Ghost vcx100 build options

By HRCBlade, in X-Wing

Would Lando be worth it on the Ghost? I've always wondered if that card is worth it. I don't really mean ultra competitive tournament play.

green dice <_<

never worth it

50% chance of getting a result with each die. That's not terrible. That's red dice level of accuracy.

Would Lando be worth it on the Ghost? I've always wondered if that card is worth it. I don't really mean ultra competitive tournament play.

green dice <_<

never worth it

50% chance of getting a result with each die. That's not terrible. That's red dice level of accuracy.

you wish greens were considerate enough to consider statistical probabilities

I'll add a third condition.

Do you plan to launch the shuttle?

Every time I've tried to build a squadron with Ghost/Phantom I've found its eats up a massive chunk of my points. Not points that I think it can earn back. :( Logically you can build the squadron just around the VCX-100 and Attack Shuttle loaded to the gills, but I think you'll lose to any list with a semi-decent ace or three.

You treat the shuttle as an 18 point upgrade to get an extra turret shot, if you plan on docking it. The aim is for the Ghost never to launch it.

I don't. The Attack Shuttle is capable in the late game when lots of ships are dead but vunerable early on. It's more offensively potent than the turret shot but more easily killed. Kit the Attack Shuttle out to thrive in the late game and launch it at the optimum moment. Knowing when to launch it is one of the main skills of playing the Ghost and requires thinking ahead and good judgement.

The way I see it, you have multiple build options with the ghost, and at the time they all seem equally viable with their own strengths and weaknesses. The viability of multiple builds, the sheer flexibility of the upgrades available, even the choices of what upgrades to NOT make available (third crew, EPT) goes to my view of the ghost as one of the most balanced, unique and fun ships FFG has yet released.

That being said, I see a few broad categories as to how to build a ghost:

1: autocorrect build. With something like chopper, zeb crew and a docked shuttle with accuracy corrector and autoblaster, this is the "4 damage a turn, no questions asked" build. Strengths of this build are that it utterly melts 3-4 health ships, irrespective of defensive abilities, dice or tokens. Weaknesses of this build are that it needs to be in range one to do its thing, and higher health ships will eat the 4 damage and send it right back in your 0 agility direction. Against HLC, TLT or other things that prefer to engage at range 2-3 will punish you badly.

2: attack shuttle as an expensive title. This is the build I tend towards, although occasionally I will switch it up with some more points invested in the shuttle. The idea here is that the ghost is your heavy hitter. 4 die primary out of both arcs and a turret attack at the end of combat gives the ghost stopping power and coverage nearly unmatched by any other ship out there. At range one with a dorsal turret you are looking at 8 red dice from a single ship. That's a Corran range 1 double tap, and the ghost can do it every turn. The autocorrect ghost may melt Soontir, but this setup melts everything else. The main strength of this over the next archetype is that you save points for a more capable wingman (I'm planning a list that pairs Kanan with a Warden Squadron with Conner net, extra munitions, advanced SLAM and Sabine. Who says a non-autocorrect ghost can't smack down Soontir?). The main weakness is that 18 points is not exactly cheap, and if you put a ship in the list, don't you want to use it? Bonus strength: in a tournament, this list completely protects 18 points of MoV. If it isn't destroyed, those last 18 points can't be touched unless you allow it.

3: suped up attack shuttle. This is the list a lot of people seem to gravitate to if they don't go for the autocorrect build. Ezra/Sabine shuttle with a Kanan/Hera Ghost. On paper, this list is good. You have a 3 attack ship that can pop up whenever and almost wherever you need it to, and some of the shuttle pilot abilities (especially Sabine's) are AMAZING. Even a slight upgrade over the base zeb shuttle (like Sabine + crack shot) can be worth it if the points allow. Strengths of this list are a fantastic ship completely protected until it can make the most impact. Weaknesses are that once you launch the shuttle, you lose a lot of coverage and stopping power. So if you know you are going to lose that power, you want to make it count, so you add upgrades to the shuttle for when it deploys. Except now, every point you add to the shuttle is a point you can't use until you deploy the shuttle, which in and of itself makes the main ship in your list weaker. In the games I have played with the ghost so far, I felt that the ghost just lost too much after launching the shuttle, and when I was confident enough that deploying the shuttle would win me the game, a naked zeb could have done it as easily as a powered up Sabine. Essentially I am finding that this build is the X-Wing equivalent of a "winmore" talent in MOBAs. Still, I reserve the right to change my mind with more games played.

4: generic VCX, either upgrade light or upgrade heavy. I haven't tried this option yet, generally if I want to play the ghost I want to play the ghost. I would caution to keep it cheap, if I'm running a VCX and it ticks over the 44 point mark, I think I would rather spring for a named pilot or reach for two blue squadrons.

auto-correct bumper car (Lothal Reb, autoblaster, corrector, zeb, int agent, engine) [46]

seems nearly impossible to avoid

great for murdering palp aces; may have game v Scouts due to the ps tie. With a bid and blocks, you'll come out ahead (theoretically)

Not sure about competitive just yet, myself. I am fond of the Autoblaster & Accuracy Corrector combo, and am considering taking something like this (Well... Ok, I'll probably still take my exact same Palp Aces list, but whatever):

Kanan Jarrus

VCX-100

Accuracy Corrector

Autoblaster Turret

Recon Spec

Zeb (Crew)

Ghost (Title)

Tactical Jammers

Ezra Bridger

Attack Shuttle

PTL

Autoblaster Turret (Or maybe Dorsal)

Nien Nunb (Or Chopper, if above is Dorsal)

Phantom (Title)

Biggs Darklighter

X-Wing

R4-D6 (Just to make sure he's around for at least three shots, and to save points)

Integrated Astro

This is a super defensive version, with Kanan keeping focus for protecting himself/Biggs. The droid on Biggs is really just for emergencies and Integrated. Ezra hangs out for as long as possible. I'd prefer Ezra with a TLT, but haven't made room for it in this version (due to Biggs).

This list SHOULD do just fine against Triple U-Boats, and has options for other lists.

I use this build with a slight change... Jan on ezra is great... you focus and change it to evade and the ptl for and evade and stress... also I take of Zeb and put chopper on the ghost due to kanan loving his focus. and FCS over ac. :)

I think there is a lot to like in this build

(35) Lothal Rebel

(2) FCS

(2) Han Solo

(1) Zeb

(26) Stresshog

(33) Procket Jake Ferrell

auto-correct bumper car (Lothal Reb, autoblaster, corrector, zeb, int agent, engine) [46]

seems nearly impossible to avoid

great for murdering palp aces; may have game v Scouts due to the ps tie. With a bid and blocks, you'll come out ahead (theoretically)

I don't imagine IA is useful on anyone but Hera, even with an engine upgrade. I suspect you'd cause more out-of-arc bumps than anything that way.

Would Lando be worth it on the Ghost? I've always wondered if that card is worth it. I don't really mean ultra competitive tournament play.

green dice <_<

never worth it

50% chance of getting a result with each die. That's not terrible. That's red dice level of accuracy.

you wish greens were considerate enough to consider statistical probabilities

If you do go with Lando, Experimental Interface might be a hoot...

(Especially if you are sticking APT on for a lot of rear arc fun when the shuttle is out. Target lock for base action, then roll Lando to hopefully get one focus! Call it the "Gamblers...erm...Gamble").

Kanaan, Advanced Sensors, Rec Spec, EI, Lando (plus weapon to taste).

rec Spec plus Lando for the possibility of four Focus, Three Focus + Evade, Two Focus + Two Evade, THree Focus, Two Focus + Evade, or worst case Two Focus. Clear your stress before the next round, too.

//break //

New Rebel Convoy:

Lothal Rebel w/ R2D2, Chewbacca

Wild Space Fringer

Outer Rim Smuggler

It's not quite four Albino Void Manatees, but it is more maneuverable.

Edited by Hawkstrike

Nevermind.

Edited by ramy

Here is my current list. 1 and 0 so far

A-Wing: · Tycho Celchu (26)

Push The Limit (3)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing Test Pilot (0)

Rage (1)

A-Wing: · Jake Farrell (24)

Push The Limit (3)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing Test Pilot (0)

Veteran Instincts (1)

VCX-100: Lothal Rebel (35)

Dorsal Turret (3)

Fire Control System (2)

· Hera Syndulla (1)

· "Chopper" (0)