Boo! Trying to make a Ghost list

By Desmothenes44, in X-Wing

Hello all!

I have been trying to make a Ghost list and haven't been too successful.

If you don't want to read my whole description, here is the question: Do you think the Ghost with a scary ship (so there are two ships the enemy wants to avoid) is better than a Ghost with blockers to make it harder to avoid my Ghost?

I tried was a Ghost with docked shuttle and Accuracy Corrector and Autoblaster turret.

This was accompanied by a B-wing with Autoblaster Cannon with FCS and crew mod with Tactician.

The goal was to use the B-wing as the cowboy who flew around and would "round up" the enemy to force a decision of being in range 1 of the Ghost, range 1 of the B-wing, or range 2 of the B.

Against Jumpmaster 15k, all with torpedos, no bumpmaster I lost, but I was successful at maneuvering so that they didn't get a torpedo shot until really late in the game. But even with getting 4 hp off of one of them per round, plus whatever the B-wing does, I was unable to squeak out a win. Their turrets were just too powerful with me at range 1 of them. So perhaps with this list I need to try to stay at range 2, but I was avoiding this in order to avoid a torpedo shot.

I played the list again against Palp shuttle with VI-Vader and Soontir. This was a really close game, on the last turn Soontir and the B-wing were millimeters apart, staring straight at one another (Soontir had decided to boost and focus in order to get the range 1 shot, instead of getting out of arc and taking another round). Soontir probably should have played it safe, but because the B had two health left, he thought a four die shot against a ship with 1 agi would be enough to kill it before the return fire. Soontir rolled blank, blank, hit, blank, and the b-wing rolled blank. B-wing is left with 1 hull and Soontir dies from the autoblaster fire (with a roll of blank, blank, focus, and the b-wing had a focus).

In this game, the B-wing did most of the work, getting some range 2 and 3 shots at vader. The Shuttle was able to bump the Ghost to avoid a lot of shots from it, while keeping it stuck in a corner pointed away from soontir. This was bad, because in order to be able to avoid flying off the board, the ghost needed to do a hard 1, and then the following turn do a bank 1. But I couldn't do that because the shuttle was in the way. The shuttle waited until Soontir did some damage to the ghost, and then shot past it when the Ghost was stressed from trying to do a blocked 1 turn. The Ghost had to do a bank 1, and then a hard 1, which put the corner off the board. So this was bad flying by me, and also a good block by the shuttle.

But it makes me wonder, if it would be better flying the Ghost (Kanan, and Sabine on shuttle) with two A-wings as blockers. I could use the A-wings to block and deny Aces the ability to easily avoid my range 1. Or I could get three z-95 blockers and downgrade to a Lothar and Zeb.

So do you think I should use the Ghost with a scary ship, so there are two ships the enemy wants to avoid Or should I try a Ghost with blockers to make it harder to avoid my Ghost?

You're asking the wrong question, I think. The right question isn't what number of ships you should use to accompany the Ghost, but what kind of ships complement it.

Essentially, the Ghost is a glass cannon. It has really scary offense combined with essentially no defense, and that means the moment your opponent starts shooting at it, it's counting down toward its final kablooie.

So what you need to accompany the Ghost is some number of ships that fulfill one of the following roles:

(1) Closers for the end game. That is, you accept that your opponent is going to kill the Ghost early, so you bring ships that can reliably clean up whatever's left after your opponent finishes off the Ghost. (Dash falls into this category, for instance.)

(2) Ships that are so scary or otherwise demand immediate attention. Your opponent wants to, or has to, engage your escort(s) first, leaving the Ghost to blow things up to its heart's content. (Biggs falls into this category, for instance.)

Hello all!

I have been trying to make a Ghost list and haven't been too successful.

If you don't want to read my whole description, here is the question: Do you think the Ghost with a scary ship (so there are two ships the enemy wants to avoid) is better than a Ghost with blockers to make it harder to avoid my Ghost?

I tried was a Ghost with docked shuttle and Accuracy Corrector and Autoblaster turret.

This was accompanied by a B-wing with Autoblaster Cannon with FCS and crew mod with Tactician.

The goal was to use the B-wing as the cowboy who flew around and would "round up" the enemy to force a decision of being in range 1 of the Ghost, range 1 of the B-wing, or range 2 of the B.

Against Jumpmaster 15k, all with torpedos, no bumpmaster I lost, but I was successful at maneuvering so that they didn't get a torpedo shot until really late in the game. But even with getting 4 hp off of one of them per round, plus whatever the B-wing does, I was unable to squeak out a win. Their turrets were just too powerful with me at range 1 of them. So perhaps with this list I need to try to stay at range 2, but I was avoiding this in order to avoid a torpedo shot.

I played the list again against Palp shuttle with VI-Vader and Soontir. This was a really close game, on the last turn Soontir and the B-wing were millimeters apart, staring straight at one another (Soontir had decided to boost and focus in order to get the range 1 shot, instead of getting out of arc and taking another round). Soontir probably should have played it safe, but because the B had two health left, he thought a four die shot against a ship with 1 agi would be enough to kill it before the return fire. Soontir rolled blank, blank, hit, blank, and the b-wing rolled blank. B-wing is left with 1 hull and Soontir dies from the autoblaster fire (with a roll of blank, blank, focus, and the b-wing had a focus).

In this game, the B-wing did most of the work, getting some range 2 and 3 shots at vader. The Shuttle was able to bump the Ghost to avoid a lot of shots from it, while keeping it stuck in a corner pointed away from soontir. This was bad, because in order to be able to avoid flying off the board, the ghost needed to do a hard 1, and then the following turn do a bank 1. But I couldn't do that because the shuttle was in the way. The shuttle waited until Soontir did some damage to the ghost, and then shot past it when the Ghost was stressed from trying to do a blocked 1 turn. The Ghost had to do a bank 1, and then a hard 1, which put the corner off the board. So this was bad flying by me, and also a good block by the shuttle.

But it makes me wonder, if it would be better flying the Ghost (Kanan, and Sabine on shuttle) with two A-wings as blockers. I could use the A-wings to block and deny Aces the ability to easily avoid my range 1. Or I could get three z-95 blockers and downgrade to a Lothar and Zeb.

So do you think I should use the Ghost with a scary ship, so there are two ships the enemy wants to avoid Or should I try a Ghost with blockers to make it harder to avoid my Ghost?

Dual ghost is nice. A lot of hp and enough dice to take out ships very quickly. With a Hera crew on one there also a pain to take down in an end game due to a great dial.

Yes, great advice!

So do you suggest then that in order to get my autoblaster to work, that I just need to get better at flying in a way that I get aces in R1?

Or, if I want another scary ship, maybe I cannot spend all the points to have the shuttle docked and get the two attacks. So maybe focusing on using the 4 dice attack is better, and then send a heavy hitter along with it. I worry then that I will end up having a problem getting damage through on the aces (but it isn't like my autoblaster helped a whole ton in the couple of games I have played so far).

Biggs man.

I can't fly the Ghost without Biggs

As Vorpal pointed out, it's a glass Cannon

Throw Biggs in there and now you mess up your opponents coordination.

Splitting up their focus fire if flown correctly.

Some ships have to shoot at Biggs while others only in range of the Ghost, have to shoot at it

Going with Kanan, and Recon specialist makes it even harder to push dmg through to Biggs, put a tactical Jammer on there keep Biggs on the other side for added defense

Honestly I can't fly it without Biggs. He just keeps the thing alivei haven't lost yet, so far beaten numerous palmobile ace squads, rebel Z95 alpha strike list and a HWKs, scyk, talabane cobra list with it

Hasn't let me down yet

Still waiting to see how it'll fair against multiple uBoats, but I'm confident it can deal with them

Yes, great advice!

So do you suggest then that in order to get my autoblaster to work, that I just need to get better at flying in a way that I get aces in R1?

Or, if I want another scary ship, maybe I cannot spend all the points to have the shuttle docked and get the two attacks. So maybe focusing on using the 4 dice attack is better, and then send a heavy hitter along with it. I worry then that I will end up having a problem getting damage through on the aces (but it isn't like my autoblaster helped a whole ton in the couple of games I have played so far).

I'd suggest that, if you want an efficient list, you take the Autoblaster Cannon out of your binder of upgrade cards and hide it under your bed or something. :P No B-wing is going to reliably catch aces at Range 1. The Ghost's 4 dice and Autoblaster Turret are probably going to be your biggest threat against aces. If you want something else that will threaten the arc-dodging high-Agility types, I'd suggest Nera Dantels + Deadeye + Proton Torpedoes + Guidance Chips, or a K-wing with TLT and Tactician, or a "stressbot" (Gold Squadron Pilot with BTL-A4, Twin Laser Turret, and R2-A2).

Edited by Vorpal Sword

Yes, great advice!

So do you suggest then that in order to get my autoblaster to work, that I just need to get better at flying in a way that I get aces in R1?

Or, if I want another scary ship, maybe I cannot spend all the points to have the shuttle docked and get the two attacks. So maybe focusing on using the 4 dice attack is better, and then send a heavy hitter along with it. I worry then that I will end up having a problem getting damage through on the aces (but it isn't like my autoblaster helped a whole ton in the couple of games I have played so far).

I'd suggest that, if you want an efficient list, you take the Autoblaster Cannon out of your binder of upgrade cards and hide it under your bed or something. :P No B-wing is going to reliably catch aces at Range 1. The Ghost's 4 dice and Autoblaster Turret are probably going to be your biggest threat against aces. If you want something else that will threaten the arc-dodging high-Agility types, I'd suggest Nera Dantels + Deadeye + Proton Torpedoes + Guidance Chips, or a K-wing with TLT and Tactician, or a "stressbot" (Gold Squadron Pilot with BTL-A4, Twin Laser Turret, and R2-A2).

While those are some decent options to fly with it, there is nothing there to prevent the Ghost from taking an obscene amount of dmg

Nera can still be nullified by the high agility, focus, evade emperor. And green dice, plus autothrusters.

She still can't hit fel, and is going to have a hell of a time against any of those aces, whisper, omega, inquisito etc

Stress bot can be avoided again quite easily by arc dodgers. I hate to say it, and I've used the Stressbot a lot.

Still like it, but it's not enough to take away the attention of the elephant in the room.

Kwing with tactician again I think there are better options

Tlt can't get through autothrusters.

Tactician requires getting in that sweet zone

I think having a ghost with tactician, Ghost title docked with the Phantom, and a tlt is a nasty way to bring on double stress, and still scare fel and friends

Maybe it's just me, idk, but I do not want anything to shoot at my Ghost.

It has 0 agility

I can't help but feel fielding anything else other than Biggs leaves it wide open.

At least Biggs preventb it from taking a lot of dmg, and when paired with Kanan and tactical Jammer. He's can stick around a lot longer

Without Biggs Your going to really want to focus fire your opponent down fast before he blows up your Ghost.

Well that's my two cents.

Maybe it does do well with other ships, but I love using Biggs to protect things that can't arc dodge. And our have low agility.

Great for jousting lists imo

I also think the autoblaster turret works quite nicely on the Ghost.

Especially if it gets to shoot again at the end phase

The large base gives it a wider arc compared to a small base ship.

I recently destroyed my buddies winning store championship list with it, as he had a hard time getting fel away from that bigger zone

He said it himself

During store championship fel managed to fly through a squad fielding feedback array and Autoblaster turrets, and was able to get out of that range 1 bubble.

It wasn't easy, but he did very well that game.

The Ghost he found it a lot harder to boost/barrel roll out of that range on the big ship base

However with that said it does quite well against palmobile and friends, but I haven't tried it against tripple u boats.

Having more hp isn't as threatening as to having only 3 hull

Edited by Krynn007

Idk. Has anyone done well with a ghost without Biggs?

If only there were some way we could find out ...! ;)

The answer is yes: Dash/Chopper and Dash/Lothal Rebel have shown up about as often in Regionals Top 4 and Top 8 as any other list that isn't a Crack swarm, Palpatine Aces, or multiple Contracted Scouts. Biggs is in fact fairly rare.

So, when does Locke show up?

Idk. Has anyone done well with a ghost without Biggs?

If only there were some way we could find out ...! ;)

The answer is yes: Dash/Chopper and Dash/Lothal Rebel have shown up about as often in Regionals Top 4 and Top 8 as any other list that isn't a Crack swarm, Palpatine Aces, or multiple Contracted Scouts. Biggs is in fact fairly rare.

Both ships with 4 dice have a pretty good chance of killing ships a turn, limiting the amount of dmg the Ghost will take.

Come to think of it, I think a build with chewy won a tournament somewhere.

I guess in my own case I'm not a fan of running dash, or pwt builds.

Could be why I over looked it.

But Good call Vorpal

So I came up with this build. It's kind of inspired by R5-P8. If they want to shoot at you make them pay for doing so.

"Chopper"-

AC

ABT

Zeb

Tactician

Title

Ezra

Eden Vrill

That leaves 3 pts to spread between Ezra's EPT, Ezra's crew, Vrills crew, a cheap cannon or Ion Projectors/APL. So many PTL Aces. Make them pay. Turning Vrill into a majority 3 Dice PWT is really nice for 2 pts.

Edited by charlesanakin

As others have said, either run a cheap Ghost with strong finishers or build your Ghost for survivability and throw in Biggs.

I would generally rather take Fire Control System than Accuracy corrector. It is a point cheaper and gives you (potentially) a big boost to your primary weapons as well as a modest boost to the turret. Between arc-dodging Aces and the Ghost's dial, you will find it hard to actively hunt down enemy aces. Rather the ABT creates a bubble around the ghost that fragile aces would rather avoid which in turn denies them their Range 1 bonus.

Regen Poe and Red Ace make strong wingmen for a cheap Ghost+Shuttle as these are both hard to shift in the late-game when their shield recovery is at its best due to reduced enemy fire.

If going without the attack shuttle then Dash works well.

I agree. Accuracy corrector is crazy on a ship that has 4 attack dice. A complete waste. FCS is the way to go.

My favourite kitting on any vcx-100 is fcs, autoblaster, Han crew and Hera crew. That on the Lothal with a standard rainbow dash and it is a pretty decent build.

I've run Chopper kitted this way with Zeb on the phantom for the double tap along with Miranda in one build and nera in another build. Both were fantastic builds and a lot of fun to run.

Miranda had c3p0 and tlt.

Nera had deadeye,extra munitions, fcs, proton torpedoes, ion cannon and guidance chips.

Edit - Forgot to mention ghost title on Chopper but it should be fairly obvious. Nera also had FCS.

Edited by Ynot

I took a Ghost/Chewbacca build to a top 8 finish at the Tacoma regional this past weekend.

I kitted them this way:

Tri-bacca (triple action Chewy)
(42) Chewbacca
(3) push the limit
(3) Kanan Jarrus
(3) Kyle Katarn
(1) Falcon title

(35) Lothal Rebel
(2) fire control
(6) TLT
(1) Hera
(3) Ezra

Keep the ghost stressed and it puts out HIGHLY accurate TLT shots that set up the main gun. Overall I think this version puts out more damage then the autoblaster/Han/fcs version because is able to take more shots

Tri-bacca is a tank with a completely open dial and excellent action economy. This makes it a surprisingly good finisher and I personally think it is a better pair for the Ghost then Dash.

Palp aces are still a tough matchup, but the build punishes almost anything else. Check it out!

Edited by LordVogl

I agree. Accuracy corrector is crazy on a ship that has 4 attack dice. A complete waste. FCS is the way to go.

My favourite kitting on any vcx-100 is fcs, autoblaster, Han crew and Hera crew. That on the Lothal with a standard rainbow dash and it is a pretty decent build.

I've run Chopper kitted this way with Zeb on the phantom for the double tap along with Miranda in one build and nera in another build. Both were fantastic builds and a lot of fun to run.

Miranda had c3p0 and tlt.

Nera had deadeye,extra munitions, fcs, proton torpedoes, ion cannon and guidance chips.

Edit - Forgot to mention ghost title on Chopper but it should be fairly obvious. Nera also had FCS.

If you're going for the ABT double tap AC is the nay way to go. It weakens your primary but if you're taking ABT you aren't lining up shots with your primary (especially if using Zeb) FCS is great if you're running two or using any turret other than ABT. FCS doesn't compare to AC for ABT.

I agree. Accuracy corrector is crazy on a ship that has 4 attack dice. A complete waste. FCS is the way to go.

My favourite kitting on any vcx-100 is fcs, autoblaster, Han crew and Hera crew. That on the Lothal with a standard rainbow dash and it is a pretty decent build.

I've run Chopper kitted this way with Zeb on the phantom for the double tap along with Miranda in one build and nera in another build. Both were fantastic builds and a lot of fun to run.

Miranda had c3p0 and tlt.

Nera had deadeye,extra munitions, fcs, proton torpedoes, ion cannon and guidance chips.

Edit - Forgot to mention ghost title on Chopper but it should be fairly obvious. Nera also had FCS.

If you're going for the ABT double tap AC is the nay way to go. It weakens your primary but if you're taking ABT you aren't lining up shots with your primary (especially if using Zeb) FCS is great if you're running two or using any turret other than ABT. FCS doesn't compare to AC for ABT.

Negating your primary is a very foolish thing to do. Even though it has the ABT double tap, it rarely goes off against a good player so you are taking shots at range on them usually. With han crew, fcs is far more useful than you think. Lets say I roll 2 eyeballs on abt - han makes that 2 hits with the tl from fcs so it goes through. accuracy corrector instead of fcs is just plain foolish on a ship that has a 4 dice primary attack. Getting 5 hits/crits through at range 1 with either han or reroll from fcs has happened far more than you think. I first hit with the 5 dice and then do the ABT - have only lost 1 game to a goofy build and the guy was naturally rolling 50-65 % crits without TL or focus.

I would never replace fcs with AC on this build. I took a dengar from full to 2 hull in 1 round of shooting with the ghost alone. He miffed his evade roll and I got in 5 hits with fcs and then double tapped for 2 more with han after rolling hit and eyeball. FCS is the way to go.

Both Chopper and Kanan as pilots have their place.

with chopper I have been running

Chopper

Hera crew

Dash

ABT

FCS

2 chihuahuas (crack A-wings) and an Ion missile Z Lots of fun but you definitely NEED to know what you are doing for this list and there is not much room for error.

As for the FCS v AC debate, FCS is far superior in the "anything not palp aces matchup" and cheaper

I like the idea of having accuracy corrector along with ion turret. Nothing like hitting somebody making them drift one nich, allowing you to get them into range one

Edited by ozmodon

I like the idea of having accuracy corrector along with ion turret. Nothing like hitting somebody making them drift one nich, allowing you to get them into range one

Thats a big IF on two hits against anything with more than one agility. Most of the one agility stuff that is small base and would be effected by a single ion has already been pushed out of the meta due to scouts.

Edited by Timathius

Both Chopper and Kanan as pilots have their place.

with chopper I have been running

Chopper

Hera crew

Dash

ABT

FCS

2 chihuahuas (crack A-wings) and an Ion missile Z Lots of fun but you definitely NEED to know what you are doing for this list and there is not much room for error.

As for the FCS v AC debate, FCS is far superior in the "anything not palp aces matchup" and cheaper

FCS is a good upgrade. I agree that it's probably better than AC vs anything but Imp Aces. The reality, however, is that Palp Aces are everywhere and the most dominant build in the meta. AC is auto kill (not likely kill) vs Phantom, TAP, Interceptor, TIE fighter, A-Wing, Z-95's, Attack Shuttle, TIE f/o and M3-A. I'd rather take the auto kill and spend my action on TL if I don't have range 1.