ghost first impressions

By barriecritzer, in X-Wing

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.

Except the definition of active ship, in the rules reference guide, cited in two locations on these forums now. You're just being obstinate.

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

If you want to crush Quad TLT lists then I think the Ghost is not the answer. Try 3 Contract Scouts with Torpedoes, extra munitions, Deadeye and R4 Agromech. That is nearly 12 damage per turn for 2 turns against agility 1 targets.

Come to think of it, triple Scouts would make a big mess of the Ghost too. :(

.........

I...

hate the rebel large ships. I guess its 3 scouts time. Never has blood money smelled so nice.

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.

Nope, he simply attacks, ships activate in PS_initiative order.

he just performs an attack out of sequence.

consider it a "free" attack, like "free" actions are performed outside their usual timing window

I have a strong feeling that VCX can be a very strong ship but in other ways most people expect. I am thinking about 38 pts Lothal Rebel with FCS and Hera as an addition to my Fat Han. You get a 16 hp 4 attack "kturn every round and shoot with target lock" jouster for this price? Doesn't it seem awesome?

I have a strong feeling that VCX can be a very strong ship but in other ways most people expect. I am thinking about 38 pts Lothal Rebel with FCS and Hera as an addition to my Fat Han. You get a 16 hp 4 attack "kturn every round and shoot with target lock" jouster for this price? Doesn't it seem awesome?

Yes but we're about 2 waves past Han being a tier1 ship. Sounds fun for casual though.

I have a strong feeling that VCX can be a very strong ship but in other ways most people expect. I am thinking about 38 pts Lothal Rebel with FCS and Hera as an addition to my Fat Han. You get a 16 hp 4 attack "kturn every round and shoot with target lock" jouster for this price? Doesn't it seem awesome?

Yes but we're about 2 waves past Han being a tier1 ship. Sounds fun for casual though.

Weird, since he seems to keep popping up in top lists...

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

If you want to crush Quad TLT lists then I think the Ghost is not the answer. Try 3 Contract Scouts with Torpedoes, extra munitions, Deadeye and R4 Agromech. That is nearly 12 damage per turn for 2 turns against agility 1 targets.

Come to think of it, triple Scouts would make a big mess of the Ghost too. :(

I'm not convinced the Scouts will mess up the Ghost. Then again I'm stubborn and not very good at X-Wing. ;) Sure if you sit back and let them fire that opening salvo you're DOA but what ship isn't? I plan on cramming Chopper down their throat and take my chances with those 2 dice PWT.

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

Zeb creates a series of conditions under which a particular rule can be broken in a particular way.

The following conditions have to be met:

  • An enemy ship is in your firing arc.
  • You and the enemy ship are touching.
  • Either you or that ship is the active ship in the Combat phase.

If and only if the game state makes those three statements true, then you and that ship are not considered touching. If any of those statements is not true, Zeb doesn't function.

And Gamblertuba is completely right: the Rules Reference says very clearly that each ship becomes the active ship just once during the Combat phase. So the Ghost is not the active ship when it makes its free attack due to the Phantom title, Corran is not the active ship if he takes his End phase attack, and Dengar is not the active ship when he makes his "payback" attack.

I'm not convinced the Scouts will mess up the Ghost. Then again I'm stubborn and not very good at X-Wing. ;) Sure if you sit back and let them fire that opening salvo you're DOA but what ship isn't? I plan on cramming Chopper down their throat and take my chances with those 2 dice PWT.

Not a bad plan. Even at PS4, chopper will be shooting first vs the Scouts. The problem is that no matter how you maneuver, there is no easy way to avoid a salvo of fire in the turn you are in the range 2-3 envelope. If you judge it just right, you might be able to end your first turn move just outside of range 3. Ghost is a large base ship so if you do a straight 4 and then Boost with EU, you might be able to sail into range 1 in the next turn but I don't know if you could count on it.

That assumes he is fairly bunched up and none of the Scouts are slightly further away. Then again, inside range 1 or out of arc, you might be able to pull it off.

Edited by Karhedron

What does anyone think of Electronic Baffle & Kyle Katarn on the Ghost?

I'm then thinking Engine Upgrade, Intelligence Agent and Autoblaster Turret. I think that gives many options to stay at range 1 for a modified 5 attack dice followed by an autoblaster.

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

Zeb creates a series of conditions under which a particular rule can be broken in a particular way.

The following conditions have to be met:

  • An enemy ship is in your firing arc.
  • You and the enemy ship are touching.
  • Either you or that ship is the active ship in the Combat phase.

If and only if the game state makes those three statements true, then you and that ship are not considered touching. If any of those statements is not true, Zeb doesn't function.

And Gamblertuba is completely right: the Rules Reference says very clearly that each ship becomes the active ship just once during the Combat phase. So the Ghost is not the active ship when it makes its free attack due to the Phantom title, Corran is not the active ship if he takes his End phase attack, and Dengar is not the active ship when he makes his "payback" attack.

And the Rules Reference entry for Active Ship, which stats that the ship resolving the particular phase is the Active Ship... Where does that fit in? No one else is resolving the Combat phase when the Ghost makes its second attack -- I'd need to double check where "after defending" falls for Dengar's ability (to see if it's nested in his enemies active time or not, though I assume it would be).

The Phantom title is allowing the Ghost to become the Active Ship again, due to allowing it to resolve the Combat phase, again.

I'm not convinced the Scouts will mess up the Ghost. Then again I'm stubborn and not very good at X-Wing. ;) Sure if you sit back and let them fire that opening salvo you're DOA but what ship isn't? I plan on cramming Chopper down their throat and take my chances with those 2 dice PWT.

Not a bad plan. Even at PS4, chopper will be shooting first vs the Scouts. The problem is that no matter how you maneuver, there is no easy way to avoid a salvo of fire in the turn you are in the range 2-3 envelope. If you judge it just right, you might be able to end your first turn move just outside of range 3. Ghost is a large base ship so if you do a straight 4 and then Boost with EU, you might be able to sail into range 1 in the next turn but I don't know if you could count on it.

That assumes he is fairly bunched up and none of the Scouts are slightly further away. Then again, inside range 1 or out of arc, you might be able to pull it off.

...do new players not learn the Rule of 11 anymore? It's the jousting equivalent of counting cards.

The play area is 9 range increments* or 22.5 base lengths from one edge to the other, the range ruler is 3 range increments or 7.5 base lengths. Some fairly straightforward arithmetic means two ships that start facing one another at the front of their respective deployment areas have to cover approximately 11** base lengths to get to the outer edge of Range 3. That's the Rule of 11.

That creates a useful guideline on the table, and it's easy to extrapolate from. Say my Ghost wants to cover the maximum possible distance with its dial in the first two rounds, it moves a total of 12 base lengths (each round, it moves a straight 4 plus the length of its own base). That means it's already past the Rule of 11, so now you're counting excess movement against the range ruler itself. The Ghost is 1 base length into the 7.5 base lengths of the range ruler,even if the opposing JumpMaster didn't move at all.

But the JumpMaster's slowest maneuver is a 1-straight, which moves it 6 base lengths over 2 rounds. So count those 6 base lengths against the range ruler along with the 1 base length the Ghost moved, and you'll find that you're lucky if you don't bump.

That doesn't cover everything, of course. There's a game of chicken being played against a smart opponent: if one of us rushes while the other slow-rolls, we'll get the Range 4 -> Range 1 profile I want (which he or she wants to avoid). If we both slow-play, it'll be Range Lots -> Range 3, which works for my opponent. And if we both rush, we'll actually hit Range 3 on the first round. And things like bank maneuvers and non-orthogonal deployments make it even more complicated in practice.

But the upshot here is that you can precisely and reliably judge your distance in the opening rounds simply by counting. And unless your opponent is also carefully judging his or her approach and guesses right, then even without equipping Engine Upgrade, you can make sure you skip from outside Range 3 to Range 1 for the first encounter with any ordnance-spam list.

*It's slightly bigger in the US because we play on 3ft x 3ft rather than 900mm x 900mm. That means we have an extra 14.4mm or about an extra third of a base in both dimensions.

**If you actually do the arithmetic, and you move without any margin for error, and you're playing outside the US, you'll find it's exactly 10 lengths. But because you have to cross into Range 3, and because US players have to make up that extra third of a base length, it's rounded up to 11.

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

Zeb creates a series of conditions under which a particular rule can be broken in a particular way.

The following conditions have to be met:

  • An enemy ship is in your firing arc.
  • You and the enemy ship are touching.
  • Either you or that ship is the active ship in the Combat phase.

If and only if the game state makes those three statements true, then you and that ship are not considered touching. If any of those statements is not true, Zeb doesn't function.

And Gamblertuba is completely right: the Rules Reference says very clearly that each ship becomes the active ship just once during the Combat phase. So the Ghost is not the active ship when it makes its free attack due to the Phantom title, Corran is not the active ship if he takes his End phase attack, and Dengar is not the active ship when he makes his "payback" attack.

And the Rules Reference entry for Active Ship, which stats that the ship resolving the particular phase is the Active Ship... Where does that fit in? No one else is resolving the Combat phase when the Ghost makes its second attack -- I'd need to double check where "after defending" falls for Dengar's ability (to see if it's nested in his enemies active time or not, though I assume it would be).

The Phantom title is allowing the Ghost to become the Active Ship again, due to allowing it to resolve the Combat phase, again.

The Phantom title allows the Ghost to attack a second time in the Combat Phase, but that doesn't mean it allows the Ghost to become the active ship again. When a ship becomes the active ship during the Combat phase, it has an opportunity to attack--but that doesn't imply that every time a ship attacks, it becomes the active ship. (If it's raining outside, I'll stay home. Does that mean any time I stay home, it must be raining outside?)

As an example, consider Corran's ability: there is no active ship in the End phase, so clearly that's not a prerequisite for attacking.

I think the problem here is just like the confusion with a Target Lock Action and Acquiring a Target Lock.

A ship may only perform the Target Lock Action once per turn. However, a ship may Acquire a Target Lock multiple times a turn (e.g. FCS). TL action allows Acquiring a TL. Acquiring a TL does not imply a TL action.

Activation in combat phase allows an opportunity to attack. The ability to perform an attack does not imply an activation. Some attacks do not require an active ship.

IMHO Fat Han is still very strong and competitive, it's still a very fast,agile,resilient and hardhitting ship, one of the strongest in the game. Adding VCX to the roster might be a thing.

from what little I can tell, and not counting potentially viable builds ala Fat Kanan generic VCX and generic "I don't give a ****" VCX (hera, ezra; FCS), the Ghost is an inverse Fat Han

make an auto-correct Ghost with int agent, Zeb (crew) and Engine Upgrades [46]

now, instead of derping around the table not caring at all about your facing, you're trying to do the exact opposite by making the opponent bump.

it's a very different abuse of the large-base boost, one that makes it incredibly difficult to not fly face first into the VCX and then get shredded by auto-blaster fire

personally okay with it, because **** green dice, but it may greatly irritate the people who havn't forgotten how horrible it is to play v large-base boost

The 46 auto-correct ghost can be flown with PTL Sabine Phantom and TLT + recon Roark for 99 points, giving you the initiative v torp Scouts to hopefully block and deny torpedoes

But yeah, Ive been having promising early success with this:

VCX-100: Lothal Rebel (35)

Autoblaster Turret (2)

Fire Control System (2)

Engine Upgrade (4)

· Han Solo (2)

Attack Shuttle: · "Zeb" Orrelios (18)

· Phantom (0)

Attack Shuttle: · Ezra Bridger (20)

Push The Limit (3)

Twin Laser Turret (6)

Engine Upgrade (4)

· Chewbacca (4)

-- TOTAL ------- 100/100p. --

Shove the Rebel in the opponents face, Zeb stays docked as long as possible (i usually dont deploy him at all until forced out), Ezra stays on the fringes and is a strong late game threat. If they go after Ezra first, they are taking a ton of damage from the Ghost in the meantime.

When you have the rear arc, it is usually pretty easy to get an arc shot 2 turns in a row on the same target, so I like FCS a lot and Han pairs well.

This squad has a very favorable matchup vs Torp Scouts.

In most of my games, Ezra is usually the mvp but the Ghost tanks and does a ton of damage to get to the point where Ezra shines.

Edited by Deadwolf

Wait, what.... no EPT on any of the Ghost pilots???

Wait, what.... no EPT on any of the Ghost pilots???

That's correct.

I love the Ghost because it's I find at this wave of Xwing you usually have 2 choices:

Bring a razor or bring a hammer. A razor will cut through evades with precision and consistency (See Ten Numb w/Mangler, Autoblaster turret, TLT) but a razor will only cut an opponent in a very small way, which will make a larger, beefier enemy only shrug.

If you bring a hammer, you can hit that big bit of beef easily and leave a mark on it! However, anything quick and dodgy will just slip by your hammer's blows and you'll be left striking air.

The Ghost has the ability to be both, the Ghost has the ability to be both at once. You can outfit it with a razor and still has 4 shot primary incase your opponent is a big behemoth of a ship! It does both and it does both very well.

I love this ship.