Corran & Hera

By Kepora, in X-Wing Squad Lists

So, I got the Ghost, being a huge fan of rebels. My first time playing it was in a 2 vs 1 match (two players with combined Rebels & Imperials; damned Zann Consortium thugs!), and while it did die - I gotta say that I like this ship. I think my build for it wasn't quite the best, so I started tinkering and came up with this after reading on the forums a bit:

Corran Horn (47)
E-Wing (35), BB-8 (2), Sensor Jammer (4), Push the Limit (3), Stealth Device (3)

Hera Syndulla (53)
VCX-100 (40), Fire-Control System (2), Dorsal Turret (3), Lando Calrissian (3), Nien Nunb (1), Engine Upgrade (4)

I put Lando on in order to help negate the Ghost's lack of defense and action economy. Reinforced Deflectors kicked off maybe once in the game, and really made no difference, so FCS seemed like the logical route. For Corran, I love the BB-8/PTL/Sensor Jammer/SD combo. He becomes an action machine, and is pretty much untouchable to most ships. However, I feel like there's a way I could optimize this; does anyone here have any suggestions? I may drop Lando for Navigator, though that harms me in being unable to generate potential "free" bonus Focus/Evade tokens. I tried him on the Phantom with a Stealth Device in aforementioned big game, and it lasted a LONG time - so I'm liking him so far!

Speaking of which, here's a bonus alternate build I threw together. Would like some input on it as well!

Hera Syndulla (53)
VCX-100 (40), Ghost (0), Fire-Control System (2), Dorsal Turret (3), Navigator (3), Nien Nunb (1), Engine Upgrade (4)

Sabine Wren (27)
Attack Shuttle (21), Lando Calrissian (3), Phantom (0), Stealth Device (3)

Airen Cracken (20)
Z-95 Headhunter (19), Veteran Instincts (1)

I feel like your first list is a bit inefficient in point usage. Corran is configured to be a jack of all trades, master of none. It's great to get a whole bunch of actions each turn, but only if those actions are actually helping you somehow. Here's what I propose:

E-Wing: · Corran Horn (35)

Push The Limit (3)

Fire Control System (2)

· R2-D2 (4)

Engine Upgrade (4)

Now that comes to 48 points, so we have top adjust the Ghost a little. I like the survivability thought process, so let's go with Kanan:

VCX-100: · Kanan Jarrus (38)

Dorsal Turret (3)

Sensor Jammer (4)

Tactical Jammer (1)

Recon Specialist (3)

Recon Specialist (3)

This build really hates stress, and without a lot of great ways to get rid of it, I didn't think putting Lando+EI would be a good idea. The jammer is there on the crazy off chance that you are bumping something and they have a shot on Corran, which since you should be flying them kind of away from each other, shouldn't happen often. You could easily take the 1pt bid and not miss it.

Overall I think this specializes your builds a little more, but most of all, it allows you to concentrate on what these guys do best, which is lay down a lot of hurt in a relatively short period of time. You could swap the sensor upgrades if you want a more offensive Kanan and more defensive Corran, but I think Kanan's ability will be more than enough to help Corran survive, especially with R2 regen.

Those are my thoughts. Go ahead and fly and see what you like and what you don't. That's always where I see things I need to tweak is in the middle of a match, which is why I always a notepad handy too. If something doesn't pull it's points in a match, cut it and see if something else works better.

Edited by Raven19528

You put Recon Specialist on the Ghost twice - I assume that that was an accident? Also, Kanan's ability only affects the Ghost, doesn't it? how would his ability help Corran?

Edited by Kepora

You put Recon Specialist on the Ghost twice - I assume that that was an accident? Also, Kanan's ability only affects the Ghost, doesn't it? how would his ability help Corran?

"When an enemy ship at Range 1-2 is attacking, you may spend a focus token. If you do, the attacker rolls 1 fewer attack die."

So the only stipulation is that the enemy is at Range 1-2. With as big as the Ghost is, that happens quite often, even when they aren't focusing down on the Ghost. And with duel RS giving you three focus per turn, it allows you to reduce more dice per turn than would otherwise be possible. It really does allow for him to survive a lot longer than any other Ghost build. And then you have Corran for late game cleanup, where he is one of the best late game cleaners, especially set up with the boost-barrel roll-PTL combo, and then the green maneuver that clears stress and regens a shield. Definitely not easy to take on when your likely down to 1 or 2 ships yourself.

Edited by Raven19528