ghost first impressions

By barriecritzer, in X-Wing

Autoblaster Turret is Range 1. So you can dodge it easily by staying out of Range 1.

Easier said than done. Can't stay out of range 1 if you get blocked, or even just if the opponent's giant ship lands in your face in a way that you can't boost/barrel roll out of range. I've had no problem catching every imperial ace I've flown against at range 1 with my chopper build.

Autoblaster Turret is Range 1. So you can dodge it easily by staying out of Range 1.

Easier said than done. Can't stay out of range 1 if you get blocked, or even just if the opponent's giant ship lands in your face in a way that you can't boost/barrel roll out of range. I've had no problem catching every imperial ace I've flown against at range 1 with my chopper build.

Thats because you outplayed them, not because its inevitable. Give yourself some credit!

Ah the horror of adjusting tactics and fly away instead of at the ghost

What a horrible time to xwing :P

But seriously, ghost isn't a PWT and zeb is in (primary?) Arc only. It is more than capable of being outplayed.

Only conceivable issue is large base boost

Ah the horror of adjusting tactics and fly away instead of at the ghost

What a horrible time to xwing :P

But seriously, ghost isn't a PWT and zeb is in (primary?) Arc only. It is more than capable of being outplayed.

Only conceivable issue is large base boost

It happens every wave. "I hate this new ship that came out! I cannot use the same tactics that I used before! Something must be fixed!"

Only conceivable issue is large base boost

Which is why my chopper runs engine upgrade :P. I will admit that it's way harder to get the range 1 shots against arc-dodgers if you don't have that boost.

I want to buy the ghost to crush the awfull, no-need-to-think list of the 4 Ywings with TLT. That day I will be happy

But seriously, ghost isn't a PWT and zeb is in (primary?) Arc only. It is more than capable of being outplayed.

Only conceivable issue is large base boost

Zeb is both arcs, when the shuttle is docked.

I want to buy the ghost to crush the awfull, no-need-to-think list of the 4 Ywings with TLT. That day I will be happy

Ghost is probably among the worst candidates for crushing TLTs. Zero agility means it won't be dodging many shots, and will need to rely on its primary to really kill them. Even then, it will take two perfect primary shots every round to kill a single Y, and Y-Wings don't fear the AB turret.

I want to buy the ghost to crush the awfull, no-need-to-think list of the 4 Ywings with TLT. That day I will be happy

Ghost is probably among the worst candidates for crushing TLTs. Zero agility means it won't be dodging many shots, and will need to rely on its primary to really kill them. Even then, it will take two perfect primary shots every round to kill a single Y, and Y-Wings don't fear the AB turret.

Wrong. 16 health means that you need two turns of decent shots from all ships for quad TLT to finish it and it is on a big base with the ability to mount EU. You can even keep them cheap enough to run 2 and still have a good third ship!

Posted this in the rules forum but I think Zeb crew only affects your standard attack and not the bonus turret attack from the Phantom title. The rules reference plainly states that each ship only activates once. The phantom attack does not (appear) to count as activation and Zeb does not proc.

So, for example, if Corran bumps into a ship with Zeb crew (in arc) they each can attack during the normal firing phase but neither could use their bonus attack at the end of the round due to touching.

Corran and the Ghost's second attack happen during different phases, so there's a difference there already (Corran is in the end phase, so definitely doesn't trigger Zeb).

I see no reason Zeb wouldn't work for the Ghost's, however, as it's still in the Combat phase. The fact that the ship is firing again is an activation and would trigger any other upgrade cards that proc in combat phase (FCS, for example).

Rules reference specifically says that a ship activates "only once" during the combat phase. Bonus attacks do not count as a second activation according to RAW.

Posted this in the rules forum but I think Zeb crew only affects your standard attack and not the bonus turret attack from the Phantom title. The rules reference plainly states that each ship only activates once. The phantom attack does not (appear) to count as activation and Zeb does not proc.

So, for example, if Corran bumps into a ship with Zeb crew (in arc) they each can attack during the normal firing phase but neither could use their bonus attack at the end of the round due to touching.

Corran and the Ghost's second attack happen during different phases, so there's a difference there already (Corran is in the end phase, so definitely doesn't trigger Zeb).

I see no reason Zeb wouldn't work for the Ghost's, however, as it's still in the Combat phase. The fact that the ship is firing again is an activation and would trigger any other upgrade cards that proc in combat phase (FCS, for example).

Rules reference specifically says that a ship activates "only once" during the combat phase. Bonus attacks do not count as a second activation according to RAW.

Cards override the rules reference though. I would argue that getting a second attack would be a second activation.

If the card said you activate again, then yes.

No, pretty sure any time a ship is made active through some ability, it is activating. It's called "activating" a ship when it moves in the activation phase, as well.

I believe you're getting hung up on a term that doesn't mean quite what you think it does.

Let me take a gander through the rule book and see if I can find a better example.

I would recommend submitting the question to FFG either way, not because I'm 100% convinced of either outcome, but because I'm convinced that not 100% of store owners are familiar with X-Wing rules (considering the number of games that they host, I don't begrudge them either) and that this scenario will indeed occur often.

I would not perticularly enjoy flying with or against a VCX and having the ruling decided by popular vote or a dice roll over this issue.

From the RR: "ACTIVE SHIP The ship that is currently resolving the Activation or Combat phase is the active ship."

The rules for the Combat Phase don't mention activating at all, just that ships are only active once. The Phantom title is obviously breaking this rule, as the Ghost gets to resolve another attack at the end of the Combat phase.

I would recommend submitting the question to FFG either way, not because I'm 100% convinced of either outcome, but because I'm convinced that not 100% of store owners are familiar with X-Wing rules (considering the number of games that they host, I don't begrudge them either) and that this scenario will indeed occur often.

I would not perticularly enjoy flying with or against a VCX and having the ruling decided by popular vote or a dice roll over this issue.

No no no. We don't need an FAQ that is a million pages long. Folks just need to stop trying rules lawyer things that are clear once the written rules are gone over again.

zeb works in front and rear arc whether you have a docked shuttle or torpedoes, or not. zeb works with any arc, any printed arc is an arc

Edited by XBear

No, pretty sure any time a ship is made active through some ability, it is activating. It's called "activating" a ship when it moves in the activation phase, as well.

I believe you're getting hung up on a term that doesn't mean quite what you think it does.

Let me take a gander through the rule book and see if I can find a better example.

A ship is activated once during the Activation Phase in increasing order by pilot skill. It is also activated once during the Combat Phase in decreasing order by pilot skill. When activated it attacks once. This does not mean that a ship needs to activate in order to attack. Dengar, for example, gets to perform an attack (against a specific target) after defending. He certainly does not become the active ship in that case.

From the RR: "ACTIVE SHIP The ship that is currently resolving the Activation or Combat phase is the active ship."

The rules for the Combat Phase don't mention activating at all, just that ships are only active once. The Phantom title is obviously breaking this rule, as the Ghost gets to resolve another attack at the end of the Combat phase.

The Combat Phase rules reference contains a bullet that specifically says "Each ship becomes the active ship only once during this phase." The Phantom title allows you to perform an extra attack but does not mention an extra activation. I would argue (again with Dengar as an example) that attacking does not equal activation. Activation allows an attack but not vice versa.

I would recommend submitting the question to FFG either way, not because I'm 100% convinced of either outcome, but because I'm convinced that not 100% of store owners are familiar with X-Wing rules (considering the number of games that they host, I don't begrudge them either) and that this scenario will indeed occur often.

I would not perticularly enjoy flying with or against a VCX and having the ruling decided by popular vote or a dice roll over this issue.

No no no. We don't need an FAQ that is a million pages long. Folks just need to stop trying rules lawyer things that are clear once the written rules are gone over again.

Edit- If the rules worked as you contend, the Zeb card should simply read "when either you or they attack during the combat phase." The use of the uncommon word activate, leads me to believe that either

a. The designers messed up

b. They specifically did not want Zeb to allow a second attack to a touching ship using the phantom title.

Edited by gamblertuba

That combat phase rule is what the Phantom title is breaking. Card trumps rulebook and all that.

The Active Ship rule is clear that the ship resolving the Combat Phase is the active ship.

As for the wording, it means you aren't touching for the duration of the time your ship is the Active Ship, NOT just during the attack, which is a very specific point in time. Cards such as Intimidation, for example, don't work when Zeb is on board (and you're touching within the firing arc). They could simply be leaving room for another interaction between becoming the active ship and attacking.

you are reading too much into the rule language. Zeb allows ships to attack each other when touching, they could have stated so in an easier language. some ships, like the ghost title and corran, can attack outside their normal turn. you can look at it as a delayed action as part of their activation. no need to try and argue that Zeb does not work then

So does Dengar activate when he performs his "counter attack"?

Edit: emailed FFG. It's possible I'm just pursuing a rabbit trail here but I see nothing in the rules to imply that performing an attack = activating.

Edited by gamblertuba

My gut feeling is that the Ghost with autoblaster turret, accuracy corrector and Zeb may shift the meta away from 2-3 Ace Imperials. It may force the Empire to carry some basic firepower instead of relying on pure maneuverability and tokens.

Yep, too bad the only thing the empire has is maneuverability and tokens...

Well, I guess I could take some bombers... maybe dust off the firespray.... But I'm seriously afraid of being accused of 'collusion' by giving free points to my rivals on tournaments...

Nonsense

Empire has redline, which is a few links above the ghost in the xwing foodchain

And then omega L > Accuracy corrector

Edited by ficklegreendice

Did you know?

Major Rhymer (26)
Veteran Instincts (1)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Long-Range Scanners (0)
Darth Vader (29)
Veteran Instincts (1)
Advanced Targeting Computer (1)
Engine Upgrade (4)
TIE/x1 (0)
The Inquisitor (25)
Veteran Instincts (1)
Autothrusters (2)
TIE/v1 (1)
Total: 99

That's 11 damage range 2, With no real reason to get into range 1 and even if you do, you're not downing anyone but the Inquisitor in one go, but he's the best at staying far out of range. Because you shoot first I imagine it might go range 2 firing (or 3) to drop shields and then range 1 firing to bring the old cow down.
Edited by CheapCreep

You might think you can stay at range 2 but suddenly the Hera-Navi-Zeb-EU ghost is in range 1 with its AC/ABT gunning you down.