All the Ghost builds

By Rakaydos, in X-Wing

With the VCX being a popular subject of discussion today, I thought I'd compile the various builds and combos I've seen, so we can figure out what the "58 point dash" is when we're talking about the Ghost.

Budget Jouster: Hera/Han

Lothal Rebel (35)
Fire-Control System (2)
Hera Syndulla (1)
Han Solo (2)

Total: 40

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Budget Jouster: Hera/Ezra

Lothal Rebel (35)
Fire-Control System (2)
Hera Syndulla (1)
Ezra (3)

Total: 41

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Either of these builds can pay 2 points for Chopper pilot, out PSing torpedo scouts. They can also pay 18 for Zeb to unlock the rear arc, but with the Kturn unlocked by Hera that's less important. A 2 point autoblaster can threaten high PS aces, though it works better with Han than Ezra.

Ace Hunter Hera

Hera Syndulla (40)
Accuracy Corrector (3)
Autoblaster Turret (2)
Intelligence Agent (1)
"Chopper" (0)
Engine Upgrade (4)
Ghost (0)

"Zeb" Orrelios (18)
Phantom (0)

Total: 68

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Doubling down on the power of AC Autoblaster, this 68 point acehunter reads the opponent maneuver before picking it's own, either blocking them for the rest of your list to kill, or murdering them herself with 4 undodgable automatic damage. For 3 points, you can have Ezra take over for Zeb and move him to the main crew in chopper's place- you become more vulnerable, but remove half the "rebel arcdoging" opportunities. (where you cant fire because they bumped)

Battlemind Kanan (TLT)

Kanan Jarrus (38)
Fire-Control System (2)
Twin Laser Turret (6)
Recon Specialist (3)
Recon Specialist (3)

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)

Total: 78

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Battlemind Kanan (Autoblaster)

Kanan Jarrus (38)
Autoblaster Turret (2)
Accuracy Corrector (3)
Recon Specialist (3)
Recon Specialist (3)

Biggs Darklighter (25)
R4-D6 (1)
Integrated Astromech (0)

Total: 75

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Making the most of Kanan's ability, this build flies Biggs and Kanan in formation, each one protecting the other. 1 point upgrades Kanan with Tactical Jammer, 3 points gives Biggs R2D2.

Lando Roulette: C3P0

Lothal Rebel (35)
Fire-Control System (2)
Twin Laser Turret (6)
Lando Calrissian (3)
C-3PO (3)
Experimental Interface (3)

Total: 52

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Lando Roulette: Jarrus

Lothal Rebel (35)
Advanced Sensors (3)
Autoblaster Turret (2)
Lando Calrissian (3)
Kanan Jarrus (3)
Experimental Interface (3)

Total: 49

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Without access to PTL, predator, and all the other action-efficency EPTs, the best source of extra tokens is EI/Lando. C3P0 can calculate the odds on Lando's bets, either guarenteeing you Evade action+Lando Evade or more, or accepting a risk of missing the second token entirely for good odds of a 3rd evade. However,it tends to lock you into green maneuvers. Replacing 3P0 with Jarrus, or having Jarrus on a nearby HWK or Outrider, and your dial opens back up. Sacrifice the reliability of FCS for Advanced Sensors, and you can even use your Kturn again. 2 points to PS bid to chopper, of course.

And lastly, a crazy 1 ship build I thought of...

Gang's all here!

"Chopper" (37)
Fire-Control System (2)
Twin Laser Turret (6)
Advanced Proton Torpedoes (6)
Extra Munitions (2)
Hera Syndulla (1)
Ezra Bridger (3)
Shield Upgrade (4)
Ghost (0)

Sabine Wren (21)
Push the Limit (3)
Twin Laser Turret (6)
Kanan Jarrus (3)
Shield Upgrade (4)
Phantom (0)

Total: 98

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Ghost is running at maximum capacity. With Sabine docked, the ship gets 3 TLT shots with TL/Ezra out to range 3, cut massive wedges out of the donut hole with 5 die primary shots, and stresses anyone who closes to range 0 (bumping). With sabine separted, she gets to play Batwedge, Boost PTL barrel roll, any white maneuver, evade/TL/Focus, and thowing her own TLT shots across the map. And the ghost doesnt miss her too badly: Ezra pretends to be a Guidance Chip for Advanced Proton Torpedos, covering the rear donut hole.

Havnt actually tried he last one out, but it feels awesome, and the only teammember missing is Zeb. If you want him too, Strip the torps and shield upgrades, and you can fit a Zeb shuttle- use it for rerguns while Sabine flies independant.

Did I miss any major VCX builds? What crazy things are you doing with yours?

My next attempt will be a wacky blocker biuld

Points: 100 / (0 left)

New Squadron (100)

"Chopper" — VCX-100 37

Enhanced Scopes 1

"Zeb" Orrelios 1

Anti-Pursuit Lasers 2

Ghost 0

Ship Total: 41

Ezra Bridger — Attack Shuttle 20

Crack Shot 1

Dorsal Turret 3

Phantom 0

Ship Total: 24

Miranda Doni — K-Wing 29

Twin Laser Turret 6

Ship Total: 35

General idea is to block as many enemy ships as I can with the ghost while Miranda hangs back and lasers things.

2 rebels with TLT, tactician, gunner, fire control system

Fire TLT first shot, fire second shot, use TL to try to miss second shot (if they're in arc) so you can gunner with your primary. If they happen to be at range 2 in arc, you can potentially triple stress. Double stress out the rear arc still at range 2, albeit no gunner.

The other main one I've used/seen is:

2x Lothal Rebel with FCS

Biggs with R4D6 and Integrated Astromech

38 health on the table. They ahve to kill biggs first, and unless they get crits cna't do more than 2 damgae to him per shot.

I were running:

"Chopper" (37)
Fire-Control System (2)
Ion Cannon Turret (5)
Hera Syndulla (1)
Dash Rendar (2)
Poe Dameron (31)
Veteran Instincts (1)
R5-P9 (3)
Autothrusters (2)
Prototype Pilot (17)
Chardaan Refit (-2)
Total: 99
With option to change Dash to Erza or change Dash to Gunner, but downgrading Ion Turret to dorsal turret. :)
Had good success :)

Yeah, that list looks pretty sound Rak.

One thing I would like people's opinions on is the Ghost's hard counters. I've yet to play against her, but I suspect Whisper will be the Ghost's undoing, especially the more aggressive 'budget' Whisper (ACD, VI, FCS, IA) over the expensive anti-tlt version (ACD, VI, SJ & crew) as she can abuse those side arcs, decloak away to get range from ABT, and lay on enough FCS damage to cripple the ship fast. She can also peek back at Hera and see what class of maneuver she's doing (green, white or red) before decloaking. And as we all know, decloak + hard1 gets you out of a furball and on someone's six very effectively.

What other natural predators are out there, in your opinion?

Yeah, that list looks pretty sound Rak.

One thing I would like people's opinions on is the Ghost's hard counters. I've yet to play against her, but I suspect Whisper will be the Ghost's undoing, especially the more aggressive 'budget' Whisper (ACD, VI, FCS, IA) over the expensive anti-tlt version (ACD, VI, SJ & crew) as she can abuse those side arcs, decloak away to get range from ABT, and lay on enough FCS damage to cripple the ship fast. She can also peek back at Hera and see what class of maneuver she's doing (green, white or red) before decloaking. And as we all know, decloak + hard1 gets you out of a furball and on someone's six very effectively.

What other natural predators are out there, in your opinion?

Absolutely depends on the ghost build. An AC/ABT ghost will absolutely wreck whisper if you get her into range 1, which I haven't had any trouble doing so far. Other than that, high health ships or lots of attacks can be a problem. Swarms are a hard matchup (I beat a 7 tie swarm with a ghost list, but it was a rough game and easily could have gone the other way). I've done quite well so far killing ghosts with my 3 freelancer + torkil list Beat a Kanan list, a chopper/lothal rebel double vcx list, and another single ghost chopper list. Ghosts don't like going up against another list with just as much health and more attack dice coming back at them.

I've been meaning to give this a go:

41 Chopper w/ ABT, Scopes, Zeb.

30 Grey w/ ABT, Targetting astro, ProtonT, EM, Guidance.

29 Grey w/ ABT, Targetting astro, PlasmaT, EM, Guidance.

Mostly designed to wreck U-boats, whilst still managing to deal with aces and other popular stuff.

I've had some fun with

Chopper pilot, zeb, fcs, gunner and tactical jammer.

Biggs, IA and r2f2

Standard issue stress hog.

Chopper pilot with ion projector is extremely good. It's not a build, but it's a good start.

I'm not sure how effective the varius Danger Zone tactition squads really are. you're paying over half your list to hand out 3 stress per turn, if you can catch someone in your arcs at the right range.

Perhaps as a variation of Hera Ace Hunter?

Hera Syndulla (40)
Fire-Control System (2)
Twin Laser Turret (6)
Tactician (2)
Intelligence Agent (1)
Engine Upgrade (4)

Total: 55

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Im running a Lothal with Rainbow Dash:

Dash Rendar — YT-2400 36 Push the Limit 3 Heavy Laser Cannon 7 Kanan Jarrus 3 Engine Upgrade 4 Outrider 5 Ship Total: 58

Lothal Rebel — VCX-100 35 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Guidance Chips 0 Ship Total: 42

Edited by Luke C

All the Ghost builds?? All 150+ million of them?

Another Rainbow Dash pairing I have been playing with is:

Lothal Rebel

ABT

FCS

IA

Leebo

The boost and IA helps with blocking / planning Rainbow Dash's moves. FCS helps ABT or primary. Leebo as a budget EU.

All the Ghost builds?? All 150+ million of them?

Just the worthwhile ones.

I ran chopper w autocorrector and zeb + leebo....togehter with hera in shuttle w VI and int agent + ello asty with VI, R2 and IA...

Must say it was a sweet build...chopper closing in for blocking (using leebo if neccesary)... Asty and hera arcdodging in behind...

Ghost as a blocker is the only way I can justify this ship really...

// LÖWE

I prefer advanced Sensors on the Kanan builds. That way he's still getting he focuses no matter what. You also forgot tactical jammer on him ;)

Im running a Lothal with Rainbow Dash:

Dash Rendar — YT-2400 36 Push the Limit 3 Heavy Laser Cannon 7 Kanan Jarrus 3 Engine Upgrade 4 Outrider 5 Ship Total: 58

Lothal Rebel — VCX-100 35 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Guidance Chips 0 Ship Total: 42

This is a tempting build. And thank you for spelling everything out with cost for the new players who aren't up on the jargon or acronyms just yet.

Im running a Lothal with Rainbow Dash:

Dash Rendar — YT-2400 36 Push the Limit 3 Heavy Laser Cannon 7 Kanan Jarrus 3 Engine Upgrade 4 Outrider 5 Ship Total: 58

Lothal Rebel — VCX-100 35 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Guidance Chips 0 Ship Total: 42

This is a tempting build. And thank you for spelling everything out with cost for the new players who aren't up on the jargon or acronyms just yet.

Well i just copy and pasted from my squadbuilder...

Anyway, just remember that in this instance the ghost is just there to take aggro from dash. It is actually hillariously easy to kill a ghost, so you want to rip some damage in the opening with the Lothal Rebel, let him die, and have dash for endgame. With his mobility he is quite a duelist.

I am running this with success

Lothal Rebel w/ FCS, Dorsal Turret, IA, engine, Ghost

Zeb w/ Phantom

Strong end game ship of choice (im using Ezra)

Stuff it down your opponents throat, do a ton of damage and your endgame ship then mops up.

You can use AC+ABT to tech against imp aces which is a bad matchup otherwise, but Dorsal+FCS is better against most scum and rebel lists. I also like Han with fcs if you can fit him in.

I think Chopper with Zeb crew, Ion Projector, Intel Agent, and Enhanced Scopes could make an excellent Wingman for OG Superdash. Barrel into everything and lay on the fire, using Dash to dodge around and take partially modified shots. Bring three large debris clouds for maximum Dash cover and robot murdertrain mobility.

Swapping Ion Projector for an Autoblaster might lend some actual versatility at the cost of hilarity.

It's also likely to elicit groans from the Bumpmaster crowd. Stopping their torpedo focus (or blocker) and then piling on stress and naked 5 die attacks is not where they want to be. Leebo crew could help out here as well.

Im running a Lothal with Rainbow Dash:

Dash Rendar — YT-2400 36 Push the Limit 3 Heavy Laser Cannon 7 Kanan Jarrus 3 Engine Upgrade 4 Outrider 5 Ship Total: 58

Lothal Rebel — VCX-100 35 Fire-Control System 2 Plasma Torpedoes 3 Extra Munitions 2 Guidance Chips 0 Ship Total: 42

This is a tempting build. And thank you for spelling everything out with cost for the new players who aren't up on the jargon or acronyms just yet.

Well i just copy and pasted from my squadbuilder...

Anyway, just remember that in this instance the ghost is just there to take aggro from dash. It is actually hillariously easy to kill a ghost, so you want to rip some damage in the opening with the Lothal Rebel, let him die, and have dash for endgame. With his mobility he is quite a duelist.

Who's the Rebel, then? Fluttershy? Gilda? Maud from the Crystal Empire dark future?

I ilke the Ghost. Lots of ways to build squads with each pilot. Here are some of my favourites:

56 pts: Kanan Jarrus + Ghost + Sensor Jammer + Ion Cannon Turret + Lando Calrissian + Kyle Katarn + Experimental Interface

54 pts: Hera Syndulla + Ghost + Advanced Sensors + Ion Cannon Turret + Nien Numb + Leebo + Experimental Interface

53 pts: Kanan Jarrus + Ghost + Fire-Control System + Ion Cannon Turret + Hera Syndullla + Recon Specialist + Engine Upgrade

51 pts: Hera Syndulla + Ghost + Accuracy Corrector + Autoblaster Turret + Nien Numb + Intelligence Agent + Engine Upgrade

49 pts: Chopper + Ghost + Accuracy Corrector + Autoblaster Turret + Leebo + Kanan Jarrus + Ion Projector

42 pts: Lothal Rebel + Ghost + Accuracy Corrector + Autoblaster Turret + Hera Syndulla + Chopper + Tactical Jammer

More often than not, I simply add an 18-pt Phantom on the Ghost and leave it there as long as possible. But if want a suped-up shuttle, here are my favourites:

34 pts: Ezra Bridger + Phantom + Twin Laser Turret + Kanan Jarrus + Elusiveness + Stealth Device

30 pts: Hera Syndulla + Phantom + Twin Laser Turret + Nien Numb + Veteran Instincts

29 pts: Sabine Wren + Phantom + Twin Laser Turret + Intelligence Agent + Veteran Instincts

29 pts: Zeb Orrelios + Phantom + Twin Laser Turret + Tactician + Hull Upgrade

I was wondering how to make best use of the Ghost's 5 K-turn and Sabine as a crewmember, so I came up with this super expensive Ghost build:

61 points: Hera Syndulla + Ghost + Fire Control System + Ion Cannon Turret + Sabine Wren + Chopper + Proton Bombs + Ion Torpedoes + Extra Munitions + Guidance Chips

21 points: Zeb Orrelios + Phantom + Dorsal Turret

18 points: Green Squadron Pilot + A-Wing Test Pilot + Crackshot + Adaptability + Chardaan Refit

The whole point of this list is to use the Ghost's 5 K-Turn on turn 1 (assuming your opponents move up 3 spaces or more), take a Target Lock action thanks to Chopper, fire an Ion Torpedo out of its ass, and follow up with an Ion Cannon Turret shot. At the beginning of a turn 2 a Proton Bomb is dropped. Ships that were ionised on turn 1 should be within bomb range unless they boost or barrel roll, and even then they might not be able to move far enough away. The Extra Munitions allows the Ghost to pull off this trick once more if enemy ships try to pursue the Ghost. The Phantom is meant to stay docked as long as possible, but the Dorsal Turret could provide it a substantial advantage in the end-game. The A-Wing is there to flank and hopefully take down an enemy ship with its Crackshot. I realise that the Ghost will make itself vulnerable from the get-go and that if taken out early this list has zero chance of winning, but for a casual game I would enjoy seeing my opponent's reaction on turn 1. :-)

your first four points should always be FCS + autoblaster turret

unless you're going for TLT ghost + phantom

AC autoblaster was better back when I incorrectly thought you could use Zeb on the phantom shot <_<