Wave 8 Ghostintelligator + The "you activated my trap card" shuttle.

By brandonsosoli, in X-Wing Squad Lists

Alright, first tournament on the weekend and opting for something fun and competitive.

My mates and I spent today playing with the ghost to see what we could do with and we came up with this.

Ezra Bridger (20)

Predator (3)

Twin Laser Turret (6)

Sabine Wren (2)

Cluster Mines (4)

Stealth Device (3)

Phantom (0)

Hera Syndulla (40)

Reinforced Deflectors (3)

Ion Cannon Turret (5)

Plasma Torpedoes (3)

Extra Munitions (2)

Intelligence Agent (1)

Navigator (3)

Engine Upgrade (4)

Ghost (0)

Total: 99

View in Yet Another Squad Builder

The idea is to Intel agent high PS ships. Then say Hera goes reveal green 1 forward

You then change it to green 1 bank to then stack on Navigstor to change it to any bank. I've messaged FFG for clarification if it will work that way but if not I will take navigator off and either throw on Zeb for that ram and Ion them! Or Tacttician for 2 arcs of Stress giving?

I managed to move the ghost, undock the shuttle to a 3 forward and drop cluster mines then followed up by the ion needed to drag an IG through all 3 cluster mines!

For me it's a bad list. Too much of everything in your ships. One ship 38pt, other one 61pt. And 61pt on 0 agility? No thank you.

Stealth on Erza will do little, 2 natural +1 stealth, probably will lose stealth very soon.

For me it's a bad list. Too much of everything in your ships. One ship 38pt, other one 61pt. And 61pt on 0 agility? No thank you.

Stealth on Erza will do little, 2 natural +1 stealth, probably will lose stealth very soon.

So, with what you e said in mind, what would you do differently?

Swapping Predator for PtL in Ezra might make the Stealth Device a whole lot more worthwhile.

Swapping Predator for PtL in Ezra might make the Stealth Device a whole lot more worthwhile.

Because you will have an extra action to take an Evade token? I can see that working.

I would rather have Ezra, PTL and Kanan crew on the Phantom so that you can reliably shift the stress at the start of each turn in order to get 2 actions again on a white. Not sure about TLT on the shuttle as it is expensive and you won't be firing it until you launch.

The other great Combo is PTL Sabine in the Phantom with Kyle Katarn. Pick a green manoeuvre, before you move, perform a free Boost or BR (whichever is going to be more useful). Then PTL and perform whichever action you want from the task bar and gain a stress. Then perform your green move and lose the stress whilst simultaneously gaining a Focus token (thanks Kyle). Then you can perform your normal action.

In a single turn, Sabine can Boost, Barrel roll and gain 2 Focus tokens (or 1 Focus and 1 Evade) and still end the turn with no stress and her dial wide open. :o Not bad for 27 points.

I think Ghost is best for as low pts as possible.

Also why would you want torpedos when your primary is 4 attack dice? :)

I think something in the lines of:

Lothal Rebel (35)
Fire-Control System (2)
Ion Cannon Turret (5)
Hera Syndulla (1)
"Zeb" Orrelios (1)
Ion Projector (2)
Ghost (0)
Ezra Bridger (20)
Wired (1)
Twin Laser Turret (6)
Intelligence Agent (1)
Phantom (0)
Tala Squadron Pilot (13)
Tala Squadron Pilot (13)
Total: 100

I agree with keeping the Ghost and Phantom cheap enough to give them some support.

Personally I would take Biggs and an integrated astromech over the 2 Talas. Then swap the Ion Projector for a Tactical Jammer. That gives Biggs 3 Agility and 6 hits points while hiding behind the Ghost and your opponent cannot shoot at the Ghost until they deal with Biggs. And all the while the Ghost can pound away with its 4AD guns and top it off with the turret.

Edited by Karhedron

If you want to play bumper cars, try this Chopper build instead for the same points. It adds the insult of Stress to the injury of Ion as well as 4 automatic, uncancellable hits against anyone who strays into R1.

Chopper (37)

Accuracy corrector (3)

Auto blaster Turret (2)

Hera Syndulla (1)

"Zeb" Orrelios (1)

Ion Projector (2)

Ghost (0)

I think

Accuracy corrector (3)
Auto blaster Turret (2)

Is overrated in ghost. No one insane will go in your R1 and then you just spend like 5pt in your combo. :)

But ok AccC can be used for main weapon, but i rather have FCS to get the needed rerolls.

Accuracy corrector on a 4-dice attack isn't exactly stellar...

I think

Accuracy corrector (3)

Auto blaster Turret (2)

Is overrated in ghost. No one insane will go in your R1 and then you just spend like 5pt in your combo. :)

Why wait for them to come to you? Chopper is built for bumping and with Zeb on board, you can shoot them even while touching. For 5 points you have created a Range 1 bubble around the Ghost that your opponent will actively fight to avoid being caught inside. That means your opponent will not be counting on his bonus AD for Range 1, a bonus for Ghost with zero agility.

Anyone with less than 5 hit points who gets inside that bubble gets erased. Anyone with more gets badly mauled and potentially stressed/ioned too. X wing is all about manoeuvring and anything that constrains the Range 1 space around your ship is a bonus. If he manages to avoid that space, you win with less damage coming your way. If he enters that space (either on purpose or due to your flying) you can punish him for it. Don't forget that many fleets include low PS blockers to mess with valuable ships. This build just laughs at them and then blows them away.

I think

Accuracy corrector (3)

Auto blaster Turret (2)

Is overrated in ghost. No one insane will go in your R1 and then you just spend like 5pt in your combo. :)

Why wait for them to come to you? Chopper is built for bumping and with Zeb on board, you can shoot them even while touching. For 5 points you have created a Range 1 bubble around the Ghost that your opponent will actively fight to avoid being caught inside. That means your opponent will not be counting on his bonus AD for Range 1, a bonus for Ghost with zero agility.

Anyone with less than 5 hit points who gets inside that bubble gets erased. Anyone with more gets badly mauled and potentially stressed/ioned too. X wing is all about manoeuvring and anything that constrains the Range 1 space around your ship is a bonus. If he manages to avoid that space, you win with less damage coming your way. If he enters that space (either on purpose or due to your flying) you can punish him for it. Don't forget that many fleets include low PS blockers to mess with valuable ships. This build just laughs at them and then blows them away.

Problem is, your low PS compared to the ones you want to hit. As you say go to them, they will just fly out, except you predict correct direction. I still would prefer a turret with at least R1-R2. Like Dorsal turret, yes it's avoidable hits, but you can fire more away and threaten even more. 2 hits, vs 2-3 defence dice, have a fair chance to get 1 hit through. :)

I'm pairing Uber 58 Dash (featuring Kanan instead of Kyle) w/ the Autoblaster & AC Ghost. Not only is Dash going to be an absolute PAIN to catch, but you can clap the Ghost in the way as much as possible.

Focusing on the Ghost means Dash will be firing HLC shots unchallenged. Focusing on Dash really isn't a good idea. Even when the Ghost goes up in smoke, the enemy list should be thinned out enough that a 58 point monster Dash SHOULD still win the day.

... So I say, without ever having tested.

Accuracy corrector on a 4-dice attack isn't exactly stellar...

You don't take it for the primary attack. You take it for autoblaster turret. With the phantom docked, you get to make 2 turret attacks per round that deal 2 automatic damage per attack against anything, with no way to stop it. So its 4 automatic damage. That is a big deal, but of course its only at R1. I think its worth considering on Hera, but not on any other Ghost pilot. You'd also want engine and a crew that helps with movement (dash, navigator or similar). Intel agent and/or Zeb might also be good ideas.

At the end of the day though its a bit gimmicky and higher PS ships will be able to avoid the R1 deathzone if they fly smart. It may force them to miss out on attack opportunities, which is nice, but imho, only worthwhile if such an expensive ship is actually dealing damage often...

So if I'm reading the Phantom right, what with getting an additional attack with the turret...

If you take TLT and fire it in the combat phase for the two shots, can you then use the Phantom to fire the TLT again for a total of four shots and then with Accuracy Corrector, is that four shots with eight damage, or am I misinterpreting it? It sounds pretty beastly, but i'm not sure if it works that way.

So if I'm reading the Phantom right, what with getting an additional attack with the turret...

If you take TLT and fire it in the combat phase for the two shots, can you then use the Phantom to fire the TLT again for a total of four shots and then with Accuracy Corrector, is that four shots with eight damage, or am I misinterpreting it? It sounds pretty beastly, but i'm not sure if it works that way.

No, it doesn't work that way at all. Although I can understand the confusion----its not the most clearly worded ;)

Phantom says (paraphrase) 'while docked, ghost can make primary attacks out of auxilliary arc and gets one additional attack with an equipped turret at the end of the combat phase (but then can perform no more attacks)'. Accuracy corrector cancels all dice results and assigns 2 hits, but then if the attack hits, twin laser turret cancels all hits and assigns 1 damage. So accuracy corrector is not a way for the twin laser to deal more damage per attack. At the end of the day, this combo would allow a maximum of 3 hits (one from each twin laser turret shot---remember, at the end of the combat phase, you can only make one attack with your turret, so two regular twin laser shots on the ghost's turn to shoot, plus one more at the end due to phantom docked). And that's assuming all 3 twin laser turrets hit of course.

So, twin laser turret is probably not the best choice for a ghost + phantom combo due to the expense and very limited damage output.

Ah, I see. Thanks for the clear up! Makes a lot more sense with that in mind after re-reading the cards. I can see why Autoblaster would be the ideal choice in that regard, on top of being very cheap.

Ion Cannon Turret sounds fun on the Ghost for the two damage and two chances at an Ion Token, especially if you're running Zeb and Chopper to start bulldozing stuff out the way.

I think it is good that we have a selection of viable options available. ABT + AC is killy but very short ranged. Dorsal turret is fairly cheap and flexible. Ion Canon is pricier but has some value. TLT is probably not good on the ghost but might work well on the Phantom which has a barrel roll action to get people who think they are safe in the doughnut hole.

I think the dorsal turret is the best choice for generic builds as it is cheap enough and covers the blind spots in the primary weapons out to Range 2. Other turrets may work but require a bit of thought to work them in.

For a tanky build, Kanan + Rec Spec and Sensor Jammer looks like a tasty combo and finish with a turret of your choice.

I think it is good that we have a selection of viable options available. ABT + AC is killy but very short ranged. Dorsal turret is fairly cheap and flexible. Ion Canon is pricier but has some value. TLT is probably not good on the ghost but might work well on the Phantom which has a barrel roll action to get people who think they are safe in the doughnut hole.

I think the dorsal turret is the best choice for generic builds as it is cheap enough and covers the blind spots in the primary weapons out to Range 2. Other turrets may work but require a bit of thought to work them in.

For a tanky build, Kanan + Rec Spec and Sensor Jammer looks like a tasty combo and finish with a turret of your choice.

I think

Accuracy corrector (3)

Auto blaster Turret (2)

Is overrated in ghost. No one insane will go in your R1 and then you just spend like 5pt in your combo. :)

Why wait for them to come to you? Chopper is built for bumping and with Zeb on board, you can shoot them even while touching. For 5 points you have created a Range 1 bubble around the Ghost that your opponent will actively fight to avoid being caught inside. That means your opponent will not be counting on his bonus AD for Range 1, a bonus for Ghost with zero agility.

Anyone with less than 5 hit points who gets inside that bubble gets erased. Anyone with more gets badly mauled and potentially stressed/ioned too. X wing is all about manoeuvring and anything that constrains the Range 1 space around your ship is a bonus. If he manages to avoid that space, you win with less damage coming your way. If he enters that space (either on purpose or due to your flying) you can punish him for it. Don't forget that many fleets include low PS blockers to mess with valuable ships. This build just laughs at them and then blows them away.

Problem is, your low PS compared to the ones you want to hit. As you say go to them, they will just fly out, except you predict correct direction. I still would prefer a turret with at least R1-R2. Like Dorsal turret, yes it's avoidable hits, but you can fire more away and threaten even more. 2 hits, vs 2-3 defence dice, have a fair chance to get 1 hit through. :)

Alright so taking everyone's comments into account, what do you think of this?

Hera Syndulla (40)
Accuracy Corrector (3)
Autoblaster Turret (2)
Plasma Torpedoes (3)
Extra Munitions (2)
"Zeb" Orrelios (1)
Intelligence Agent (1)
Guidance Chips (0)
Ghost (0)
Ezra Bridger (20)
Elusiveness (2)
Twin Laser Turret (6)
Kyle Katarn (3)
Targeting Computer (2)
Phantom (0)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 100
What's your initial thoughts?

I think this list is better that the first :)

But still why you want torpedoes? When you have 4 attack dice primary? :) But just me :)

Accuracy corrector on a 4-dice attack isn't exactly stellar...

You don't take it for the primary attack. You take it for autoblaster turret. With the phantom docked, you get to make 2 turret attacks per round that deal 2 automatic damage per attack against anything, with no way to stop it. So its 4 automatic damage. That is a big deal, but of course its only at R1. I think its worth considering on Hera, but not on any other Ghost pilot. You'd also want engine and a crew that helps with movement (dash, navigator or similar). Intel agent and/or Zeb might also be good ideas.

At the end of the day though its a bit gimmicky and higher PS ships will be able to avoid the R1 deathzone if they fly smart. It may force them to miss out on attack opportunities, which is nice, but imho, only worthwhile if such an expensive ship is actually dealing damage often...

What are peoples thoughts on turrets for the Phantom. While I can see the appeal, it can quickly bump up the cost of what should be a cheap but punchy ship. The more points you put on the Phantom, the more of a handicap you are at until it launches. TLT is particular is an expensive upgrade.

I can see the appeal of an auto-blaster or Dorsal turret to cover blind spots as they are only 2 or 3 points. With Barrel roll, getting the target in range should be fairly easy, especially with PTL Sabine.