ghost first impressions

By barriecritzer, in X-Wing

This is a token unwarranted overreaction to something new that you haven't figured out how to play against yet thread, right?

gashing a brobot for 4 damage automatically is literally half its health. If that's not fast enough for you I don't know what is.

A well flown IG should be able to avoid range one. And will be putting a ton of damage onto the ghost at range.

Absolutely but a TLT won't help you in that situation because TLTs are awful against brobots. You have to keep your arc on the brobot at all cost or try to maneuver so he ends up in r1.

Honestly though I feel the Ghost is better built as a low-rent brobot than trying to be a big fat ship with the double-turret shot and a docked phantom.

gashing a brobot for 4 damage automatically is literally half its health. If that's not fast enough for you I don't know what is.

A well flown IG should be able to avoid range one. And will be putting a ton of damage onto the ghost at range.

A well flowng IG will avoid it for a turn if its against Hera Navigator Zeb - plus the IG moves before. Large base turret range 1 is fairly huge... But after that one turn its losing 4 hp~

Question ca me up about deploying. Can you use lightning reflexes on deployment manevuer? It would on the dial correct?

What are the rules on the attack shuttle? Can it be blown up with the Ghost if it doesn't undock?

So what about Reinforced Deflectors?

Look expensive and situational to me. If you want a tanky build you are better off spending an extra point and getting Sensor Jammers IMHO. Works on every attack and is particularly efficient as stopping swarms which might otherwise peck the 0-agility Ghost to death.

So what about Reinforced Deflectors?

Look expensive and situational to me. If you want a tanky build you are better off spending an extra point and getting Sensor Jammers IMHO. Works on every attack and is particularly efficient as stopping swarms which might otherwise peck the 0-agility Ghost to death.

Here's the funny thing about this game.... Everything is situational. Honest.

I like the idea of ion vs the ghost. Missiles, torp, cannons, turrets... Usher that 0 green dice pancake off the board.

This is a token unwarranted overreaction to something new that you haven't figured out how to play against yet thread, right?

The cheapest Ghost with AC, AB turret, and Zeb in the Phantom is still 58 points. That is the bare minimum for a ship that can blow up a TIE/fo in a single round. It's pretty likely that you'll be pushing 70 points at least to make this work. I'm fine with a ship at that price point being able to kill a ship in one round. Five Feedback Zs have the same damage potential.

Ghost is a very solid ship. IMO, FCS and some other kind of turret like Dorsal or TLT is better than auto-corrector combo, because it is more well-rounded. While auto-corrector may be great against low health aces, IG's will kill you faster than you kill them, triple U-boats laugh, quad-TLT doesn't care, and other archetypes simply have health to kill you before you kill them. Auto-Ghost feels too much to me like a one-trick pony to be largely competitive.

This. The crying about the accuracy corrector/AB combo in this thread is more to do with sour grapes over a specific ship having a hard time against it than actually being a game-breaking problem. Same thing happened with quad TLT lists.

So what about Reinforced Deflectors? Doesn't have the auto-kill skills of AC+autoblaster, and you don't have the action economy of FCS, but it seems like you make the Ghost absorb an obnoxiously large amount of damage, and potentially throw on some shields to avoid eating a lone crit if it's all the opponent rolls.

Also curious to what the ruling is on RDs vs. Direct Hit! and Major/Minor Explosion.

Can't Plasma Torpedoes ignore Reinforced Deflectors? Regen a shield and have the plasma immediately take it off.

My big problem is that AC pretty much nerfs the primary as a source of damage.

You want a crazy budget Ghost? Lothal Rebel w/FCS and Hera. Good lord, when the dial is unlocked like that? ****. Good luck avoiding that 4 primary. And FCS to add the pain later on.

So what about Reinforced Deflectors? Doesn't have the auto-kill skills of AC+autoblaster, and you don't have the action economy of FCS, but it seems like you make the Ghost absorb an obnoxiously large amount of damage, and potentially throw on some shields to avoid eating a lone crit if it's all the opponent rolls.

Also curious to what the ruling is on RDs vs. Direct Hit! and Major/Minor Explosion.

Can't Plasma Torpedoes ignore Reinforced Deflectors? Regen a shield and have the plasma immediately take it off.

It'll depend on initiative and whether or not the base damage removed all shields or not.

I've had a chance to play against the Ghost a couple times this weekend. The build I had the hardest time with had Ghost and Biggs running behind. Ghost had tactical jammar and biggs had something else that made it hard to take out (can't remember off the top of my head).

Anyways... I'm playing scum.... and tips against such a set-up (sorry I can't remember everything from the list... maybe I can update this post later)

Thanks

Assault Missiles.

I've had a chance to play against the Ghost a couple times this weekend. The build I had the hardest time with had Ghost and Biggs running behind. Ghost had tactical jammar and biggs had something else that made it hard to take out (can't remember off the top of my head).

Anyways... I'm playing scum.... and tips against such a set-up (sorry I can't remember everything from the list... maybe I can update this post later)

Thanks

In which case, I have no idea. That list is so wonderfully trollish.

I've had a chance to play against the Ghost a couple times this weekend. The build I had the hardest time with had Ghost and Biggs running behind. Ghost had tactical jammar and biggs had something else that made it hard to take out (can't remember off the top of my head).

Anyways... I'm playing scum.... and tips against such a set-up (sorry I can't remember everything from the list... maybe I can update this post later)

Thanks

Was that the Bellingham store championship? That sounds like the list Blair ran at that event.

In which case, I have no idea. That list is so wonderfully trollish.

No it wasn't there... though my friend may have been basing his list off of it?

I've been flying this list to great avail. If you've ever flown a Firespray, you should know how to shoot past the enemy to get good back-arc shots on your opponents after the initial joust that gets you a TL on the choice target. I took Dengar to 0 shields and a crit in one shot, it felt so good! (Then killed him next round)

Kanan Jarrus (38)
Fire-Control System (2)
Dorsal Turret (3)
"Chopper" (0)
Recon Specialist (3)
Tactical Jammer (1)
Ghost (0)
Jan Ors (25)
Predator (3)
Twin Laser Turret (6)
Nien Nunb (1)
"Zeb" Orrelios (18)
Phantom (0)
Total: 100

The past few weeks the forums have been filled with how bad B-wings have become and how the G1-A is doomed to the same fate. The equivalent point value in generics for both those ships can chew up an auto-correct ghost pretty fast.

It will take two rounds at range 1 to take one of them off the board, meanwhile, each one of them rolls 4 dice back at you at range one.

The past few weeks the forums have been filled with how bad B-wings have become and how the G1-A is doomed to the same fate. The equivalent point value in generics for both those ships can chew up an auto-correct ghost pretty fast.

It will take two rounds at range 1 to take one of them off the board, meanwhile, each one of them rolls 4 dice back at you at range one.

Aye, probably. If Ghosts and Scouts become popular enough to reduce the number of Twin Laser Ys on the table, Bs, Zs and Xs will return to hunt the big ships.

The past few weeks the forums have been filled with how bad B-wings have become and how the G1-A is doomed to the same fate. The equivalent point value in generics for both those ships can chew up an auto-correct ghost pretty fast.

It will take two rounds at range 1 to take one of them off the board, meanwhile, each one of them rolls 4 dice back at you at range one.

Aye, probably. If Ghosts and Scouts become popular enough to reduce the number of Twin Laser Ys on the table, Bs, Zs and Xs will return to hunt the big ships.

That would mean better balance I think. Do you take TLT and risk to come vs big ship or do you take BZX and go against TLT and so on :)

I really like the combo idea of Hera with Kanan Crew, Chopper Crew and Engine Upgrade. You can 1-turn, 3-turn or 5-k, then boost for further maneuvering options and have 12 maneuvers that will clear your stress next round.

Talking about the auxiliary arc... Is this arc a valid firing arc without title or ordinance? For example: Backstabber is inside the auxiliary arc of a Lothal rebel with no upgrades, can his ability trigger?

I believe it should likely still count as a firing arc. It just cannot shoot without the title+docked phantom or some ordnance.

Talking about the auxiliary arc... Is this arc a valid firing arc without title or ordinance? For example: Backstabber is inside the auxiliary arc of a Lothal rebel with no upgrades, can his ability trigger?

An arc is an arc, whether the target has drawn the blinded pilot crit, a weapon failure on a Hawk (rolling 0 dice) or in this case, a ship without torpedoes does not matter. Backstabber's ability still can't trigger if he's in arc.