

+TLT

+Accuracy Corrector

+EU

+Ghost

Zeb

+Phantom

Warden Squadron

+TLT

+Jan Ors

And here you go. Never undock the Phantom and you Have 3x TLT (two of them always hits due to AC ;) )mounted on 25HPs to burn (4Y are 24HP). You may even take Miranda instead of Warden but that requires dropping both EU and Jan and im not sure thats good deal.

Edited by Vitalis

Plus with docked Ghost of any kind, you have an automatic kill on any 4HP ship that comes to your range 1 (2xautoblaster+AC)

For that particular party-piece, I would probably rather take EU to get a better chance at getting something into R1.

Ezra

+PtL

+Kyle Katarn

+Phantom

For PTL-Ezra, I would prefer to go with Kanan. The shuttle doesn't have the most forgiving dial and being able to clear stress on whites as well as greens means you have better chances of being able to PTL every turn. Plus Kanan's ability can also clear Stress on the Ghost from using EI if happen to be in range and Ezra does not need the ability on a given turn.

Edited by Karhedron

Yea i considered EU too. But then you loose EI/Lando combo. Thats why i consider Nien to make those 1S change into 3 or 4 for example, but then you could use Zeb to make sure you can shoot.

Options, options....:P

Plus with docked Ghost of any kind, you have an automatic kill on any 4HP ship that comes to your range 1 (2xautoblaster+AC)

For that particular party-piece, I would probably rather take EU to get a better chance at getting something into R1.

Ezra

+PtL

+Kyle Katarn

+Phantom

For PTL-Ezra, I would prefer to go with Kanan. The shuttle doesn't have the most forgiving dial and being able to clear stress on whites as well as greens means you have better chances of being able to PTL every turn. Plus Kanan's ability can also clear Stress on the Ghost from using EI if happen to be in range and Ezra does not need the ability on a given turn.

Can Kanan crew on the Phantom proc while the Phantom is docked in the Ghost? If so, that's an even stronger case to take him over Kyle, because then he could more easily clear stress on Hera as it would be considered within range 1 at all times. Don't know exactly how the rules of a crew card on a docked ship works though, so I could be wrong.

The version I've been thinking about is:

Hera + Engine Upgrade + Navigator + Intelligence Agent + Autoblaster Turret + Accuracy Corrector + Ghost

With Navigator, Hera can choose literally any maneuver on her dial (and then boost) after seeing everyone with lower PS move and getting a peek at a higher PS ship with Intelligence Agent.

That should make her very good at getting in position to deliver her four auto-damage with Autoblaster + Accuracy Corrector + Ghost.

I have been playing about with a twin vcx list

Vcx chopper

Advanced sensors

zeb

Ion projector

Dorsal turret

Vcx Kanan

Reinforced deflectors

Recon specialist x2

Twin laser turret

Chopper to run in and bump, causing stress and maybe an ion for those in base contact and Kanan to reduce the incoming damage on them both, and to pick away with the twin laser turret or get a good primary shot on whoever has bumped into chopper

Heres my crazy idea:

Chopper + ABT + AC + Zeb + R2D2(crew) + Tactical Jammer

Sabine + ABT + Intel Agent + Lone Wolf

Biggs + R4-D6 + IA

Chopper smash and bang to stress. Zeb lets him ABT even touching ships, and they cant fire at him, they fire at Biggs through Chopper with Tactical Jammer, R4 insures Biggs lasts a bit longer. Basically Chopper doesnt get hit much until Biggs goes down. This gives you a round or two for chopper and Biggs to take a ship or two out, before Chopper starts draining HP. R2D2 lets Chopper survive a tad bit longer. One extra round is a potential 7 die attack.

Sabine is your end game. She can Boost or BR before moving, IA gives her insight into any high PS ship she may be up against. She definately wont be deployed until Biggs is for sure gone, and Chopper is **** near gone, so Lone Wolf is perfection for her damage and defense capabilities. ABT keeps any aces off her six at range 1. And with a 1 forward, plus a BR before moving, she can slow roll bring them into range 1 and BLAMO!

EDIT: Chewbacca probably works as good as R2D2 in this situation. Cant imagine R2D2 giving more than two shields before Ghost is taken off the board. If you are lucky, maybe 3.

Edited by wurms

Can Kanan crew on the Phantom proc while the Phantom is docked in the Ghost? If so, that's an even stronger case to take him over Kyle, because then he could more easily clear stress on Hera as it would be considered within range 1 at all times. Don't know exactly how the rules of a crew card on a docked ship works though, so I could be wrong.

That is a really good question and I do not know either. The rules say the following.

Docked ships (and their equipped Upgrade cards) are placed to the side of the play area, and are considered to be inactive for all purposes (they are not assigned dials in the Planning phase, they cannot attack, be attacked, perform actions, be assigned tokens, be target locked, etc.).

Inactive for all purposes seems pretty clear so it sounds like crew cards on a docked ship cannot use their abilities until they are undocked. :(

1.) VCX "Defender"

*FCS

*Hera

*Ezra

[41 points with base PS 3]

2.) The S.S "will Palp aces still be a thing?"

*Accuracy Corrector

*Autoblaster

*Hera

*Zeb

*ghost/phantom

[42 with base PS 3]

+Ezra or Sabine (24/25 ish)

66-67 total leaving 34

Edited by ficklegreendice

I think with Lando and EI the best 2nd crew is C3PO rather than Jan. with Jan if you roll nothing on Lando you have nothing. with C3PO you're garanteed at least an evade.

I think rather than 2x autoblaster hits with AC and docked phantom, you can fit 2x ghosts with autoblaster and AC.

like this

"Chopper" (37)
Accuracy Corrector (3)
Autoblaster Turret (2)
Hera Syndulla (1)
"Zeb" Orrelios (1)
Engine Upgrade (4)
Kanan Jarrus (38)
Accuracy Corrector (3)
Autoblaster Turret (2)
Recon Specialist (3)
Intelligence Agent (1)
Engine Upgrade (4)
Total: 99
or do you think gunner is a better crew on the ghost?
Edited by XBear

I think with Lando and EI the best 2nd crew is C3PO rather than Jan. with Jan if you roll nothing on Lando you have nothing. with C3PO you're garanteed at least an evade.

I think rather than 2x autoblaster hits with AC and docked phantom, you can fit 2x ghosts with autoblaster and AC.

like this

"Chopper" (37)
Accuracy Corrector (3)
Autoblaster Turret (2)
Hera Syndulla (1)
"Zeb" Orrelios (1)
Engine Upgrade (4)
Kanan Jarrus (38)
Accuracy Corrector (3)
Autoblaster Turret (2)
Recon Specialist (3)
Intelligence Agent (1)
Engine Upgrade (4)
Total: 99
or do you think gunner is a better crew on the ghost?

C-3PO is no good on the Ghost; you need to be able to roll dice for him to work.

C-3PO is no good on the Ghost; you need to be able to roll dice for him to work.

C3PO works with any defensive dice roll, including Lando

I think that the most effective Ghosts will be the ones run cheaply:

Lothal Rebel (35)
Fire-Control System (2)
Autoblaster Turret (2)
"Chopper" (0)
Hera Syndulla (1)
Total: 40
It's a workhorse. It has a boatload of hit points and demands to be dealt with. Chopper and Hera are really cheap crew that give it more options, depending on what maneuvers are most optimal on the table. It's not the star of the team and it has room enough for 2 solid wingmen.
Just my best guess, anyway.
C-3PO is no good on the Ghost; you need to be able to roll dice for him to work.

C3PO works with any defensive dice roll, including Lando

C-3PO is no good on the Ghost; you need to be able to roll dice for him to work.
C3PO works with any defensive dice roll, including Lando
Lando doesn't give you defensive dice rolls. You gain either 0-2 focus tokens (which modify dice rolls), or 0-2 evade tokens. You need agility to gain dice rolls in order for C-3PO to work.

You are wrong.

See FAQ:

  • C-3PO may be used in conjunction with the Lando Calrissian Upgrade card when performing Lando Calrissian’s special action. (X-Wing FAQ, Version 3.1.1, Updated 07/24/2015)

You are wrong.

See FAQ:

  • C-3PO may be used in conjunction with the Lando Calrissian Upgrade card when performing Lando Calrissian’s special action. (X-Wing FAQ, Version 3.1.1, Updated 07/24/2015)

Wow, that is a weird usage I had never considered. If it hadn't been for the FAQ, I would have assumed it would not be legal. Chance of getting 2 Evades on 2 green dice is roughly 14%. Chance of getting 0 evades is roughly 39%. That means 1 evade is statistically the most likely result and will occur roughly 47% of the time.

6 Points isn't worth landopo

Better to go for r2d2 and evading normally. Cheaper; guaranteed