Has anyone used reinforced reflectors on a ghost( or any ship for that matter)? Technically it could give you 6 extra shields if all the attacks are for 3 hits. I realize that's optomistic but, are the 3 points worth the chance to get a couple of extra shields? Or am I better off just using fcs?
Reinforced deflectors on a ghost?
I haven't used it yet, but in theory I like it. Only problem is that the FCS and accuracy correcter compete for the same slot.
I think Reinforced Deflectors has a lot of potential on the Ghost (and some on the Lambda Shuttle), but I wish it wasn't in the System slot. There are so many good options in that upgrade slot!
I think the Ghost is the right place for it though, and Guidance Chips and more viable ordnance in general makes it potentially pretty useful these days. There's certainly some bad matchups for it (TLTs, TIE swarms), but it can make the Ghost last a lot longer against Contracted Scouts and the like.
I tried it the other day. I ran it with a Kanan/Biggs build. It regenerated about 3 shields through the course of the game vs Whisper - Inquisitor - Soontir
It certainly has potential. While it does not protect against the "death by a thousand paper cuts", it could well earn its points back against U-boats and other ordnance heavy lists.
To my mind, it would probably work best on a "Fat Kanan" build with Rec Spec, Experimental Interface and Lando (other upgrades to taste). This build is designed to just keep slogging on while you slowly chip away at the enemy. Use your Focus and Evade tokens to try and reduce large attacks (torpedoes and missiles in particular) to the 3 point threshold where you can make most effective use of the Reinforced Deflectors.
Against smaller, more numerous attacks, you will not get much out the RDs but you will still have plenty of tokens to mitigate incoming fire.
If you run Biggs as well to absorb some of the early attacks, you may find you opponents just cannot take the Ghost down before you hammer them into submission.
If you miss the FCS, you could consider running Dutch as a wingman to give you some free TLs. Give him torps, extra munitions and chips and he can strip shields from your targets before the Ghost opens fire.
52 Kanan, Rec Spec, Lando, EI, RD, Dorsal turret, Ghost
And either:
26 Biggs, R4-D6 IA
22 Ezra, Elusiveness, Phantom (another hard-to-kill ship)
Or:
29 Dutch, Proton torpedoes, extra munitions, guidance chips
19 Zeb, VI, Phantom (cheap turret enabler)
Edited by KarhedronI've used it when I flew the Ghost missions. It's particularly stupid in the missions as you are facing off vs. a bunch of Tie Fighters and one V1 with a Homing Missile. Against Tie Fighters, it almost never gets used.
Against normal lists, though? I could see it coming into play quite a bit. I think it would keep you alive more than Sensor Jammers would.
Against normal lists, though? I could see it coming into play quite a bit. I think it would keep you alive more than Sensor Jammers would.
Sensor Jammers are better against swarms. Deflectors are better against ordnance. Both have value but neither are guaranteed.
I've certainly seen it work, and all it needs to do is save one attack to be worth more than a shield upgrade - but that's not exactly a good measure for comparison.
It's not going to be as good on a fat Kanan build, because Kanan's ability reduces incoming damage so it's much less likely to trigger.
But the real question is whether it's better than ABT/AC, or FCS, or SJ, etc. System is a GOOD slot, and I don't think this is close to the highest-value thing in it, especially when you could have FCS for your 5-die attacks.
It's not going to be as good on a fat Kanan build, because Kanan's ability reduces incoming damage so it's much less likely to trigger.
Not true. Kanan gets to chose when to apply his modifiers so with a bit of care you can make the most of both abilities. Against a list with just 1 heavy hitter, you can let the Deflectors take the heat from that opponent and use the other Focus/Evade tokens to deal with smaller attacks.
Against lists with multiple heavy hitters like triple U-boats, you can spend 1 token on each attack to reduce them to the threshold value of 3 which will maximise the value of the Deflectors. Kanan's ability triggers when you want it to so with care, you can really get the best of both worlds.
But the real question is whether it's better than ABT/AC, or FCS, or SJ, etc. System is a GOOD slot, and I don't think this is close to the highest-value thing in it, especially when you could have FCS for your 5-die attacks.
Some times the best defense is a good offense.
I agree the system slot is hotly contested. With so many combinations available, I think the Ghost really is a ship where you need to consider the interactions of your upgrades to maximise the benefits. It is easy to build a Fat Ghost but to chose the right upgrades to really get the value out of the points takes a little more thought.
Its way way way way too expensive.
It costs one entire FCS.
I use it on my carnor, inquisitor, palpmobile build and I really like it. I played 4 games the other night with the build and used it 6 times. I won all 4 games too BTW.
IMHO it is better than sensor jammer. I found sensor jammer was great in the tlt meta but not so much anymore. I prefer RD now.
It's not going to be as good on a fat Kanan build, because Kanan's ability reduces incoming damage so it's much less likely to trigger.
Not true. Kanan gets to chose when to apply his modifiers so with a bit of care you can make the most of both abilities. Against a list with just 1 heavy hitter, you can let the Deflectors take the heat from that opponent and use the other Focus/Evade tokens to deal with smaller attacks.
Against lists with multiple heavy hitters like triple U-boats, you can spend 1 token on each attack to reduce them to the threshold value of 3 which will maximise the value of the Deflectors. Kanan's ability triggers when you want it to so with care, you can really get the best of both worlds.
Yeah, there's an argument for both against u-boats, but otherwise I think it's often overkill to have both. Kanan will frequently limit incoming damage to 2 wither by lowering the number of dice that far or just by luck, so I think investing in both is counter-productive, personally.
I've certainly seen it work, and all it needs to do is save one attack to be worth more than a shield upgrade - but that's not exactly a good measure for comparison.
It's not going to be as good on a fat Kanan build, because Kanan's ability reduces incoming damage so it's much less likely to trigger.
But the real question is whether it's better than ABT/AC, or FCS, or SJ, etc. System is a GOOD slot, and I don't think this is close to the highest-value thing in it, especially when you could have FCS for your 5-die attacks.
ship that big should have 2 system slots ![]()
Spending THE BEST SLOT EVER on a situational ability is not a good idea >_>
Spending THE BEST SLOT EVER on a situational ability is not a good idea >_>
There are no options for the System slot that are NOT situational to a greater or lesser degree, except just maybe AC/ABT, and even then you sometimes might want to not use AC if you roll two crits against a 1- or 0-AGI ship without shields.
Spending THE BEST SLOT EVER on a situational ability is not a good idea >_>
There are few lists that don't have a ship that can easily do 3 hits a turn. I don't think it's that situational.
Is Chewbacca worth it on this type of a build? Or is he too much for a one time use?
On a Ghost? I think CHewie is a very good crewman, but ultimately, probably a bit too expensive comared to e.g. R2D2, C3PO, Kanan Crew, Kyle Katarn, Jan, RecSpec, etc etc etc.
Chewie's good, and he's worth way more than a a shield and a hull upgrade together - but those upgrades are WAY over costed.
I ran Kanan at my last tournament, and I really enjoyed having advanced sensors on him. You basically get those focii on every single turn, even when doing the majestic 5K-turn or when you know you'll bump.
I did play the Ghost scenario against my sons when they were running the Ghost with the reinforced deflectors and it really worked at making that procket much less scary to them, or any attack from the inquisitor, for that matter.
It's a hard choice!
On a Ghost? I think CHewie is a very good crewman, but ultimately, probably a bit too expensive comared to e.g. R2D2, C3PO, Kanan Crew, Kyle Katarn, Jan, RecSpec, etc etc etc.
Chewie's good, and he's worth way more than a a shield and a hull upgrade together - but those upgrades are WAY over costed.
Reinforced Deflectors + Chewbacca crew mean that in most games, it will take at least 20 points of damage to down the Ghost. With Kanan flying the thing and a Recon Specialist in the other seat, it is going to take a while for most lists to drop that thing.
Is Kanan pilot worth it? I'm thinking against just a few enemy ships he would be good, but otherwise, not so much. I don't think I'd ever take him without Recon Specialist, though.
Is Kanan pilot worth it? I'm thinking against just a few enemy ships he would be good, but otherwise, not so much. I don't think I'd ever take him without Recon Specialist, though.
He's annoying to fly against, but I don't know that he's actually GOOD. He combos well with Biggs though, as he can protect Biggs very effectively whilst Biggs saps shots and he blows stuff up.
One RecSpec is a certainty, two is a possibility.
Here's what I came up with after reading through the post and replies:
Kanan Jarrus (38)
- ABT (2)
- Reinforced Deflectors (3)
- Chewie (4)
- Recon Spec (3)
- Ghost (0)
Total Points: 50
Sabine Wren (21)
- ABT (2)
- Recon Spec (3)
- Phantom (0)
Total Points: 26
Airen Cracken (19)
- Squad Leader (2)
- Experimental Interface (3)
Total Points: 24
Overall Total: 100 points
The biggest issue I see right off the bat with this is the ability of Cracken to de-stress after using EI. Another is the survivability of both Sabine and Cracken.
Edited by KeiththegamergeekAs of five games, I have yet to roll above two hits with my ghost
Reinforced deflectors won't ever replace acc corrector for me
For everyone else, there's just so much utility in other system slots.
FCS on four uncursed dice is huge
Sensors let's you boost in jm5ks' face for some rebel arcdodging, secure kanan and synergize with dash crew
Edited by ficklegreendice