Ghost Busting....I need advice...

By shaner, in X-Wing

Ok dudes. I started a thread a while back about the Ghost being a tough nut to crack, but I am seeing it more and more with a similar build and I just can't seem to bust that thing...unless I get lucky on the role.

For, I think, 66 points I see Hera (with her flying shenanigans) with Auto Blaster Turret, Acc Corrector, & Wpns Engineer...Paired up with a plain Zeb and either a stressbot or something else (usually just one other ship)

Now I've tried BroBots twice: FAIL, Aces once: FAIL, Palp Aces once: FAIL. The only times I've beaten that B*&CH is when I proxyed a Wolf Pack loaded with torpedoes or used a ton of Pirates with cluster missiles. No matter what, Hera manages to get into range one once in a while and eats an Ace or something. Man, it's starting to get un-fun.

I am looking for advice on flying and list building. Any suggestions would be appreciated.

Thanks

Edited by shaner

Slimer gives me the most headaches. Trying to wash that out of my fur. Ugh. Not fun.

A Tie swarm will usually give the Ghost a bad day. With zero agility, you can rapidly inflict death by a thousand paper cuts. Undodgable auto-blaster hits don't hurt as much when they hit an Academy Tie instead of Soontir Fel. ;)

Go with quantity over quality. Try BBBBZ or a Tie Swarm. Multiple ships firing will eat up that 0 agility ship very fast.

Mass B's will end it very quickly.

ABAC is horrible for aces, but you should almost always be able to get out of the range 1 zone with an ace unless you bump, in which case she's not shooting you anyway.

Trick with Ghosts is to stay at range 3 whenever possible and snipe them to death. In particular, it's great if you can load crits onto them, they have a lot of hull and no way to stop them.

VI Brobots shouldn't have too much trouble.

Or yeah, swarms are grand for this. Or TLTs. Or munitions.

Try N'Dru with Lone Wolf, Cluster Missile, Glitterstim, Guidance chips, backed with some more munition zs.

Get into r1-2 chop half the ghost's health off in a single stroke, possibly including two crits, then laught as ABAC kills you but you don't care because he just traded half his ship for 25 points of 'I already hit you pretty much as hard as it's possible for one ship to hit another in one turn in this game'. Or it doesn't,. and you keep N'Dru alive to fight another day.

Just like the decimator it's just to point alot of guns on it and it usually goes down quick.

If you can get 3-4 or more 2 attack ships or 3+ 3 attack ships against a ghost/deci at range 2 or better it will usually go down to half hp in one round.

You can also try to have more ways to cause crits in your lists. A mangler cannon ship will deal a faceup card every round once the shields are gone.

Depending what you are running keeping arc dodging and keeping at range two is the name of the game I've been fine dodging it with soontir or echo. I've been finding slowing the game down and taking out the second ship before taking on the ghost is essential,

autoblasters are great if they get to use them but range 1 can be very limiting.

even a m3-a (Serissu) with a HLC can slowly strip and kill the Ghost

also a couple of ships with manglar cannons can do plenty of damage because of the crit every shot

Edited by starrius

Aside from building a list that directly counters the VCX (e.g. swarms), adapting your strategy might also help.

You pretty much have to treat it like a low-PS, efficient Aggressor. It is not your typical PWT that has paid for its 360 arc and high PS. A Lothal Rebel with Hera and FCS (38 points) is not something you want to K-turn and trade jousts with.

Like when you fly against any Brobots, get behind or stay on its flank. Disengage when necessary instead of taking head-on engagements. Might have to disengage early if they have autoblasters.

Edited by zerotc

Aside from building a list that directly counters the VCX (e.g. swarms), adapting your strategy might also help.

You pretty much have to treat it like an Aggressor. It is not your typical PWT that has paid for its 360 arc and high PS. A Lothal Rebel with Hera and FCS (38 points) is not something you want K-turn and trade jousts with.

Get behind or stay on its flank. Disengage when necessary instead of risking autoblaster hits.

Yeah, remember it's much, much better to skip a shot than to automatically lose 4 hit points. You can't go too aggreessive with your manoeuvring versus a VCX.

Edited by thespaceinvader

Maybe it's more in how you fly against it than what? I'm thinking of going with a number of generics or non-aces. Spread out on your deployment line and don't let them get too close to you. When they seem to be going for one guy, just bug out with that guy and get out of range of the Auto Blaster Turret. Stay as far off as you can and blast away.

You can try a mix of a few things. A Z-95 with Concussion Missiles or two are not bad to put in a list, but you don't have to go with a lot of them. Or one with an Ion Pulse Missile.

Kihraxz Fighters are pretty cheap and dish out 3 red dice. They also have the 1 hard turn, which is pretty good. You can get 5 of them in a list. There is enough hull that it takes a bit to kill each one and they do enough damage in return.

Scyks with Manglers or even Ion Cannons can help you make the Ghost pretty darn predictable. Two of these guys and you should be able to control exactly where it goes each turn.

Zuckuss is great against it with his extra damage. Or go with 4LOM to dish out a stress to it a turn.

XXXXZ or BBBBZ are both good options. I'd think the X-wings would get trapped less by the Auto Blaster Turret, but they have more hull to chew through.

I am wondering why nobody has mentioned Boba Fett. Put him on a Jumpmaster and take his autoblaster. Then start laughing about his accuracy corrector

Edited by IG88E

Wolf Pack, BBBBZ, XXXXZ, Bro-bots (maybe), Mindlinked KKKLeeachosZ,

"Inky" is good as all shots are range 1 with a target lock evade and focus just stay range two to three and roll 3 dice a round. fill the rest of the list with another ace and some scrubs or throw in Palp if you want. But like others have said stay range 2-3 and arc dodge the front arc.

I've played my palp aces. Haven't lost yet to the ghost yet. Palp Vader Fel

I've played my palp aces. Haven't lost yet to the ghost yet. Palp Vader Fel

Play double lothal rebel fcs autoblaster and ezra with elussivness phantom title and one vcx with ghost title. Not saying it is unbeatable as I have beaten it but it does make you have a headache.

Aside from building a list that directly counters the VCX (e.g. swarms), adapting your strategy might also help.

You pretty much have to treat it like an Aggressor. It is not your typical PWT that has paid for its 360 arc and high PS. A Lothal Rebel with Hera and FCS (38 points) is not something you want K-turn and trade jousts with.

Get behind or stay on its flank. Disengage when necessary instead of risking autoblaster hits.

Yeah, remember it's much, much better to skip a shot than to automatically lose 4 hit points. You can't go too aggreessive with your manoeuvring versus a VCX.

I think that's the thing a lot of folks miss.

Yeah, she's pretty much impossible to stay out of range 1 of EVERYTHING... only if you try to get a shot every turn. So don't! Spend the occasional turn just opening up the range - run to the other corner of the map and start an approach in, again.

Thanks for all the tips folks... I think that's my biggest issue: that I am going for the shot. I need to slow down...get some distance...and circle round again.

I recommend proton packs, the 1984 version, not the horrible 2016 version.....

Try an all male list, only way to bust ghosts, i recommend a set up of 3 scientists and one grounded guy who'll be the heart of the team.

Try an all male list, only way to bust ghosts, i recommend a set up of 3 scientists and one grounded guy who'll be the heart of the team.

Hera's not going to like that.

I found tht if you attack the Ghost all at once andfirst then it can go down rather quickly, it has a lot of health and your best bet on dropping it quickly i focus firing and the best way to do that is if you are at full strength.

I also did well ionizing it with an a Ywing's ion cannon and then stress botting it to lock it into movement every other turn (since I only had 1 ion cannon it took 2 turns to ionize it).

Try an all male list, only way to bust ghosts, i recommend a set up of 3 scientists and one grounded guy who'll be the heart of the team.

Hera's not going to like that.

It's okay I'm tight with Hercules he can sort her out.

I played a game against my son who was flying the Ghost and he had Twin Laser Turrets equipped on it with Fire-control System (I don't remember the crew members). Anyways, I don't remember my other ships, but I had a fully tricked out Guri with Auto-thrusters and a Cloaking Device on her. After my son undocked the Phantom, I swung Guri around behind the Ghost (while cloaked) got into range 1 for a couple of turns (where he couldn't return fire) took advantage of Guri's special ability and fired a Plasma Torpedo to bring down his shields. After this, two more hits and the Ghost was no more. I was surprised, given how strong it is, it fell - but then remembered with no agility dice to roll, it makes a big difference. Before I cloaked as well, the auto-thrusters really made it hard for the Ghost to land any hits with those (...blasted <_< ...) twin laser turrets. Anyways, seemed to work well for me, hope that helps! God bless :D .

[Edit: spelling errors]

Edited by SlaveofChrist

I have only run the Ghost a half dozen times and with the exception of the last Epic game I played*, the Ghost went down without too much trouble. I was surprised by that. Even with Reinforced Deflectors, I found it easier to kill than I thought it would be. Likewise, if you could stay out of the frontal arc, the damage output was... tolerable.

* Last Epic game Hera claimed 5 TIE/Ln kills (and Eaden Vrill claimed 6!) and came out with only limited hull damage.

Could be an anomaly, though. :unsure: