Autoblaster Turret/Accuracy Corrector

By Warlon, in X-Wing

So, I just played a game where my opponent ran a Ghost with Autoblaster Turret, Accuracy Corrector and the title. He dealt 4 unavoidable damage to my Defender who was at range 1 and damaged (2 shields gone) from a previous attack. Just shot him right out of the sky and I couldn't do anything about it.

Proper flying could have gotten me away, but 4 unavoidable damage at range 1 ANYWHERE?!?!

This is a little ridiculous.

You shouldn't have gotten within range 1.

Not to troll, but you should have known about the upgrades he was running, and for him, being restricted to range one only is a deficit he has to play against. Yeah, it can deal 4 unavoidable damage to you, but you should have tried to stay out of the range 1 bubble of death...

You shouldn't have gotten within range 1.

Correction: shouldn't have got into range 1 without bumping or killing him.

But yeah, it's something you need to plan your play around. It's a good combo, but it shouldn't exactly come as a surprise.

Yes it can be very strong vs certain ships but then again ist about 70points that deal 4 dmg and have to get into R1. There is a clear counter strategy against this.

That's also a combination that costs 58 points at an absolute minimum, and realistically it's likely to fall in the mid to high 60s. So you can turn 2/3 of his list off by simply not flying into Range 1 of it, which is a very substantial disadvantage.

It's an ace killer sure but otherwise aces and arc Dodgers would **** a zero agility ship. It's no more broken than a TLT and certainly not more broken than 2 TLT syndicate thugs with unhinged astromechs that come in cheaper than most ghost/phantom combos.

The ghost dial isn't so good that you can't predict what it will do and avoid it. You will typically see Kanan too and he's only ps5 which again is relatively low and easier to outfly.

So you can turn 2/3 of his list off by simply not flying into Range 1 of it, which is a very substantial disadvantage.

Well, other than that 4-die, 2-arc primary...

Defenders' strengths play best to long range anyway. Make long strafing runs. Don't try to knife fight.

A monster like the Ghost is necessary in a game where we have ships like TIE Phantoms and Soontir Fel. It's a clunky large base that would otherwise be weak against super aces. This gives it a line of defense.

Only works out the front and back arcs, it's 2 damage out the sides. Stay in those nice juicy sides and you get zero agility shots on them with no return fire. Why did you get into range 1 in on the arcs?

For the title to work, your opponent must have had the Phantom docked. So you effectively had a 20-ish points advantage on the field and decided to flyinto the woodchipper yourself.
Who's to blame?

It's not even very good. You can see the lumbering behemoth and this silly trick it's trying to pull from across the map, before the game starts. Just don't fly directly into the beast's jaws and you'll be fine.

You mean Autocorrect is the best thing ever since auto damage bombs?

Why yes, yes it is

Don't worry, you learn to play against it. Took all of one game for my opponent to realize he shouldn't fly directly at the giant flounder of death and instead just outdice it at long range

Edited by ficklegreendice

To be fair this was my only second match against a ghost ever, it just took my by surprise.

I did try to stay at range but he had Leebo and just boosted right in front of my face.

I did manage to kill the Ghost but retarded green dice destroyed my other ship in the end.

Only works out the front and back arcs, it's 2 damage out the sides.

How so?

It really does come down to flying when going up against the Ghost with that armament. We recently had a tournament where a Jake + 2 TLT Y-Wings went down to a Ghost/Biggs combo, 100-33. The aftermath was not pretty....

You mean Autocorrect is the best thing ever since auto damage bombs?

Why yes, yes it is

Don't worry, you learn to play against it. Took all of one game for my opponent to realize he shouldn't fly directly at the giant flounder of death and instead just outdice it at long range

All run from the Space Rhino.

To be fair this was my only second match against a ghost ever, it just took my by surprise.

I did try to stay at range but he had Leebo and just boosted right in front of my face.

I did manage to kill the Ghost but retarded green dice destroyed my other ship in the end.

Ooh, Leebo is an interesting element to add to a Ghost. I haven't seen that one in the wild, and yeah, that would make it tough to stay away.

My advice remains the same, though: he's got 60-70% of his list tied up in that single ship. That gives you a lot of advantages: if you can't stay away, make sure you end the Activation phase touching it. Then, especially if you're flying a Defender, you can arrange a more distant shot on the following round--and that shot is likely to do 2-3 damage, since the Ghost can soak damage but can't avoid it. If you're patient and careful, you can still outfly it, even with Leebo aboard.

To be fair this was my only second match against a ghost ever, it just took my by surprise.I did try to stay at range but he had Leebo and just boosted right in front of my face.I did manage to kill the Ghost but retarded green dice destroyed my other ship in the end.

Ooh, Leebo is an interesting element to add to a Ghost. I haven't seen that one in the wild, and yeah, that would make it tough to stay away.My advice remains the same, though: he's got 60-70% of his list tied up in that single ship. That gives you a lot of advantages: if you can't stay away, make sure you end the Activation phase touching it. Then, especially if you're flying a Defender, you can arrange a more distant shot on the following round--and that shot is likely to do 2-3 damage, since the Ghost can soak damage but can't avoid it. If you're patient and careful, you can still outfly it, even with Leebo aboard.

I didn't post the list, but the Ghost had Zeb, and the pilot was Chopper.

Vorpwl's point about the amount of points the ghost flounder eats up is a good one, especially given the faction it's in

Unlike the empire, who can turn to all manner of cheap badass aces (especially omega L and the inquisitor) rebels don't have much late game to fill the slot with. Best I can manage is procket Jake, and he leaves MUCH to be desired once his five dice shot is expended

The ghost itself has an abysmal late game pressemce due to utter lack of damage mitigation . like the scouts, it'll ruin your **** early and then begin to fall off hard.

Granted four duce primaries can be scary if you don't have my luck, but the 40+ points (not counting the shuttle) makes it comparatively unimpressive (especially compared to FCS Ezra Hera ghosts)

It gets dangerous when its with Hera + Navigator, with Int. Agent on the other ship (Roark for PS12 or whatever).

You do NOT get out of range 1, because the Ghost STAYS in range 1 of you, no chance of escape.

Idk. It's not that easy to keep the flounder at range 1

Red turns outside the two, large base (bumps and obstacles), no broll; need to maintain arc for zeb to work...

Another alternate option: don't fly fragile ships.

A Decimator looks at the Autoblaster Ghost and laughs.

Idk. It's not that easy to keep the flounder at range 1

Red turns outside the two, large base (bumps and obstacles), no broll; need to maintain arc for zeb to work...

Reason I love Hera crew on the Ghost.

I love Hera too, but she's not something to rely on if you're going for boost autocorrect (zeb mandatory, leebo substitute EU; chopper very clutch)

Amazing otherwise, especially for the fat defender variant

Edited by ficklegreendice

Another alternate option: don't fly fragile ships.

A Decimator looks at the Autoblaster Ghost and laughs.

Against a decimator it's still got a 4 dice primary (And if you get range 1, 5 dice + 2 bonus damage from the autoblaster. It's still a minimum of 4 damage at range 1 to a decimator, maximum of 7, vs a maximum of 4 damage back from the decimator outside of crits).