Finally Joining the Ghost Party

By Spaceman91, in X-Wing

I finally saved up to get me a ghost/phantom.

Most of my group have used them and they have all enjoyed it but they all used really different things on it. I saw cheap builds (ps3 + Fcs + Autoblaster Turret) and ive seen a fully kitted out one.

I'm really unsure as to what to do with it, so would everyone be kind enough to put up some things they've tried so I have more ideas to pick from?

Thanks in advance

I have been running

Chopper

FCS, AB turret, Hera

and then another crew.

Dash was a lot of fun, Intel agent depends on your list, I have seen Han but don't really like him too much, and I am gonna try out Kanan and/or kyle for some extra dice mods

I tried out the Ion Projector, but then found out that is only if the opponent ends up bumping you not if the template goes over you. SO decided thats not worth it.

Chopper can get some good blocks in especially when you are able to ram U-Boats and other low PS stuff to gaurunteee the stress. and that PS4 is crucial in the U-Boat match up to PS Kill them.

Edited by Timathius

I know that FCS and AB turret piss people off. A guaranteed two points of damage each attack. So you should probably run those.

I really hope you took advantage of the CoolStuffInc sale...

I have been having incredible luck running:

Hera with

-Blaster Turret

-Enhanced Scopes

-Navigator

-Flight Instructor

-Advanced Proton Torpedoes

-Advanced Proton Torpedoes

-Stealth Device


Currently it's won seven games and only lost once!!!! :D

I really hope you took advantage of the CoolStuffInc sale...

I didn't unfortunately but I only spent 50p (sort of)

What do you like to run? There are builds for the VCX that let you run just about any other competitive ship.

I like pairing tactician with TLT(procs in both arcs) or gunner.

Hera crew and fcs is bananas good. Best single point in the game. Build a little fort out of debris and live in it.

Edited by TasteTheRainbow

What do you like to run? There are builds for the VCX that let you run just about any other competitive ship.

Recently I've been running triple Xs but tbh I'm happy flying almost anything. I gunna pick at the ideas I see here and see what sticks.

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.

dash was great for the simple fact that while aces are trying to go through an asteroid field I can just roll through to where they have to go saying "IDGAF i got tons o' shields now take these five dice"

I've done great so far with

Kanan

Fcs

Recon specialist

Ghost title

Ion projector (but going to switch out for tactical Jammer)

Autoblaster Turret

Biggs

R4d6

Integrated astromech

Ezra

autoblaster turret

Ptl Hera

Phantom title

Played against 3 different list winning 4 out of 4

Jax,emperor shuttle and fel

Talabane cobra, Palob, serissu

Wampa, inquisitor, omega leader, emperor shuttle ( beaten this twice)

From what I can tell this utterly destroys squints and high agility ships

My opponent are pretty good and experience with them

The jax, fel and shuttle build is same one he used to win store championship

I've almost consider using it for regional, but I've yet tested it against low agility, high hp squads, and things like multiple uBoats

But kanan is a beast, especially with Biggs.

The way I've been flying it, it seems I'd get some good use out of tactical Jammer, making Biggs an even bigger pain

Getting to shoot a second time with the turret in a round and having the option to shoot behind is really nice.

For me and my playstyle kanan is the only way to go

First, the proper term for a Ghost party is "seance". So... uh, welcome to the seance?

Second, I strongly prefer cheap builds. Mechanically, or rather statistically, it's a glass cannon. Sp if you treat it like a late-Wave-5 Large-based tank, you're going to come to grief.

The Chopper+Hera crew+FCS+Autoblaser turret build mentioned by Timathius upthread is one of my favorites. Add your favorite turret, and potentially Han crew as well to combo with FCS and help compensate partially for the lack of actions. It's not horribly expensive, clocking in potentially under 50 points, and creates a huge no-go zone for enemy aces.

A (much) less popular build I've been playing around with uses FCS+Plasma Torpedoes+Extra Munitions, with or without a turret, probably with Hera crew, on an inexpensive chassis. The nasty front arc means you can attack with 4 dice on the approach, fly by, and then launch torpedoes on the flyby. They're not as heavily modified as something like Contracted Scout can make them, but it's still not something enemy ships are going to want to take lightly.

I know that FCS and AB turret piss people off. A guaranteed two points of damage each attack. So you should probably run those.

I think he meant Accuracy Correcters here. While FCS has a good chance it isn't guaranteed, as my dice continue to demonstrate to me.

The Ghost is a great ship, there's SOO many things to do with it - it's hard to fly it "wrong." I find the 2 points for Chopper is typically worth it over the Lothal Rebel, but when I'm pushed for points I have no problem going with the Rebel. Kanan is AMAZING. I know it doesn't sound like much, but I fly him with Recon Spec so I have two tokens, and it's great against pretty much everything. Two attack ships end up with just 1 die - and then even OL isn't scary anymore since he can only do at most one damage. 4 dice attacks are a lot less threatening as 3 dice, and 3 dice become mundane as 2 dice. I haven't used Hera yet, but her ability doesn't excite me too much, especially since she's only PS7.

As for upgrades, the two most common turrets would be TLT and ABT. Both fly completely different. The ABT relies upon its primary weapon, but has a huge no fly zone for aces, where as the TLT flies more like the YT-1300, staying away from the fight taking those TLT shots every turn. It's best when coupled with FCS as it ensures you have a TL for the second shot. And then you surprise the poor sap by turning in and lining up a deadly 5 dice TL+F primary

Speaking of FCS, I personally wouldn't go with anything else. Regardless of your turret, the Ghost is an offensive platform, and the FCS helps it get the most out of it. That said, Reinforced deflectors or Sensor Jammer sound interesting as well - hoping to keep it alive a bit longer. RD doesn't synergize well with Kanan though.

The crew is really where things open up and you can get creative. There are so many options that you could write an entire article about the crew of the Ghost.

Finally, there's the mod slot. I've had quite a bit of success with running EU on Kanan - it helps a great deal against the Uboats, and can be equally useful with ABT and TLT. If I wasn't running EU, I would highly consider Tactical Jammer - it's pretty good for just 1 point. Finally, EI could work well depending on your build and what crew you're running (Lando anyone?) as it's the only way the Ghost can get a second action without outside assistance.

Accuracy corrector and Autoblaster sounds so utterly evil. Thank you for the advise I'll be borrowing (Stealing) so many of those without even changing them.

I know that FCS and AB turret piss people off. A guaranteed two points of damage each attack. So you should probably run those.

FCS/ABT isn't 2 guaranteed damage per attack. AC/ABT is. With FCS you can still roll blanks, or focuses if you don't have a token, or crits that get cancelled by evade dice.

I know that FCS and AB turret piss people off. A guaranteed two points of damage each attack. So you should probably run those.

FCS/ABT isn't 2 guaranteed damage per attack. AC/ABT is. With FCS you can still roll blanks, or focuses if you don't have a token, or crits that get cancelled by evade dice.

Yes. As Timithius pointed out--I meant AC. My bad.

I'm liking Leebo as a crew - a boost when needed. You get only 1 Ion token so no drawbacks and cheaper than EU. Really makes the Ghost fast.

I've recently come around on Dash as a superior option to Han Solo. Not only does Dash let you park yourself directly on the biggest rock and not care, but depriving them of that bonus die for being behind debris puts him over the top.

I know that FCS and AB turret piss people off. A guaranteed two points of damage each attack. So you should probably run those.

Plus Zeb, plus docked shuttle, makes it 4 guaranteed points a turn. Scoot in Boom because there's nothing to bump into after combat phase. Oh and accuracy corrector, let's remove any chance for blank dice rolls.

Edited by FlyingAnchors

I finally saved up to get me a ghost/phantom.

Most of my group have used them and they have all enjoyed it but they all used really different things on it. I saw cheap builds (ps3 + Fcs + Autoblaster Turret) and ive seen a fully kitted out one.

I'm really unsure as to what to do with it, so would everyone be kind enough to put up some things they've tried so I have more ideas to pick from?

Thanks in advance

Nice topic and good ideas all in here. I just ordered my set yesterday so I am enjoying your topic today.

:D

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I am also doing a PLOG for the ghost over here if you want to have a look.

I'm liking Leebo as a crew - a boost when needed. You get only 1 Ion token so no drawbacks and cheaper than EU. Really makes the Ghost fast.

Tricky one. My feeling is that the ghost has more competition for the crew slots than the modification slot. If I want boost, Engine Upgrade might be better as it leaves the crew slots open and can be used more than once without ionizing myself.

I'm liking Leebo as a crew - a boost when needed. You get only 1 Ion token so no drawbacks and cheaper than EU. Really makes the Ghost fast.

Tricky one. My feeling is that the ghost has more competition for the crew slots than the modification slot. If I want boost, Engine Upgrade might be better as it leaves the crew slots open and can be used more than once without ionizing myself.

I'm loving the EU on the ghost - it's saved me multiple times (I'd much rather boost out of arc and take unmodified shots than eat those R1 shots from mutliple ships). But I've often considered Leebo as a 2 point save. It would change how you use boost (I currently use it all the time), making it more of an oh (*&@ action, but I've been very interested in trying it... But as you said - the crew competition is massive.

I thought about Leebo, problem is im running Chopper w/ hera so im doing reds all over the place and most likely not getting any actions.