Strong list to nock out a ghost.

By Icelom, in X-Wing

Playing with a friend tonight who will be traveling 6h to a regional and wants to test his ghost build against something nasty to ghosts.

I have played vs ghosts but have never actually flown one, so any lisrseouldbea big help. I know what I have beaten them with but it's not really a ghost crusher.

crackswarm?

Triple u-boats

Palmobile and aces

HLCs can tear it apart in my experience.

Do you know how the ghost will be set up?

You probably want a decent sized swarm to block it and deny actions... Unless it's set up specifically to bump enemy ships.

But either way, you'll want either a lot of guns or a few guns with a nice high damage output... And you want to cause crits; the ghost is a lot like the decimator in that it can be taken apart by crits well before it suffers enough damage to destroy it.

But try to get some more information on what build your friend is running; there's a diverse enough choice of upgrades & pilots for you to lean the ghost in pretty much any direction.

TLTs shred 0-Agi ships. Or, if you just want to be mean, run 4xAC Tempests with Cluster Missiles. That's an automatic 16 hits, assuming you can get the target locks.

How have I never thought of the 4 tempest thing before? Is that a thing people run? I know it's low pilot skill, so probably not.

TLTs shred 0-Agi ships. Or, if you just want to be mean, run 4xAC Tempests with Cluster Missiles. That's an automatic 16 hits, assuming you can get the target locks.

A friend of mine runs that with the addition of guidance chips. He no joke calls the list his Ghostbusters

Scouts do fine. Ordnance.

Rexler Brath with HLC, Predator (4 crits a turn!)

Redline with Clusters x 2, Extra Munitions, FCS (6 damage a turn, for 4 turns)

Add black crack or filler to taste :)

Juking Jake and/or Raging Tycho

I had good luck with pregnant Redline, too, along with a TAP and a cheap blocker. Infinite target locks from Red do brutal damage if you can keep him alive.

Thanks everyone.

I took 3 scouts out against him. We played 3 games as he wanted re-matches against that list and I won each time. First game 100-0 second game 100-17, third game 100-50. So he got better slowly.

We ended up discusing some minor changes to his list that would help alot and some strategy and deployment. (First game he really screwed up deployment).

Thanks for the ideas, I also built a palp aces but he wanted to try the scouts again after being hammered by them.

Side note: my take on the scouts (first time playing them) they are strong, but I could defiantly see ways to beat them. Rocks are key force them to engage around rocks.

I ioned and stressed it with a Rebel list. Worked really well when my opponent ran throught the asteroids wih 1 ion token on him, all I had to do is put one more on it, and it ran into a couple rocks in the next two turns

As a fan of the Ghost, I can say it's been blown out from under me a few times, and ordnance is just brutal to it. Ghost might be able to shake off a hit or two, but 0 agility puts most of the attacks purely on how the red dice treat you and how much you can modify the rolls.

Are you willing to divulge what he was running? There are so many different things you can do with the ghost.

I just played double lothals with Ezra against triple jump masters. I won, but it was a bit hairy for a bit. Ordnance is kinda scary but it can manage range well enough, and jump masters end up on the losing side of fully modified dice exchanges. 4 ordnance hits=25% dead ghost, 5 range 1 hits=56% dead jm5k.

Ahem

UUU

Palp-aces

Mangler crab-bros

Super dash

Super kHorn

Regen-poe

KKK

Crack-swarm

Redline can solo most Ghost builds. The trick is finding the most suitable escorts for him.

Redline can solo most Ghost builds.

40+ pts Redline, in my experience.

The hard part is using the last points on something scary which will draw fire/not die as easy as Redline.

I want to run 3 M3-A against a ghost all with HLC and mindlink or 4 with manglar cannons and mindlink vs a ghost

Redline can solo most Ghost builds.

40+ pts Redline, in my experience.

The hard part is using the last points on something scary which will draw fire/not die as easy as Redline.

38 with FCS, EM, Plasma, Cluster, Chimps. Might replace Plasma with Proton, but the former is more useful against, say, a Falcon, Outrider or Hound's Tooth, and Clusters should be the second volley anyway.

I'd run him with something that wants to outlive him. Omega Leader? Could almost consider adding three Academies to make sure the target is properly blocked.

40+ pts Redline, in my experience.

The hard part is using the last points on something scary which will draw fire/not die as easy as Redline.

Plenty of options. A fully loaded Soontir has little to fear from the Ghost unless it has ABT (in which case just keep him outside Range 1). If you are looking for cheaper options then the Inquisitor is a good (and thematic) pocket ace that will do well against the Ghost.

The key thing with the Ghost is its Agility 0 and various fire arcs. Agility zero means most hits you get will stick to it, that means you have choice of smashing it to death with ordnance or inflicting death-by-a-thousand paper cuts from swarms. The flip side is the Ghost has a massive front gun (and rear if the Phantom is docked). It also potentially has a turret.

This means you have to be careful how you engage it. Try to avoid jousting as those big guns will definitely inflict some pain so try to attack from the flanks where possible. If it has a turret, make sure you take that into account. Most turrets have few attack dice so a decent Ace with auto-thrusters and an Evade token will normally be quite safe from turret fire. The ABT is the obvious exception so stay outside R1 if the Ghost has that particular gun.

The Ghost has started to acquire the nickname "space rhino" and that is quite apt. It likes to charge straight at a target with primary weapons blazing. Then it hauls round with its red maneuvers and tries to charge again. Consider an expendable blocker or two such as Academy Ties so that the rest of your fleet can reliably attack its flanks.

Patience is the key. Don't rush in and try to beat the Ghost at its own game. Check the options it is carrying and the rest of the fleet so you can identify the biggest threat to your list. Focus on neutralising that and then take your time in whittling the Rhino down to size.

The issue here is keeping Redline out of its frontal arc, something I have yet to see.

Also you fighting not only the ghost. In vacuum vs only the ghost there are plenty of options. I fly ghost a lot know and ordinance is pain for it as 0 agility. Also ghost hates arc dodgers, as it moves one of the first ones vs most other ships, so if you can arc dodge there is little problem vs it. What you need to consider is it has 16hp, so if you go with 2-3 attack ships it will take few turns to take it down, if you have 3 ships, so best option will be 2 turns on hitting it with at least 8hits each round. But you need to remember if there are other ships that can make problems for you, ace flying beside it, like Jake with Proton rockets, or other ones.

So better question would be, what list vs more specific list :) as ghost alone should not be big problem :)