ghost first impressions

By barriecritzer, in X-Wing

Played my first game against the ghost, I won but do not like that ship. A ship with that many hit points should not have a 4 dice primary. Also TLT and FCS should never, I repeat never have ever gone together. With TLT on the ship it can it one turn if you include the shots from FCS roll 21 modified dice at you in one turn.

It is also a better version of the decimator:

better shield to hull ratio

better primary attack

faster, has a 4 straight where the deci only has 3

has a built in evade

A minor point....but decimator does have a 4 straight.

Edited by Velvetelvis

How is it throwing 21 dice?

Tlt and FCS? Oh no! It's a severely overpriced low PS Horton :o!!!


Also ghost TLT rolls 9 dice. Phantom allows one additional attack and then no further attacks may be made


Lastly, deci has a pwt which has literally infinitely more coverage than the ghost (you can Dodge the ghost you CANT dodge a deci if you want to shoot it)

Edited by ficklegreendice

The Decimator has a turret. Admittedly, you can add a TLT to the ghost, but now you cost as much as a Decimator and have a donut hole (Actually, with the Ghost's primary, I'd actually use the term croissant for once since a five dice r1 attack is actually scary unlike the Y-wing's primary). Your dial is also weaker for the traditional Fat turret play style, and TLT is weaker than a 3 dice primary when you can nab all the force multipliers a Fat Turret can.

Certainly the Ghost is a threatening ship, but the sky isn't falling from where I'm standing.

Played my first game against the ghost, I won but do not like that ship. A ship with that many hit points should not have a 4 dice primary. Also TLT and FCS should never, I repeat never have ever gone together. With TLT on the ship it can it one turn if you include the shots from FCS roll 21 modified dice at you in one turn.

It is also a better version of the decimator:

better shield to hull ratio

better primary attack

faster, has a 4 straight where the deci only has 3

has a built in evade

Are you counting target-lock rerolls as extra attack dice, or something? Because I'm not sure what "shots from FCS" means.

Edited by Vorpal Sword

I wrote a whole list of stuff and my comp died mid-post. FDG summed it up - TLT and FCS is not a big deal.

The Ghost is awesome and fun, but very underwhelming. The lack of a PWT means it needs to move well, and it's PS is too low - even with Hera, navigator and IA...

I count a maximum of 9 modified dice. First attack is TLT (3+3). At the end of combat, you trigger the second turret shot, but can only use the first TLT attack (3). So 9 dice with a maximum of 3 damage.

Or if the first shot is a range 1 primary, it's 5+3, with much more damage output than just TLT shots.

Accuracy corrector + autoblaster turret. Garentied 4 hits at range one. It's broken and anti fun. Lost a zeta leader in first round of combat at stre championship to it, barrel rolled but was just in range 1 so he died, no dice rolling needed on my part just poof gone. And with how fast that ship can move it's harder then you think to keep clear.

Edited by Icelom

FCS+Autoblaster, then you can drink the salty tears of filthy arcdodgers who like hugging at R1 where dodging the arc is so easy.

auto-blaster, man

AC + blaster is a whole lot of nothing :P

btw, AC + auto-blaster is basically the imperials reaping karmic retribution for Decivader

Just as sort of an early anecdotal kind of observation. There were a few ghost lists at a tournament yesterday...none of them went anywhere.

Like everything else it will be made effective in time, but is not instant awesomeness out of the box.

I think you mean autoblaster turret. Yeah, that can be scary, but that ship can be outflown. Make it your mission to not be in range 1, even if it means giving up shots once in a while. Also, Omega leader doesn't care about accuracy corrector!

Accuracy corrector + blaster turret. Garentied 4 hits at range one. It's broken and anti fun. Lost a zeta leader in first round of combat at stre championship to it, barrel rolled but was just in range 1 so he died, no dice rolling needed on my part just poof gone. And with how fast that ship can move it's harder then you think to keep clear.

That's what I've been running - pounds aces if you can get into range, but for all its movement etc, it's still maximum PS7 so you should be able to avoid it with the arc dodgers.

I think you mean autoblaster turret. Yeah, that can be scary, but that ship can be outflown. Make it your mission to not be in range 1, even if it means giving up shots once in a while. Also, Omega leader doesn't care about accuracy corrector!

Dodging 'dat 4-attack arc at R2 is much less easy, compared to R1 dodging.

And when your enemy starts thinking (that's nice, boost-pwts and double actioning br+boost aces can urn brain off at times!)

about NOT getting into R1 is a feat in itself!

Accuracy corrector + blaster turret. Garentied 4 hits at range one. It's broken and anti fun. Lost a zeta leader in first round of combat at stre championship to it, barrel rolled but was just in range 1 so he died, no dice rolling needed on my part just poof gone. And with how fast that ship can move it's harder then you think to keep clear.

Don't ya mean 2 gauranteed hits?

Accuracy corrector + blaster turret. Garentied 4 hits at range one. It's broken and anti fun. Lost a zeta leader in first round of combat at stre championship to it, barrel rolled but was just in range 1 so he died, no dice rolling needed on my part just poof gone. And with how fast that ship can move it's harder then you think to keep clear.

Don't ya mean 2 gauranteed hits?

Accuracy corrector + blaster turret. Garentied 4 hits at range one. It's broken and anti fun. Lost a zeta leader in first round of combat at stre championship to it, barrel rolled but was just in range 1 so he died, no dice rolling needed on my part just poof gone. And with how fast that ship can move it's harder then you think to keep clear.

Don't ya mean 2 gauranteed hits?
Using the phantom to get the second shot. But frankly, for 60 points, 4 unavoidable R1 damage isn't exceptional. Getting in R1 of Han or Chiraneau is nearly as bad, but they still have their tricks at R2-3.

It still has a 4 dice primary out of 2 arcs,it's the anti fun part I don't like, your ship being garentied dead from full health is not in any way fun. its really easy to say outfly it but the thing can move. Lets take this example:

VCX-100: · Hera Syndulla (40)

Autoblaster Turret (2)

Accuracy Corrector (3)

· Nien Nunb (1)

Intelligence Agent (1)

· Ghost (0)

Any ship lower then a 7ps with 4 hit points or less just dies... Ghost gives a red or green manouver and can be anyware after you move. Outfly it? Hell if it drops nien num and runs zeb it can RAM you and still do it. With an Intel agent it gets hard for ships with higher Ps to dodge it. How is it fun to have a ship that can do 5 different manouver after youove that kills your ship without any response from you. I am not saying it's unbeatable, I am saying it's not fun. There are no hero dice only a realization that the ship is dead and there is nothing you can do what exciting gameplay!!!

Edit: if my b-wing with 1 hit point left us at range 1 of a fully modified tie phantom, I still have a tiny bit of hope that I could survive, it's still there in the back of my mind. If my phantom cloacked with focus and evade is at range 1 of the ghost I don't even have hope no outside chance no nothing just dead. Auto kill is not fun end of statement.

Edited by Icelom

Accuracy corrector + autoblaster turret. Garentied 4 hits at range one. It's broken and anti fun.

I don't get how this is broken*? Not counting the double-tap, at R1 your sacrificing 5 attack dice for 2 guaranteed hits. Plus at PS 7 (max) any of the current aces shouldn't have a problem staying out of R1.

* Disclaimer: Not a troll. :) This interaction seems really low on the broken list to me.

Played my first game against the ghost, I won but do not like that ship. A ship with that many hit points should not have a 4 dice primary. Also TLT and FCS should never, I repeat never have ever gone together. With TLT on the ship it can it one turn if you include the shots from FCS roll 21 modified dice at you in one turn.

It is also a better version of the decimator:

better shield to hull ratio

better primary attack

faster, has a 4 straight where the deci only has 3

has a built in evade

Are you counting target-lock rerolls as extra attack dice, or something? Because I'm not sure what "shots from FCS" means.

yes I am counting the re-rolls.

Accuracy corrector + autoblaster turret. Garentied 4 hits at range one. It's broken and anti fun.

I don't get how this is broken*? Not counting the double-tap, at R1 your sacrificing 5 attack dice for 2 guaranteed hits. Plus at PS 7 (max) any of the current aces shouldn't have a problem staying out of R1.

* Disclaimer: Not a troll. :) This interaction seems really low on the broken list to me.

It's 4 hits that turn you can't dodge. Ghost auto kills lower PS ships? And that is something that is good for the game to you?

Accuracy corrector + autoblaster turret. Garentied 4 hits at range one. It's broken and anti fun.

I don't get how this is broken*? Not counting the double-tap, at R1 your sacrificing 5 attack dice for 2 guaranteed hits. Plus at PS 7 (max) any of the current aces shouldn't have a problem staying out of R1.

* Disclaimer: Not a troll. :) This interaction seems really low on the broken list to me.

It's 4 hits that turn you can't dodge. Ghost auto kills lower PS ships? And that is something that is good for the game to you?

that's what you get for relying on green dice :P

also you don't auto-kill them, Phantom takes place at the end of the round so you can still drop the ghost or slap on a debilitating crit before it drops you

Edited by ficklegreendice

does someone using TLT as their turret get both shots with it at the end of combat or would they only get the first shot?

You cannot outfly the Ghost even with arc dodgers.

Large base Range 1 is humongous.

Roark with Intelligence Agent will reveal what your Soontir or Inquisitor is up to.

Hera with Navigator will go where it wants to, with EU and Zeb of course. So that it goes exactly where it needs to stay in range 1 or where it will be in arc if you bump. Good luck avoiding it.

Its borderline impossible to stay out of range 1 for more than 1 turn unless the asteroids are too much in the way and even then..

Honestly the Accuracy Corrector + Autoblaster Turret combo is the most broken out of Wave 8. It requires no thinking or skill, just don't hit a rock and you autokill stuff.

Dat Kturn 5 is also pretty impressive.

That combo went 4-1 Swiss and won the top 4 cut.

I forget what it lost against though but some lists have enough firepower to straight up burn it down before losing too much~ Just don't expect to win against it much

does someone using TLT as their turret get both shots with it at the end of combat or would they only get the first shot?

Only 1
Edited by Kalandros

It still has a 4 dice primary out of 2 arcs,it's the anti fun part I don't like, your ship being garentied dead from full health is not in any way fun. its really easy to say outfly it but the thing can move. Lets take this example:

VCX-100: · Hera Syndulla (40)

Autoblaster Turret (2)

Accuracy Corrector (3)

· Nien Nunb (1)

Intelligence Agent (1)

· Ghost (0)

Any ship lower then a 7ps with 4 hit points or less just dies... Ghost gives a red or green manouver and can be anyware after you move. Outfly it? Hell if it drops nien num and runs zeb it can RAM you and still do it. With an Intel agent it gets hard for ships with higher Ps to dodge it. How is it fun to have a ship that can do 5 different manouver after youove that kills your ship without any response from you. I am not saying it's unbeatable, I am saying it's not fun. There are no hero dice only a realization that the ship is dead and there is nothing you can do what exciting gameplay!!!

It's even easier to say it's broken. I managed to beat an AC/ABT Ghost last night 100-0 with a phantom and a Tie/FO. Yes, it's possible for either one of those ships to die in one turn, but I chose to not let it happen. If you fly the same way you're used to with arc dodgers (boost/BR to get in range one, but out of arc) yes, you will lose.

If you adjust your tactics, it might still be an uphill battle, but remember, the Ghost will likely put itself in a compromising position, doing whatever it can for that range 1 shot. He might get it, but if you can't use the rest of your squad to take advantage of that situation, it's not the opponents list that is the problem.