Need some muscle: Ghost or Jumpmaster?

By clanofwolves, in X-Wing Squad Lists

OK, admittedly I am an Imperial honk and enjoy collecting the ships as much as flying them, but the game is awesome and I hope to play more and more. I do have quite a nice Reb and Scum collection as well for cards and so that I can field games with friends. Many times, as I try and lure my friends into becoming true X-wing players (to get their own ships), I play games using my fleet. Anyway, short story long, when given the choice, many of my friends play Imps and want me to play an opposing faction. Due to my focus on the Imperials, I have been on the lesser side of victories due to seemingly more than my poor green dice abilities.

I'm thinking of adding some muscle to the "other faction" (Rebs and Scum are seen the same by the Emperor I'm quite sure). I have all of the ships through Wave 6 and (2) Kihraxz and (1) K-wing from Wave 7.

What should I invest in: The Ghost or The Jumpmaster?

The Ghost is probably more recognisable than the Jumpmaster. A point in its favour for luring in new addicts players. ;)

Edited by Karhedron

I think the Jumpmaster is more flexible and easier to fit into different types of squads. You can run a pretty mean Jumpmaster with Torpedoes in the mid 30s to fit into a 3-4 ship squad or bling out Dengar for 50+ points.

I think the Ghost can be fun but it is something that you kind of build your squad around.

I think the Ghost will get you better upgrade cards in the long run. Both are great ships though.

I wish there was a way to get an EPT on the Ghost. Expose + Jan + Range 1 means you could possibly throw SEVEN red dice in an attack. At the very least you could have 6 dice attacks going every turn. On second thought, that's stupid powerful.

Good job limiting that FFG. *golf clap*

On to other notes. The Ghost does bring a lot of firepower to the table. Native 4 attack is nothing to scoff at. But I do agree that it's a ship you build the list around, rather than the Jumpmaster that is variable, it can fit into another list, or it can become the star.

I got a Jumpmaster because I'm trying to build up Scum, but I'm getting a Ghost as well because my son is a fan of Rebels and wants to see me fly it. What kind of builds were you looking at for them? On that note, who has a good Ghost build out there. I've only dabbled in looking at it, but it looks like it could get pricey fast.

OK, admittedly I am an Imperial honk and enjoy collecting the ships as much as flying them, but the game is awesome and I hope to play more and more. I do have quite a nice Reb and Scum collection as well for cards and so that I can field games with friends. Many times, as I try and lure my friends into becoming true X-wing players (to get their own ships), I play games using my fleet. Anyway, short story long, when given the choice, many of my friends play Imps and want me to play an opposing faction. Due to my focus on the Imperials, I have been on the lesser side of victories due to seemingly more than my poor green dice abilities.

I'm thinking of adding some muscle to the "other faction" (Rebs and Scum are seen the same by the Emperor I'm quite sure). I have all of the ships through Wave 6 and (2) Kihraxz and (1) K-wing from Wave 7.

What should I invest in: The Ghost or The Jumpmaster?

Tough call! I have both and they are both really awesome! The Ghost is very cool to fly and have the Phantom undock, I love the upgrades available to customize this ship and plus I think it looks really cool. It's also (not that this should be a reason to buy it, just saying) has the only - at least so far (not counting the B-wing) - synergy combo of Accuracy Corrector with Autoblaster Turret, so anyone flies within Range 1 automatically gets 2 Damage points!!! I've had some really fun games playing with the Ghost with my son.

Aaahhh...the infamous JumpMaster 5000. Call me crazy, as I've seen some people don't really care for the look of it, but I think that the JumpMaster is one of the coolest looking ships so far in the whole gambit (just my opinion though ;)). I think that this is probably one of the best valued ships in the game, not only for game play (in terms of "points cost") but in terms of real money cost. Why? Well, I think that the JumpMaster, without the Punishing One title, is like the YT-2400 and with the Punishing One title, it gets upgraded into the Falcon league - so essentially, almost like buying two ships in one :). I haven't flown this ship as much as the Ghost, not from lack of loving it, but just not enough time with these new ships.

I honestly can't say which one I'd recommend - they are both so much fun. I guess if I had to pick one, I would probably pick the Ghost first - hope that helps! God bless ^_^.

I got a Jumpmaster because I'm trying to build up Scum, but I'm getting a Ghost as well because my son is a fan of Rebels and wants to see me fly it. What kind of builds were you looking at for them? On that note, who has a good Ghost build out there. I've only dabbled in looking at it, but it looks like it could get pricey fast.

There are a handful of different Ghost builds that seem quite popular, each built around the different pilots.

Cheap

Yes, you can run a lean Ghost. Lothal Rebel with Han and Hera as crew, Fire Control System, Autoblaster turret and Plasma torpedoes comes in at just 45 points and packs a hefty punch. Fire Control System plus Han means that you can modify your red dice any way you want. Hera allows you to take red maneuvers, even when stressed. Plasma torpedoes mean you can use the rear arc, even without the docked Phantom and the ABT creates a range 1 bubble to deter arc dodgers from getting too close.

If you want to run the Phantom as well, you can drop the plasma torpedoes. If you don't have the ABT then a regular Dorsal turret will work OK instead.

The aim with this build is to keep your big primary weapons firing as often as possible. Pull red maneuvers any time you need to. Between FCS and Hera, Stress doesn't really degrade your performance. If you are not stressed, Evade is quite a good action since it will keep you alive a bit longer and FCS + Han will take care of modifying your Red Dice.

Bumper Car

This is built around Chopper, an Ion Cannon Turret and Zeb. Ion Projectors are nice if you can manage them. The aim is to simply crash into as many enemy ships as possible. The combination of Stress + Ion will really hurt the enemy and make them seriously predictable. The Ion Cannon gives you the option of ioinizing enemies if the Projectors do not work and Zeb allows you to fire, even when in contact with the enemy.

This build has drawbacks as Zeb can be a double-edged sword. Probably not super-competitive but has the potential to be very funny and annoying.

Tanky Kanan

Even with its pile of hull points and shields, the Ghost does usually die. Kanan Builds are one possible exception but you really do need to build the ship and the fleet to make the most of Kanan's survivability.

Kanan with a Recon Specialist, Lando crew and Experimental Interface allow you to generate a lot of Focus and Evade tokens each turn to help keep the Ghost alive. Reinforced Deflectors or Sensor Jammer will both reduce the damage suffered to enemy fire. Reinforced deflectors are better against large attacks like torpedoes, Sensor Jammer is more effective against multiple small attacks like swarms.

This build does not like Stress and the Ghost does not have best green dial so keeping a ship with the Wingman EPT nearby can be helpful.

The other ship you really want to consider with this build is running Biggs with R4-D6 and Integrated astromech. He can take damage better than the Ghost since he has 2 Agility and Kanan can still spend Focus tokens to reduce attacks against Biggs. If you are running Biggs, Tactical Jammer is a nice Modification as any shots on Biggs through the Ghost will count as obstructed, helping to keep him alive that bit longer. This competes with Experimental Interface though so if you want to make it a bit cheaper, drop IE and Lando and run Tactical Jammer and Jan Ors instead.

Heragator

This build takes advantage of Hera's ability to change her dial and combines it with the possibility of abuse offered by a Navigator and Intel Agent. By choosing your maneuver carefully (normally a straight or a hard 2 turn) you can use the Navigator and then Hera to change to almost any other maneuver on the dial. If you combine this with Intel Agent to look at enemy dials, you can normally end up in a position to attack almost any enemy you want.

To make the most of this ability, you will probably want to tool up the Ghost with an Autoblaster turret, Accuracy Corrector and cheap shuttle with the Phantom/Ghost titles. This allows you to deal 4 automatic damage each turn to any ship within Range 1 that cannot be blocked or Evaded. Even Soontir Fel fully loaded up with defensive mods will be automatically killed by this attack!

One refinement is to put the Intel Agent on another nearby ship and put Zeb on the Ghost instead. This means that even if the target bumps into you, they will still get autoblasted. This is one of the hardest builds to master as it requires careful study of the opponent's dial as well as understanding how to adjust your own using Navigator and Hera. However it does offer a good counter to the popular "Palpatine + Aces" builds.

Edited by Karhedron

Great advice and info; and Karhedron, that was a knowledge filled reply, cool.

So they both have great attributes, so my quandary is still healthy. So, I'll probably end up at some point in the future adding both possibly. But, I need to decide. Here's some logistical info that leads to a question for the experts: 1) the Ghost is running $37.49 and the Jumpmaster is hoping in at $22.49. So that's something; but the Ghost has two ships and seems to possibly have more abilities or bonuses that make up the difference. 2) So which expansion pack has the best/newest/most-fun upgrade cards that are impactual to the rest of my fleet?

Thanks Karhedron for the great build idea's with the Ghost ! Very useful Sir!

ClanofWolves, you pose some excellent (but difficult ;)) questions - I can see your dilemma :blink:!

Of all of the expansions that have come out thus far, in my opinion, I believe that the Ghost and Punishing One present the best upgrades for each Faction (Rebel's and Scum & Villainy) thus far. In fact, I would even go so far as to say that, depending on your favourite of the two Factions (as in this case you are trying to make a decision) these are must have expansions just from a pure fun/cool upgrades perspective. So, I guess I would say pick which Faction (besides your already favourite Imperial Faction ;)) of the two - Rebels or Scum & Villainy - you like the best, and buy the expansion that corresponds with that choice. Hope that helps Sir! God bless ^_^.

Cheap Yes, you can run a lean Ghost. Lothal Rebel with Han and Hera as crew, Fire Control System, Autoblaster turret and Plasma torpedoes comes in at just 45 points and packs a hefty punch. Fire Control System plus Han means that you can modify your red dice any way you want. Hera allows you to take red maneuvers, even when stressed. Plasma torpedoes mean you can use the rear arc, even without the docked Phantom and the ABT creates a range 1 bubble to deter arc dodgers from getting too close. If you want to run the Phantom as well, you can drop the plasma torpedoes. If you don't have the ABT then a regular Dorsal turret will work OK instead. The aim with this build is to keep your big primary weapons firing as often as possible. Pull red maneuvers any time you need to. Between FCS and Hera, Stress doesn't really degrade your performance. If you are not stressed, Evade is quite a good action since it will keep you alive a bit longer and FCS + Han will take care of modifying your Red Dice.

To the OP, Jumpmaster does come with an upgrade that is used by all factions and is, IMHO, one of the best in the game, Guidance Chips. It comes with 2 I believe, so if you aren't planning on staying with the other faction long before jumping back to imperial, there is that to consider (although Inquisitor comes with chimps too, so that point may be moot)

Edited by Raven19528

I think the Ghost will get you better upgrade cards in the long run. Both are great ships though.

Very good point...what cards come with the Ghost?

Elite: Predator

Torpedoes: Adv. Proton Torpedoes

Turrets: Dorsal Turret (x2)

Bomb: Cluster Mines, Conner Net, Thermal Detonators

Crew: "Chopper", "Zeb" Orrelios, Ezra Bridger, Hera Syndulla, Kanan Jarrus, Sabine Wren

Title: Ghost, Phantom (OK, not much use on anything else :P)

System: Reinforced Deflectors