So Im gonna try rebels....

By Tybalt027, in X-Wing Squad Lists

I have a Rebel build that Im going to take to a local tourney. I would enjoy your feedback.

===== Atoms ===== 100 points Pilots ------

“Chopper” (53) VCX-100 (37), Ghost (0), Sensor Jammer (4), Twin Laser Turret (6), Gunner (5), "Zeb" Orrelios (1)

Ezra Bridger (26) Attack Shuttle (20), Autoblaster Turret (2), Hera Syndulla (1), Push the Limit (3), Phantom (0)

Gemmer Sojan (21) A-Wing (22), A-Wing Test Pilot (0), Chardaan Refit (-2), Wired (1)

The idea is to fly the Ghost like a fat flying tub of hurt with the other two zipping in and taking pot shots as they can.The Shuttle and and Gemmer are built to be slippery as heck, but Im still worried about the incidental Tractor beam.

Thoughts?


The Ghost Title and Gunner don't really synergize with Twin Laser Turret in any useful way. You're tying up a ton of points there.

Gunner works wonders for this actually.
TLT is two attacks that trigger it if I choose. While docked the shuttle fires on the same turn, which, since it's docked benefits from Gunner as well.
In total, while docked, this ship rolls up to 4 times, Rear, Twice from the turret and possibly from the front primary as well when gunner procs.

I don't think it works like that. Correct me if I am wrong, but Phantom title prevents a loop of gunner being used. It allows primary weapon out the back AND one turret attack. No more. Gunner and TLT cannot be redone.

(Posting from my phone and cannot post images.)

Gunner says, "You cannot make another attack this round." That would close down the Phantom shot.

You can't even proc the Gunner from the end-phase Phantom turret shot, as the Phantom title also says, "You cannot make another attack this round." that also closes out the second TLT shot, making a total of 3 TLT shots.

They have opposite interactions.

Plus, Chopper sounds better than he is. Yes, IF you bump you can give stress, woohoo. Meantime the rest of the list is tearing you apart, and with Zeb there he can even shoot you with the bumped ship as well.

I personally think best Ghost is a bare-bones Kanan: Dorsal Turret and RecSpec x2. You would not believe the hurt that it puts on Palpaces or any 2-ship list; a really good local player brought RAC/Vader to a tournament and got RUINED by it.

If you go full Ghost/Phantom don't add much: FCS so you can get dice mods on all your turret shots, "Zeb" shuttle, and that leaves 33 points, enough for a Tycho with Rage/PTL/AT/Refit, or Nera Dantels with Deadeye/Protons/EM/GC, or two Bandit Z's with Concussions/GC...

I've said many times in my shop and on other forums, if you wanna fly the Ghost you need to either have Biggs Darklighter in the list or another high value target to take heat off the Ghost, otherwise most players will kill the biggest ship first as it has the most points more than likely. As others have said, Gunner doesn't work on The Ghost if you want that Phantom Turret shot at the end of the round of combat. I put together a revised list that keeps to the theme and idea you're going for with some minor improvements. The only major change I did was replace Gemmar with Tycho Celchu.

====================== Tybalt's List Revision ======================

100 points Pilots

------

“Chopper” (43) VCX-100 (37), Ghost (0), Accuracy Corrector (3), Autoblaster Turret (2), "Zeb" Orrelios (1)

Ezra Bridger (24) Attack Shuttle (20), Nien Nunb (1), Push the Limit (3), Phantom (0)

Tycho Celchu (33) A-Wing (26), A-Wing Test Pilot (0), Proton Rockets (3), Push the Limit (3), Wired (1)

Gunner says "you MAY" immediatly preform a primary weapon attack when you miss with a secondary weapon. I choose not to until the second TLT. So, potentially, three shots minimum.

that is also what makes tactician nasty, possible three stress. I'd say drop Zeb and wired and add tactician.

Gunner says "you MAY" immediatly preform a primary weapon attack when you miss with a secondary weapon. I choose not to until the second TLT. So, potentially, three shots minimum.

Gunner-

"After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round."

FAQ about TLT-

"If a ship is equipped with the Phantom title and is docked to the Ghost, and performs an attack with Twin Laser Turret at the end of the Combat phase, that ship cannot perform the second attack from Twin Laser Turret. (FAQ v.4.1.2, 4/25/2016)"

Phantom Title:

"While you are docked, the Ghost can perform primary weapon attacks from its special firing arc and, at the end of the Combat phase, it may perform an additional attack with an equipped Turret. If it performs this attack, it cannot attack again this round."

So...

Scenario #1, attack(TLT or priamary) and use gunner, re roll, done. No more attacks per gunner, which means no second TLT.

Scenario #2, use primary attack. Opponent attacks. Then use Phantom title and attack equipped TLT, first use. No more attacks, TLT or gunner, per phantom.

Scenario #3, with Phatom title, attack with TLT first. Cannot use second TLT attack per Phantom. Cannot attack at the end of the round because did not use primary as first attack.

So, at best Ghost gets 2 shots.

Gunner says "you MAY" immediatly preform a primary weapon attack when you miss with a secondary weapon. I choose not to until the second TLT. So, potentially, three shots minimum.

Gunner-

"After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round."

FAQ about TLT-

"If a ship is equipped with the Phantom title and is docked to the Ghost, and performs an attack with Twin Laser Turret at the end of the Combat phase, that ship cannot perform the second attack from Twin Laser Turret. (FAQ v.4.1.2, 4/25/2016)"

Phantom Title:

"While you are docked, the Ghost can perform primary weapon attacks from its special firing arc and, at the end of the Combat phase, it may perform an additional attack with an equipped Turret. If it performs this attack, it cannot attack again this round."

So...

Scenario #1, attack(TLT or priamary) and use gunner, re roll, done. No more attacks per gunner, which means no second TLT.

Scenario #2, use primary attack. Opponent attacks. Then use Phantom title and attack equipped TLT, first use. No more attacks, TLT or gunner, per phantom.

Scenario #3, with Phatom title, attack with TLT first. Cannot use second TLT attack per Phantom. Cannot attack at the end of the round because did not use primary as first attack.

So, at best Ghost gets 2 shots.

Your third scenario is exactly how the third attack occurs,

FAQ about TLT-

"If a ship is equipped with the Phantom title and is docked to the Ghost, and performs an attack with Twin Laser Turret at the end of the Combat phase, that ship cannot perform the second attack from Twin Laser Turret. (FAQ v.4.1.2, 4/25/2016)"

It says it specifically the second attack of the TLT since the TLT is two attacks. So it would be three TLT shots (two during the combat phase and 1 at the end of it)

Gunner says "you MAY" immediatly preform a primary weapon attack when you miss with a secondary weapon. I choose not to until the second TLT. So, potentially, three shots minimum.

Gunner-

"After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round."

FAQ about TLT-

"If a ship is equipped with the Phantom title and is docked to the Ghost, and performs an attack with Twin Laser Turret at the end of the Combat phase, that ship cannot perform the second attack from Twin Laser Turret. (FAQ v.4.1.2, 4/25/2016)"

Phantom Title:

"While you are docked, the Ghost can perform primary weapon attacks from its special firing arc and, at the end of the Combat phase, it may perform an additional attack with an equipped Turret. If it performs this attack, it cannot attack again this round."

So...

Scenario #1, attack(TLT or priamary) and use gunner, re roll, done. No more attacks per gunner, which means no second TLT.

Scenario #2, use primary attack. Opponent attacks. Then use Phantom title and attack equipped TLT, first use. No more attacks, TLT or gunner, per phantom.

Scenario #3, with Phatom title, attack with TLT first. Cannot use second TLT attack per Phantom. Cannot attack at the end of the round because did not use primary as first attack.

So, at best Ghost gets 2 shots.

The Phantom title doesn't require at primary weapon attack to trigger the end of round attack. You can do TLT>TLT, but you don't get the second shot of the end of round turret because of the title's wording as noted in the FAQ.

So TLT/Gunner on a Ghost with a docked phantom can only ever get a maximum of 3 attacks; 2 TLT shots and a primary or 3 TLT shots.

TLT ghosts are bad, by the by, because VCXs have a fairly slow, predictable dial and no post-manoeuvre movement, so they're very easy to donut. Ghosts want autoblaster turrets, dorsals at a pinch.

I feel this build lacks focus. It has several cool elements but they don't work together particularly well. If you want to buy the Ghost an expensive turret, it makes sense to keep the Phantom cheap. You have a well tooled-up Phantom that wants to fly rather than being used simply to power and extra turret attack.

Gemmer is a tough target to hit but really wants Autothrusters to keep her safe at longer ranges. Also a second EPT might be worth considering (PTL is always great on A-wings).

If you want a shooty Ghost, Lothal Rebel with FCS and Han solo is a great, cheap combo. If you are looking to make something more tanky, Sensor Jammer probably works better on Kanan with Recon Specialist.

My advice would be to decide what role you want the Ghost to perform and tool it out accordingly. Then choose a Phantom build that compliments it. Lastly, look for a wingman that fills your gaps.

Ghost is a cool ship and hits like a ton of bricks but it is expensive and can be easily burned down by concentrated firepower. For this reason, lists really need to be carefully built around the Ghost. If you want to keep the Ghost alive, you really are looking at Kanan + Biggs. If you accept the Ghost will go down in flames, you need to decide how best to load it up to inflict the maximum damage before it does so and make sure you have wingmen who can finish the job on their own.

Using some suggestions from Karhedron, I came up with this build. It strips down your Ghost, but does allow you to distract the enemy with the other pilots.

VCX-100: Lothal Rebel (35)

Plasma Torpedoes (3)

Extra Munitions (2)

Dorsal Turret (3)

Fire Control System (2)

Guidance Chips (0)

· Han Solo (2)

· Hera Syndulla (1)

· Ghost (0)

A-Wing: Green Squadron Pilot (19)

Push The Limit (3)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing Test Pilot (0)

Predator (3)

A-Wing: Green Squadron Pilot (19)

Push The Limit (3)

Chardaan Refit (-2)

Autothrusters (2)

A-Wing Test Pilot (0)

Predator (3)

The A wings can be surprisingly potent of you combine their firepower with the Ghost. The two point bid allows you to hopefully take initiative, crucial against other 3PS builds (there aren't any of those around... :/) allowing you to move first and shoot first against those lists. When facing the Jumpmaster lists, block, block, block! Denying that focus is key to success, as if you can kill one with the combined Ghost and A wing firepower before they can get their Munitions off, you will find yourself in the win column. The A wings have the maneuverability to do it too.

Against other lists, there are some good points to remember. You don't always need to use PTL, If one action is enough, don't take the other action just because you can. You don't need dice mods so much with Predator on there, so Evade might be the action to use most often. Just remember, the Ghost is a big flying hammer of hurt, so your opponent will likely focus down on it. I would suggest flying it hard and fast at opponents, as you will get FCS target lock on first exchange, and if they fly past too fast, you get a plasma torp out the back at them. The Ghost can K turn too, remember, so this fast jousting can really work in the Ghost's favor.

EDIT: Oh, Ghost title is on there so I can just keep legitimately calling it the Ghost. It's weird, I know.

Edited by Raven19528

PTL and Predator makes those GSPs pretty expensive. Juke is slightly cheaper than Predator and might be more effective at pushing damage through.

Edited by Karhedron

PTL and Predator makes those GSPs pretty expensive. Juke is slightly cheaper than Predator and might be more effective at pushing damage through.

I agree that Juke might be more effective at times, but it requires that I evade every turn I'm going to fire, and if I've managed to dodge all arcs, that's not something I want to be forced into to get a good shot. TL + Focus would be better, and even then, I might just focus and give myself the opportunity to not be stressed. I think Predator allows me to be more flexible while still giving me solid damage output.

Gunner says "you MAY" immediatly preform a primary weapon attack when you miss with a secondary weapon. I choose not to until the second TLT. So, potentially, three shots minimum.

Gunner-

"After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round."

FAQ about TLT-

"If a ship is equipped with the Phantom title and is docked to the Ghost, and performs an attack with Twin Laser Turret at the end of the Combat phase, that ship cannot perform the second attack from Twin Laser Turret. (FAQ v.4.1.2, 4/25/2016)"

Phantom Title:

"While you are docked, the Ghost can perform primary weapon attacks from its special firing arc and, at the end of the Combat phase, it may perform an additional attack with an equipped Turret. If it performs this attack, it cannot attack again this round."

So...

Scenario #1, attack(TLT or priamary) and use gunner, re roll, done. No more attacks per gunner, which means no second TLT.

Scenario #2, use primary attack. Opponent attacks. Then use Phantom title and attack equipped TLT, first use. No more attacks, TLT or gunner, per phantom.

Scenario #3, with Phatom title, attack with TLT first. Cannot use second TLT attack per Phantom. Cannot attack at the end of the round because did not use primary as first attack.

So, at best Ghost gets 2 shots.

Your third scenario is exactly how the third attack occurs,

FAQ about TLT-"If a ship is equipped with the Phantom title and is docked to the Ghost, and performs an attack with Twin Laser Turret at the end of the Combat phase, that ship cannot perform the second attack from Twin Laser Turret. (FAQ v.4.1.2, 4/25/2016)"

It says it specifically the second attack of the TLT since the TLT is two attacks. So it would be three TLT shots (two during the combat phase and 1 at the end of it)

Ooohhhh.... That makes sense. Thank you for explaining that.

To be fair, the Ghost has great firepower anyway. I normally prefer a cheap turret just to provide some protection to the flanks. I normally put TLTs on either a Y-wing or HWK which have much weaker firepower and so gain a bigger benefit from the points spent.

To be fair, the Ghost has great firepower anyway. I normally prefer a cheap turret just to provide some protection to the flanks. I normally put TLTs on either a Y-wing or HWK which have much weaker firepower and so gain a bigger benefit from the points spent.

Yeah, this. If you're going to go expensive, may as well go unique to the Ghost and pack on an Autoblaster Turret + Accuracy Corrector - two hits they cannot dodge makes Aces VERY nervous about playing close-in arc dodging games.

I still think, however, that my favorite Ghost configuration is pretty bare-bones.

Kanan Jarrus (49)

VCX-100 (38), Fire Control System (2), Dorsal Turret (3), Recon Specialist (3),Recon Specialist (3)

The beauty of this config is its unique defenses. Each die you take away is between .5 and .9 of an HP added to Kanan based on their modifications. The FCS is there so you don't have to use your tokens offensively. Dorsal is the cheapest turret with versatility that you can pick.

And there's still 51 points left over.

Kanan Jarrus (49)

VCX-100 (38), Fire Control System (2), Dorsal Turret (3), Recon Specialist (3),Recon Specialist (3)

The beauty of this config is its unique defenses. Each die you take away is between .5 and .9 of an HP added to Kanan based on their modifications. The FCS is there so you don't have to use your tokens offensively. Dorsal is the cheapest turret with versatility that you can pick.

And there's still 51 points left over.

In theory I add Ezra as a docked shuttle, with this little gem as a copilot:

Nera Dantels (31)

B-Wing (26), Deadeye (1), Extra Munitions (2), Flechette Torpedoes (2), Guidance Chips (0)

Soontir HATES her, and most other Aces aren't too fond of her either. Dropping Ezra to Zeb lets you move to Proton Torps for more damage out of Nera, which isn't a bad idea either; I'm torn about it and my testing time has been limited to... other ideas, so I haven't decided on the best wingmate yet.

If I went with no shuttle, however, then it'd be a Tala Squadron with Homing Missiles/GC and Protons on Nera. She'd be such a serious threat that dealing with her would be their primary target, making Kanan an even longer-lived ship.

If you go with Biggs, however, that gives you 25 points left over, enough that the shuttle is a bit... well, trappy, because you really want to spend points on it and should NOT. Ezra with Hera, Adaptability, and Dorsal is probably the highest you'd want to go; defensive, slippery, and dangerous. That does give 1 more point for Tactical Jammer on Ghost...

Edited by iamfanboy