I have the ghost and plenty of expansions between me and and my friend.
So I want to fly a ghost list that's not overly complicated.
I'm also thinking of flying a K wing or are wing as I own both but have never flown either.
Help!
I have the ghost and plenty of expansions between me and and my friend.
So I want to fly a ghost list that's not overly complicated.
I'm also thinking of flying a K wing or are wing as I own both but have never flown either.
Help!
I flew one yesterday with mixed results (the Ghost was killed one round before I thought it would, but I won the game):
(I built it as a REBELS build because I just started watching the show.)
Another one that I flew a couple weeks ago and really liked:
The second one the Ghost survives longer; the first one has a very fun Sabine Wren shuttle.
Thanks guys!
Last night I ran a Hera build with Biggs.
Sabine with seismic charges and extra munitions didn't add much value so I will likely drop her.
Also I never managed to get the Ghost between the enemy and Biggs to give him the benefit of the tactical jammer, so I'll probably think of something else for the Mod slot.
Biggs did what he was supposed to do, though R4-D6 never came into play except as a vehicle for IA. I'd like to make him more durable but perhaps that's not worth the points.
Ghost list (99)
"Zeb" Orrelios (18) - Attack Shuttle
"Chopper" (0), Phantom (0)
Hera Syndulla (55) - VCX-100
Fire Control System (2), Dorsal Turret (3), Extra Munitions (2), Sabine Wren (2), Kanan Jarrus (3), Ghost (0), Tactical Jammer (1), Seismic Charges (2)
Biggs Darklighter (26) - X-Wing
R4-D6 (1), Integrated Astromech (0)
Looks a decent build but I agree Sabine and the Seismics might not be giving you value for money. How about the following instead?
55 Hera Syndulla (40), Fire Control System (2), Dorsal Turret (3), Kanan Jarrus (3), Ghost (0), Engine Upgrade(4), Jan Ors (2), Tactical Jammer (1)
Engine Upgrade on Hera's PS7 is quite useful if it can get you out of arc of an attack or get you into Range 1 for those big primary guns. Jan Ors will help make Biggs a bit more durable with Evade tokens.
Edited by KarhedronI've been having good luck with Chopper, Zeb, AC/Autoblaster, nera with dead eye, munitions, proton, guidance chips, and a prototype with auto thrusters. Off the top of my head, I think there's 1 or 2 points left to play with the 2nd crew.
I've played around with the crew and vcx pilot as well (Lothal with Hera and Dash for example). You can play around to work in engine which is almost an auto include. Using the upgrade that allows the large ship to block for Nera is another thought.
Edited by GberezowskyOne of the better players in our area runs 2 lothal rebels with FCS and autoblaster turret - one with chopper and one with Zeb- with a green squad wingman in the middle.
The wingman let's them k-turn basically for free, only contributes to the fight if opportune. The 2 ghosts are mostly alpha proof, mostly swarm proof, and have huge no-ace zones.
It's a strong list, only really affected by ions and heavy stress.
There was a Ghost list that had a pretty good showing at the Toronto Regional flown by Joe Silva. You can watch a couple of his games and an interview at https://www.twitch.tv/401games/v/74445540
The first game he's in is around 6:30:00
His interview is around 10:20:00
His other game is around 11:10:00
You can see how he flies Biggs in formation in the games, and he provides some nice thoughts on using Biggs in a Ghost list during his interview.
Joe loses both games.
I've been thinking about something like this, personally.
Kanan Jarrus (48)
VCX-100 (38), Ghost (0), Accuracy Corrector (3), Autoblaster Turret (2), Zeb (1), Recon Specialist (3), Tactical Jammer (1)
Biggs Darklighter (28)
X-Wing (25), R2-F2 (3), Integrated Astromech (0)
Ezra Bridger (23)
Attack Shuttle (20), Push the Limit (3), Hera Syndulla (1), Phantom (0)
The idea is to keep the Ghost between Biggs and the enemy to allow 4 green dice while taking away one of your opponents red dice with Kanan. Meanwhile, you have the Ghost which can put out 4 unblockable damage at range 1 that they can't do anything about until they kill Biggs. After you lose Biggs, depending on the situation, you undock Ezra, who is really tanky when combined with the defensive bonuses that Kanan can also provide him. There's a lot of little tweaks you can make (Experiemental Interface, Stealth Device, or R2 on Biggs, for example)