Ghost / Dash

By Evil Doctor T, in X-Wing

Hi all

Had a couple of games last night with a friend of mine and he proxied the ghost

For the one game he ran it with autoblaster turret and accuracy corrector amongst other things. His second ship was a pretty standard dash with HLC

This list is horrific, I wanted to get into range one of dash to avoid the HLC but by doing so id usually end up facing two uncancellable hits or 5 attack dice from the ghost!

Any ideas on how to take something like this out? Ordnance maybe? Hit them hard at longer ranges?

For reference I was running

Vader - VI, targeting computer, title, engine upgrade

Deathrain - seismic, conner, extra munitions, twin engine upgrade (I forget the name) and accuracy corrector

Omega leader - juke and comms relay

OL laughs AC in the face, that's true.

TLTs eat the Ghost real fast, and it's rather susceptible to crits

so with an ace-list best bet is IMHO to stay at R3 where your tokenstack and ton of green dice will let you survive for long.

Brobots can crit their way through ghost, but will struggle against superdash.

If Omega Leader really becomes a thing, adding countermeasures to the Ghost might become popular as well.

What do you mean, "if" Omega Leader becomes a thing. She is very much already a thing.

What do you mean, "if" Omega Leader becomes a thing. She is very much already a thing.

Yes, maybe it is.

If Omega Leader really becomes a thing, adding countermeasures to the Ghost might become popular as well.

Nah, it's one use thingy, not going to be a must-have especially with a wicked price and taking up EU\IP\APL slot!

I can see how tlts would drop it, I tend to try and avoid them where possible as they are the current big thing - might have to consider taking some

16 shields/hull is a lot to chew through (same as the Decimator, besides 6 shields is better than 4). Especially since you can keep Super-Dash at a distance when you have to and use his 4 HLC dice to constantly pour damage on the opponent.

16 shields/hull is a lot to chew through (same as the Decimator, besides 6 shields is better than 4). Especially since you can keep Super-Dash at a distance when you have to and use his 4 HLC dice to constantly pour damage on the opponent.

Let's also not forget the Ghost itself. It's own 4-dice attack combined with Dash's HLC is going to wreak massive amounts of havoc. Sure, you might be able to TLT it to death, but how much will you have left afterwards?

It's a good list. Corran Horn can beat it, but if it's chopper with fcs instead of accC then it is an uphill battle.

It's a good list. Corran Horn can beat it, but if it's chopper with fcs instead of accC then it is an uphill battle.

What a troll

Corran can struggle to beat super Dash on his own if dash gets behind him, let alone of Coppers about stressing and doing auto-damange.

Four AC advanced with cluster missiles no less than 16 hits on a 0 agility ship, then it's dash vs four ships dealing eight hits every turn.

Your gonna lose a ship or two by the end but the big ships will be dead.

Four AC advanced with cluster missiles no less than 16 hits on a 0 agility ship, then it's dash vs four ships dealing eight hits every turn.

Your gonna lose a ship or two by the end but the big ships will be dead.

That's an awfully optimistic assessment.

The reality is that at least one of your TIE Advanceds is dead before it shoots on the second round of shooting. These two ships you're up against through 4 dice each, and one of them goes up to 5 when he closes in. If your opponent focuses all that on one ship -- which he will -- said ship is dead. Especially given it will have no defensive modifiers on the second turn when it had to grab the TL.

Of course, while he closes in you'll do enough damage to the Ghost that your remaining 3 Clusters will almost surely finish it off. You've just traded a 42-point Ghost for a 25-point Advanced and another 12 points of missiles. That's pretty good... except for the fact that Dash will now be in the rocks on your flank, perfectly positioned to start dancing around your remaining 3 ships while he snipes them with his HLC. And you don't have any missiles left.

From my point of view, that would be a game still very much in the balance, and you would need to fly pretty well to corral Dash and bring him down.

It's a good list. Corran Horn can beat it, but if it's chopper with fcs instead of accC then it is an uphill battle.

What a troll

Edited by TasteTheRainbow

Corran can struggle to beat super Dash on his own if dash gets behind him, let alone of Coppers about stressing and doing auto-damange.

Do you mean VI Corran? I've never lost ptl Corran to dash. Not once. With advanced sensors you're either stuck in a corner or can easily get to range 1 or 4.

Do you mean VI Corran? I've never lost ptl Corran to dash. Not once. With advanced sensors you're either stuck in a corner or can easily get to range 1 or 4.

Then the person flying Dash isn't very good. A proper Dash will sit behind Corran and with the dial it's very hard to get turned around. Even AC will limit you to whites or greens. Dash with PTL should outfly that. Especially if he has Kanan on board, which lots will now.

Dash is ps7. Advanced sensors boosting Corran can land anywhere he wants in about a quarter of the board. And he decides after dash moves.

Four AC advanced with cluster missiles no less than 16 hits on a 0 agility ship, then it's dash vs four ships dealing eight hits every turn.

Your gonna lose a ship or two by the end but the big ships will be dead.

That's an awfully optimistic assessment.

The reality is that at least one of your TIE Advanceds is dead before it shoots on the second round of shooting. These two ships you're up against through 4 dice each, and one of them goes up to 5 when he closes in. If your opponent focuses all that on one ship -- which he will -- said ship is dead. Especially given it will have no defensive modifiers on the second turn when it had to grab the TL.

There's a decent chance that 2 four dice attacks will drop an Advanced in the first round before it ever gets to fire.

Edited by WWHSD

Four AC advanced with cluster missiles no less than 16 hits on a 0 agility ship, then it's dash vs four ships dealing eight hits every turn.

Your gonna lose a ship or two by the end but the big ships will be dead.

That's an awfully optimistic assessment.

The reality is that at least one of your TIE Advanceds is dead before it shoots on the second round of shooting. These two ships you're up against through 4 dice each, and one of them goes up to 5 when he closes in. If your opponent focuses all that on one ship -- which he will -- said ship is dead. Especially given it will have no defensive modifiers on the second turn when it had to grab the TL.

There's a decent chance that 2 four dice attacks will drop an Advanced in the first round before it ever gets to fire.

That assumes your jousting the ghost only a fool is going to do that, it may set up after the advanced but there's no reason not to spend the first couple of turns repositioning.

Force it to come through an asteroid field, stress it flying through debris and it averages two damage.

It's unimaginative to think you just go head on, you've got the whole board use it.

It's a good list. Corran Horn can beat it, but if it's chopper with fcs instead of accC then it is an uphill battle.

What a troll

Definitely not trolling. All this accC hype is way overblown. Fcs with a 4-dice primary is what will kill Corran. AccC will kill interceptors, but so will fcs and accC won't help against swarms or mini-swarms.

I agree. I'd rather have target lock then flipping 2 dice to hits when someone stumbles into my 5 dice range 1 zone of death.

I think AC w/ ABT is superior when you got the attack shuttle on board, but without it I rather have FCS.

Edited by Jo Jo

Four AC advanced with cluster missiles no less than 16 hits on a 0 agility ship, then it's dash vs four ships dealing eight hits every turn.

Your gonna lose a ship or two by the end but the big ships will be dead.

That's an awfully optimistic assessment.

The reality is that at least one of your TIE Advanceds is dead before it shoots on the second round of shooting. These two ships you're up against through 4 dice each, and one of them goes up to 5 when he closes in. If your opponent focuses all that on one ship -- which he will -- said ship is dead. Especially given it will have no defensive modifiers on the second turn when it had to grab the TL.

There's a decent chance that 2 four dice attacks will drop an Advanced in the first round before it ever gets to fire.

That assumes your jousting the ghost only a fool is going to do that, it may set up after the advanced but there's no reason not to spend the first couple of turns repositioning.

Force it to come through an asteroid field, stress it flying through debris and it averages two damage.

It's unimaginative to think you just go head on, you've got the whole board use it.

Why people think, if they force him to come to you, he will go through asteroids?

If he thinks, he can fly around or just wait for you to come to him, in the mean time, dash will do work vs your ships. :)

Every turn you try to stay away is a turn where you are eating largely unopposed HLC shots from Dash.

Hi all

Had a couple of games last night with a friend of mine and he proxied the ghost

For the one game he ran it with autoblaster turret and accuracy corrector amongst other things. His second ship was a pretty standard dash with HLC

This list is horrific, I wanted to get into range one of dash to avoid the HLC but by doing so id usually end up facing two uncancellable hits or 5 attack dice from the ghost!

Any ideas on how to take something like this out? Ordnance maybe? Hit them hard at longer ranges?

For reference I was running

Vader - VI, targeting computer, title, engine upgrade

Deathrain - seismic, conner, extra munitions, twin engine upgrade (I forget the name) and accuracy corrector

Omega leader - juke and comms relay

You're running Acewing ships. Normally they're very durable, but if you just ignore their token stack and dice then all you have is an FO, a B Wing with 1 extra health, and a TIE Advance to kill.

Your Acewing meta is dead. *fires off RPG* God is great! God is great!

Without the shuttle, no need to waste points on autoblaster/corrector. Id go dorsal turret and fire control systems. Shrink the amount of blind spots.

YT-2400: · Dash Rendar (36)

Push The Limit (3)

Heavy Laser Cannon (7)

Engine Upgrade (4)

· Kanan Jarrus (3)

· Outrider (5)

VCX-100: Lothal Rebel (35)

Dorsal Turret (3)

Fire Control System (2)

· Hera Syndulla (1)

· "Zeb" Orrelios (1)

then zeb so he can be a killer blocker, help keep ships from dash's donut. Hera to make sure you can always keep people in the arc easier. Idk if this is gonna be a thing, but two ships throwing that kind of dice sure sounds scary to me, aces beware!

Edited by TheOz