Double Ghost list?

By theninthguardian, in X-Wing Squad Lists

Now, I don't think we've seen everything for the Ghost yet, but is anyone considering buying more than one? I know folks had some success with Dual Decimators when they first came out, but now the meta's different and the Ghost is a very different ship.

Any thoughts on whether two VCX-100s would be competitive? 32 hit points and 8-10 red dice seems reasonable.

I am buying two for sure. too bad it's full of unique cards, but I think the ship is versatile with system + turret upgrades. even if it ends up not being competitive to bring more than one, it should be fun to run two, casually

Depends on how they are tooled up. Lots of hit points melt away quickly on 0-agility ships so you need ways to keep them alive long enough for their red dice to take a toll on the enemy. With no shuttles docked, they will need turrets even more to cover their blind spots.

My guess is that Kanan with a Rec Spec and generic VCX-100 with Jan Oors would be a good starting point. That should cost around 80 points (depending on the cost of the generic pilot). Give them both turrets to cover their blind spots and you should still have a few points left for a couple of tasty upgrades (FCS would be good if you have taken the TLT on one). Maybe someone to help deal with crits?

It could work but my guess is that it would be a different kind of game. You would be racing to eliminate the highest damage outputting threats before your big ships just dissolve.

35 Points for the generic PS3 version isn't too bad. Add TLT, FCS and a Weapons Engineer and suddenly you have a ship that can throw 10 red dice per turn, normally all TL'ed for under 50 points.

35 Points for the generic PS3 version isn't too bad. Add TLT, FCS and a Weapons Engineer and suddenly you have a ship that can throw 10 red dice per turn, normally all TL'ed for under 50 points.

it can only shoot primary and turret if it has the phantom equipped.

so the cheapest it will be is 64 points for that loadout. and thats including a naked phantom.

True, that loadout will probably not suit a dual-Ghost list I guess.

Still, could be nasty though! :D

35 Points for the generic PS3 version isn't too bad. Add TLT, FCS and a Weapons Engineer and suddenly you have a ship that can throw 10 red dice per turn, normally all TL'ed for under 50 points.

Not to mention that TLT's second attack DOES NOT work on this phantom-induced end of turn shooting. So its up to 7 dice.

I don't think I'd ever play 2 Ghosts... but having 2 Attack Shuttles could be a lot of fun!

Edited by admat

I really wish they would've justified selling the attack shuttle separately... I don't need more than one VCX, but I do want multiple attack shuttles.