Finally Joining the Ghost Party

By Spaceman91, in X-Wing

As much as I like the FCS/Han combo (particularly with autoblaster turret), I've found that I don't get to set the TL and then ABT them next turn as often as I like. Considering the short range of ABT and potency of the main guns, I often finding myself switching targets and not utilizing the combo properly. Or, sometimes those range 1 primaries blow ships off the board and your TL never gets set. This is a good problem to have, but I still look at Han twiddling his thumbs and wonder if there's a better option.

So I've switched to Ezra instead of Han crew. Han gives you consistency if and only if you have the TL on the right target, Ezra gives me built in modifiers when stressed. Hera and debris make that very likely. FCS is still great, but I don't want to NEED the TL.

Autoblaster turret makes less sense on this build, because free crits aren't great. Although I have done 4 damage with a critting ABT before: boom/kaboom->major explosion->direct hit on a Contracted Scout :P Anyway, I've changed to dorsal turret because free crits are good, and it's also more likely to use the FCS. Not as mean to aces, but meaner to everything else.

I had to drop the ion projectors off Chopper to make those two changes and haven't really missed it. There's a lot of big ships right now and they don't particularly care. By the numbers, each big ship has to bump four times before it punishes them.

Tons and TONS of ways to build this ship, and build a list around it. I have a hard time not starting lists with it.

My current build:

Hera Syndulla (VCX-100)- Accuracy Corrector, Autoblaster, Intelligence Agent, Chopper, Title.

Sabine Wren (Attack Shuttle)- Determination, Jan Ors, Title

Kyle Katarn (HWK-290)- Dorsal Turret, Recon Specialist, Title.

IA on Hera lets her try to outmaneuver higher PS aces (at least one of them). Jan on the Phantom lets Kyle's focus as he hands it out become evades if needed, or lets him take a focus and an evade off a single action courtesy of the Recon Specialist. Being free, I couldn't see any reason NOT to use Chopper. Determination preserves Sabine's flexibility in the face of crits, for as long as she lives. (She'll live slightly longer if crits don't take away her incredible maneuvering potential.) There's a lot of fun to be had in this build.

My current build:

Hera Syndulla (VCX-100)- Accuracy Corrector, Autoblaster, Intelligence Agent, Chopper, Title.

Sabine Wren (Attack Shuttle)- Determination, Jan Ors, Title

Kyle Katarn (HWK-290)- Dorsal Turret, Recon Specialist, Title.

IA on Hera lets her try to outmaneuver higher PS aces (at least one of them). Jan on the Phantom lets Kyle's focus as he hands it out become evades if needed, or lets him take a focus and an evade off a single action courtesy of the Recon Specialist. Being free, I couldn't see any reason NOT to use Chopper. Determination preserves Sabine's flexibility in the face of crits, for as long as she lives. (She'll live slightly longer if crits don't take away her incredible maneuvering potential.) There's a lot of fun to be had in this build.

Docked for the first turn at least since its not optional with the titles. But it's a legit question, since the quote implies Jan is doing her thing while docked, which she can't. Silly as it is, a docked shuttle and any of its upgrades don't exist until it deploys. Jan is just in her bunk until she's told to report to the shuttle

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.

Zeb does not guarantee 4 damage a turn. He only works during your activation, and only if they are in arc.

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.

Zeb does not guarantee 4 damage a turn. He only works during your activation, and only if they are in arc.

That really needs to get FAQ'd the other way. It requires a convoluted and confusing interpretation of the rules that serves no other purpose than to make an underused card worse.

I'm pretty sure even FFG thought Zeb double tapping after bumping would work.

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.

Zeb does not guarantee 4 damage a turn. He only works during your activation, and only if they are in arc.

Zeb says you are not considered touching in the Combat phase. Phantom title allows a second attack at the end of Combat phase. Why would he not work twice?

My current build:

Hera Syndulla (VCX-100)- Accuracy Corrector, Autoblaster, Intelligence Agent, Chopper, Title.

Sabine Wren (Attack Shuttle)- Determination, Jan Ors, Title

Kyle Katarn (HWK-290)- Dorsal Turret, Recon Specialist, Title.

IA on Hera lets her try to outmaneuver higher PS aces (at least one of them). Jan on the Phantom lets Kyle's focus as he hands it out become evades if needed, or lets him take a focus and an evade off a single action courtesy of the Recon Specialist. Being free, I couldn't see any reason NOT to use Chopper. Determination preserves Sabine's flexibility in the face of crits, for as long as she lives. (She'll live slightly longer if crits don't take away her incredible maneuvering potential.) There's a lot of fun to be had in this build.

Are you flying this with Sabine docked or undocked?

Docked until I have a good reason to undock her. She's a late game support ship, which naturally also makes Jan a late game influence. Until the, the double attack from AB is too beautiful to discard without a good reason...

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.

Zeb does not guarantee 4 damage a turn. He only works during your activation, and only if they are in arc.

Zeb says you are not considered touching in the Combat phase. Phantom title allows a second attack at the end of Combat phase. Why would he not work twice?

The argument (and apparently an email from frank says) that zeb specifies when either ship activates in the combat phase and that the bonus turret shot isnt an activation so it doesnt work.

I agree that it really needs to get FAQed the other way. With the double tap, zeb is a dagerous, but potentially useful and usable card. Without ir working on the double tap, it'll almost never get used. Because the risk goes way up for less reward.

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.
Zeb does not guarantee 4 damage a turn. He only works during your activation, and only if they are in arc.
That really needs to get FAQ'd the other way. It requires a convoluted and confusing interpretation of the rules that serves no other purpose than to make an underused card worse.

I'm pretty sure even FFG thought Zeb double tapping after bumping would work.

Edited by HolySorcerer

Chopper or Lothal Rebel with FCS, AB Turret, Hera and Ezra is a lot of fun!

Who cares for stress, 5Ks for days and also 1/3 hard turns! Also makes aces afraid of quite a large area around the VCX-100

Edited by Diggs Sparklighter

I have been giving the following a try, and I am not sure how much legs it has:

Lothal Rebel

Accuracy Corrector

Autoblaster Turret

Hera

Chopper

Ghost

Poe

VI

Autothrusters

R2D2

Ezra

Rage

Phantom

The plan is to try and use the Rebel battering ram to get Poe/Ezra into the endgame and scare Aces as much as possible. Big ships scare it, though. I also thought about switching Rage for Adaptability in order to get Tactical Jammers on the Rebel to help Poe against missiles. Any thoughts?

Ive played (and won) a couple games with a similar list:

Poe's Ghost (100)

"Zeb" Orrelios (18) - Attack Shuttle

"Chopper" (0), Phantom (0)

Lothal Rebel (44) - VCX-100

Fire Control System (2), Dorsal Turret (3), Hera Syndulla (1), Ezra Bridger (3), Ghost (0)

Poe Dameron (38) - T-70 X-Wing

Veteran Instincts (1), R2-D2 (4), Autothrusters (2)

The main problem being that I suspect it'll lose hard to uboats