Ghost Build Help

By WillisRBC, in X-Wing Squad Lists

Hey guys. I really like the ghost and want to use it, but it seems that it is hard to make it effective. What do you think of this list? It's 4 ships, but the phantom will likely be docked for several turns.

Hera Syndulla (49) - VCX-100

Reinforced Deflectors (3), Dorsal Turret (3), "Zeb" Orrelios (1), Ghost (0), Anti-Pursuit Lasers (2)

Sabine Wren (27) - Attack Shuttle

Push The Limit (3), Ezra Bridger (3), Phantom (0)

Bandit Squadron Pilot (12) - Z-95 Headhunter

Bandit Squadron Pilot (12) - Z-95 Headhunter

It seems like builds recently are going towards an almost permanently docked shuttle for the primary out the back effect and the double tapping turret. Because of this people use Zeb in the shuttle because he is the cheapest. Also, Hera's crew ability is so good, she usually doesn't pilot the Ghost.

Also, it seems hard to find a current Rebel list without Biggs, but that shouldn't be a reason to include him. Personally I am trying out a Lothal Rebal with Fire Control, Hera & Ezra crew, and a Autoblaster turret (for aces) and Anti-pursuit Lasers with Zeb docked. My second (third) ship is a Thane Kyrell stressing ARC with R3A2, gunner and a shield upgrade.

Probably the first thing I would do is to tweak down the attack shuttle; for a ship that's going to be docked for the majority of the game you can't afford to sink that many points into it.

You could easily cut the attack shuttle down to a basic Ezra one, save yourself 7 points, and be able to tweak up the rest of the list somewhat.

First priority fix is the ghosts turret: With the shuttle docked you're going to want a decent turret weapon to capitalize on the free shot you get with it. Dorsal turret just doesn't deliver.

Viable turret candidates (depending on what you want the ghost to be good at) are autoblaster turret, ion cannon turret, and twin laser turret. Each of those brings something to the table that depending on their list can absolutely wreck your opponent.

For crew options on the ghost (because you do have a free crew slot) I might be tempted by Nien Numb; synergises nicely with hera's ability and gives you a bunch more greens to play with.

Also given Hera's ability, you might get more mileage out of advanced sensors or fire-control system than the reinforced deflector. (not that deflector is a bad card; I actually quite like it) Just from the fact that Hera will probably be doing a fair amount of reds and/or a fair amount of bumping (since you've taken Zeb crew), either of those two upgrades will help you get modifiers on your shots despite bumping/red maneuvers.

I'm not sure how many points you'll have left over after that; you might be able to afford to upgrade your z-95's.

I've been using this list with a lot of success:

Lothal Rebel — VCX-100 35 Fire-Control System 2 Twin Laser Turret 6 Hera Syndulla 1 Tactician 2 Anti-Pursuit Lasers 2 Ghost 0 Ship Total: 48
"Zeb" Orrelios — Attack Shuttle 18 Autoblaster Turret 2 Phantom 0 Ship Total: 20
Braylen Stramm — ARC-170 25 Gunner 5 R3-A2 2 Alliance Overhaul 0 Ship Total: 32

Edited by pflrocha

I finished 12th at Gencon running a Kanan Biggs list, and with all of the messing around with the Ghost that I've done, I've really only come up with 2 really viable builds in today's FAQ:

1) Lothal/Chopper w/ ABT, Hera, FCS, Ezra

This is a "Cheap" but dangerous ship. It's an anti-ace ship with the ABT, but it can also put out the hurt with the primary weapon coupled with FCS and Ezra. Hera allows you to just keep chaining those red 5Ks and 1 hard turns, which means that Ezra will always work. Chopper is an optional upgrade to make more people hate R1 on the thing.

2) Kanan w/ TLT, FCS, Recon, Tactician, Engine, Ghost

This is the expensive all in Ghost. You'll want to protect it with Biggs more than likely (at least I did). It tears through everything, and is one of the few turret builds that can actually handle AT - though I'd still recommend getting them in arc. With Biggs support, the enemy can line himself up to get a R3 on the Ghost, and not on Biggs, in which case I get 4 TLT shots back at them without the range bonus, or get a R3 on Biggs, and end up R2 of Kanan, who'll double stress them with the 4 TLT shots, PLUS Kanan will reduce your dice on your attack, or R1 of Kanan and R2 of Biggs, where Kanan will roll 5 dice with TL+F, and still reduce your attack on Biggs - but at least you won't get a double tap TLT shot. It's NASTY, especially against Defenders. JM15K (RIP as of today) and extremely well flown AND lucky Palp Aces are really the only thing that are present in today's meta that do well against it. I recommend a bland Zeb docked, bringing the ship to 73 points, just enough for a stressbot Biggs!