Ghost Blaster

By Karhedron, in X-Wing Squad Lists

Many people have been drooling over the prospect of autoblaster turret and Accuracy corrector on the Ghost for a guaranteed 4 uncancellable hits. That is all well and good but it is only Range 1 and PS7 at best. Skilled players are not going to obligingly fly Soontir into Range 1 for you to gun him down.

So if you want to use this combo you will need some way to support it. The best pilot for this is clearly Hera with her ability to switch to any green move for any other green move or any red move for any other red move. That starts to make your odd of catching someone in the danger zone look better but there are more cards that can help.

Engine Upgrade is an obvious one for boosting into range but even more helpful is Navigator. He can allow you to rotate your dial to any other move of the same bearing. Combine this with Hera's natural ability and you suddenly open up huge chunks of the dial. If you chose an green 2 straight move, you will now be able to chose and straight or bank move thanks to Hera and Navigator. You can then top it off with a Boost if you need. Add an intelligence agent and you can even catch higher PS Aces. Or for the same point, you might be better off putting Zeb aboard so that you can shoot targets, even if you bump them.

53 Hera (40), EU (4), AC(3), ABT (2), Navigator (3), IA/Zeb (1)

53 points is a fairly fat ship but it has a lot of movement tricks up its sleeve.

Zeb. Thats all it needs. Fly for bump have ace in arc say goodbye to him.

This is basically the loadout I have been looking at. You then need the Phantom to be able to shoot again to give you the four auto-damage at range 1, so either Zeb at 18 or Ezra at 20 depending on if you've used Zeb crew or not (I'd favour Intel Agent personally). The question is what you then spend the remaining 27/29 points on. Stress Hog? Biggs?

The question is what you then spend the remaining 27/29 points on. Stress Hog? Biggs?

If you have 29 points then run Biggs with R2-D2 for a defensive ship with regen. The autoblaster Ghost is going to try to stay in range 1 of enemies, so most of the time they will be forced to ignore the Ghost if Biggs is still on the table.

If you don't have 29 points then try to squeeze in a B-wing with FCS to bring extra red dice to the table.

I like the idea of R2-D2 Biggs here (though usually I'd go R4-D6), though it might work better if you go Tactical Jammer on the Ghost to up his defense ever more. But then you lose engine, which is very useful on Hera. Argh, too many decisions lol.

With the above combo, I would splash the extra point for Sabine in the shuttle I think as I like the PS5 and extra action before moving. This gives the best chance of getting those front guns onto a target without spending extra points on a turret.

That leaves 26 points which is just enough for Biggs with an R2 and Integrated Astromech.

Swapping EU for Tactical Jammer would save 3 points which would be great for adding PTL to Sabine as she can then start to pull really fun tricks. But EU could make all the difference for the ABT so I would be reluctant to ditch it.

So that gives a complete build looking like this:

53 Hera (40), EU (4), AC(3), ABT (2), Navigator (3), Zeb (1)

21 Sabine

26 Biggs (25), R2 (1), IA (0)

Edited by Karhedron

I'd still take R4-D6 over the generic R2 (unless you don't have it) since they're the same points and it will make it harder for Biggs to die rapidly from the likes of any HLCs you might face. Looks good, though.

A few may not agree with this combination but I played it today and it tore apart Kath Scarlett and then managed to sufficiently take out Dengar.

Probably not what a lot of people would do but I found this super fun, competitive and if you can pilot wel enough to stay in R1 with out bumping (which is possible with Hera piloting) you can perform some serious sabotage, which for me flipped a direct hit to take out Kath before she got to shoot first.

After destroying Kath I deployed the phantom that proceed to fly up to Dengar, took evade for first action when Dengar had shots then when Dengar shoot, took a stress to force a re roll then had stress for focusing eyes on evades. Next turn green moved, focus from Kyle take target lock for action. Dengar shoots,takes stress force re roll. Auto focus 2 eyes. Attack back and have TL and focus. Rinse repeat.

Hera Syndulla (40)

Accuracy Corrector (3)

Autoblaster Turret (2)

Plasma Torpedoes (3)

Extra Munitions (2)

"Zeb" Orrelios (1)

Saboteur (2)

Guidance Chips (0)

Ghost (0)

Ezra Bridger (20)

Elusiveness (2)

Dorsal Turret (3)

Kyle Katarn (3)

Targeting Computer (2)

Phantom (0)

Prototype Pilot (17)

Chardaan Refit (-2)

Total: 98

Seriously worked so well for me. am testing tomorrow at local tourney of 18 players so should be a variety of list to go against!

Elusive Ezra does look good too (just not as good as PTL Sabine ;)).

So that gives a complete build looking like this:

53 Hera (40), EU (4), AC(3), ABT (2), Navigator (3), Zeb (1)

21 Sabine

26 Biggs (25), R2 (1), IA (0)

Just thinking, you might as well throw Chopper onto the Phantom, seeing as he's free and the crew slot isn't being used. Chances are you won't use him, but you're not losing anything, and you've got something there as a 'just in case' type deal.

Good point, although with a ship as fragile as the Phantom, it would have to be a real emergency.

Oh absolutely. I can only see using it on a last turn of the game type scenario where you have a shot to potentially win the game and you need a focus, or maybe a barrel roll to take you out of or into arc.

But if you don't take it, inevitably a situation will crop up where he could have been useful. ;)

I took a two-ship list of this, tooling up the Ghost and I took a fairly expensive Sabine if only for the wombo-combos.

Sabine (21)
Phantom (0)
Push the Limit (3)
Kyle Katarn (3)
Hull Upgrade (3)
Twin Laser Turret (6)

It's not ideal, but it's fun to imagine a boost, boost, stress, green move, focus, action.

I'm sorry, I must be missing something how are you getting 4 guaranteed hits?

Found the Ghost/Phantom-title-turret combo. Never mind.

Edited by Obsidian Leader

I'm sorry, I must be missing something how are you getting 4 guaranteed hits?

Found the Ghost/Phantom-title-turret combo. Never mind.

It's fairly brutal, if you're willing to get up into someone's grill. It's very high (and consistent) damage output but falls off a little as soon as you undock the Phantom, so there's probably builds for it out there that aren't quite as killy but at least more consistent. I'll probably end up running mine with an Ion Cannot turret in the hopes of locking down big ships.

Hera + Navigator is a pretty good combo for getting up in those Aces' faces though, taking Zeb just in case they bump you or vice versa.

"Chopper" (37)

Accuracy Corrector (3)

Autoblaster Turret (2)

"Zeb" Orrelios (1)

Navigator (3)

Engine Upgrade (4)

Ghost (0)


Ezra Bridger (20)

Phantom (0)


Blue Squadron Pilot (22)

Fire-Control System (2)

"Mangler" Cannon (4)

Intelligence Agent (1)

B-Wing/E2 (1)


Total: 100




What about this? You don't have Hera's ability, but you can still navigation/intelligence agent to force the block with chopper and still get your 4 cancelled hits, plus get the mangler to deal some damage too. Theres a juggling act here... as I think intel+hera+navigation is a wonderful combo.... but I also want the Ghost to be able to do something during the block. It seems very odd to use such a ship as a blocker...


I see the B-Wing will potentially have a mini-revival with the wave 8 combos....

I can see at least 3 different flavours of Ghost emerging. Ion/Stress Choppa, Tanky/shooty Kanan and moevement tricks Hera. That barely scratches the surface and doesn't even touch the Phantom yet. I really like what FFG have done with this release, I think we will be playing with combos for a long time to come. :)

Currently planning...

Hera

- Zeb

- Navigator

- Autoblaster Turret

- Accuracy Corrector

- Anti Pursuit Lasers

- Ghost

Ezra

- PTL

- Jan Ors

- Phantom

Roark

- Ion Cannon

PS12 Hera becomes much more of a threat. The tricky part is to keep Roark alive but providing all goes well it removes the need for Intel Agent so Zeb is in place. Play for Bumps and pick off the Aces. APL's help by roadblocking Swarms, or if i decide on a change i can always put the Intel Agent on Roark and grab an initiative bid. This Ezra build is also pretty resilient. If the Ghost Drops he's pretty capable of surviving late game with 2 Evades and his Rerolls.

Gee, want to bet that FFG didn't foresee the combination of Autoblaster Turret + Accuracy Corrector? Or that they didn't realize it would be four auto hits with the Ghost and Phantom?

So here's what I'd do... were I a Rebel kind of guy. The Ghost is big and mean, to be sure, but with that kind of combo it's going to draw fire from Alpha Strike lists... and what you need to survive THAT is a survivable, arc dodgy kind of guy.

Chopper: AC, Autoblaster Turret, Zeb, Hera, Ghost

Ezra Bridger (shuttle): Adaptability, Phantom

Poe Dameron: Autothrusters, Adaptability, R5-P9

A little bit of a 'budget' build on the other two, but Poe has the important components to let him survive a lot of fire after Chopper has done his damage and been shot flaming out of the sky.

It is lean but looks like it could be very successful. With all the attention focussed on the Ghost, having Regen Poe for the late game could be a real bonus. I would be tempted to drop Autothrusters on Poe and give him IA instead.

With the extra 2 points, you can give Ezra Elusiveness instead of Adaptability. This is really handy as it will allow you to trigger and enhance his ability on demand without having to pull a Red maneuver (which might not be the right move for that moment).

Gee, want to bet that FFG didn't foresee the combination of Autoblaster Turret + Accuracy Corrector? Or that they didn't realize it would be four auto hits with the Ghost and Phantom?

So here's what I'd do... were I a Rebel kind of guy. The Ghost is big and mean, to be sure, but with that kind of combo it's going to draw fire from Alpha Strike lists... and what you need to survive THAT is a survivable, arc dodgy kind of guy.

Chopper: AC, Autoblaster Turret, Zeb, Hera, Ghost

Ezra Bridger (shuttle): Adaptability, Phantom

Poe Dameron: Autothrusters, Adaptability, R5-P9

A little bit of a 'budget' build on the other two, but Poe has the important components to let him survive a lot of fire after Chopper has done his damage and been shot flaming out of the sky.

I like this but put Navigator and Intelligence agent instead of Hera and Zeb. And you'd have to drop Ezra to Zeb.

Hi my first post on the forum.

Can someone explain why the ghost gets to fire its autoblaster turret twice? Im pretty new to the game but the phantom title card says you can fire a primary weapon then make a secondary weapon attack not shoot twice with a secondary?

Hi my first post on the forum.

Can someone explain why the ghost gets to fire its autoblaster turret twice? Im pretty new to the game but the phantom title card says you can fire a primary weapon then make a secondary weapon attack not shoot twice with a secondary?

It basically gives you two separate abilities ​. If it worked the way in your example it would be worded that way. :-)

I find a tanky Kanan with ABAC an excellent ace killer and fly it as such. The "surprise" 5 k-tun or the 1 movement speeds are great for getting aces with the R1 circle. Being a big base ship makes it relatively simple.

I'm thinking of something like this:

- Kanan

- AB

- AC

- Leebo

- Recon Specialist

Leebo can give you a cheap boost to put you in the way of Aces, while Kanan's ability can help mitigate incoming damage.