The Ghost and Sabine

By Sanguinary Dan, in X-Wing Squad Lists

Ghost Busters (99)

Kanan Jarrus (46) - VCX-100

Accuracy Corrector (3), Autoblaster Turret (2), Recon Specialist (3), "Chopper" (0), Ghost (0)

Hera Syndulla (30) - Attack Shuttle

Veteran Instincts (1), Dorsal Turret (3), Intelligence Agent (1), Phantom (0), Hull Upgrade (3)

Sabine Wren (23) - TIE Fighter

Veteran Instincts (1), Sabine's Masterpiece (1), Twin Ion Engine Mk. II (1), Tactician (2), "Hot Shot" Blaster (3)

What do you folks think? I went with cards I actually have as much as I could. The fewer I have to proxy the happier I am.

Basically I like the list as it stands, though Hera's Hull Upgrade is negotiable. Mainly because I'm not all that up with which crew choices might be better options. I almost never fly anything with crew slots so I don't know them very well.

I'm also not real sure if I want to keep Hera docked for the aux. arc and second shot or make use of her enhanced PS and firepower right away. This will be my first time flying the Ghost and Phantom.

Other than swapping pilots and ships I'm open to every bit of help folks are willing to give, so have at it! Thanks.

Might be worth swapping the turrets over. Ghost can make better use of the Dorsal Turret with its second shot while the Phantom remains docked. Hera with her ability to change her maneuver dial when she reveals it has a better chance of catching opponents in the Range 1 bubble of the Autoblaster Turret.

As for when to undock the Phantom, I normally find that I do it reactively due to what happens in the game. If a slippery Ace is attacking from your flank then releasing the attack shuttle into a hard turn might be enough to catch it in ABT range (normally very bad news for Tie Interceptors and other fragile ships. Having said that I normally run cheaper shuttles so you may want to release Hera earlier to contribute to the battle.

I was doing some thinking last night (after seeing two twin VCX lists at a 10 man tourney) that maybe adding torpedoes to the Ghost wouldn't be such a bad thing? If I drop the Dorsal Turret I can put chimped Plasmas on the Ghost. It will really only help at range 3 or if they've got a ton of shields (Party Bus). But getting curb stomped by a twin U-boat and Party Bus list last night...

I was doing some thinking last night (after seeing two twin VCX lists at a 10 man tourney) that maybe adding torpedoes to the Ghost wouldn't be such a bad thing? If I drop the Dorsal Turret I can put chimped Plasmas on the Ghost. It will really only help at range 3 or if they've got a ton of shields (Party Bus). But getting curb stomped by a twin U-boat and Party Bus list last night...

I've been playing around with the idea of a "gunship" Ghost idea for a while and thought 2 VCX's would be the platform. Love the Ghost, think it handles really well.

The thing is for torps/missiles is getting the target lock. The lack of EPT does not allow Deadeye, a crucial component of Scum missle carriers (looking at you U-Boats).

Thus a "Bomber" Ghost is an option.