Seeking advice on Ghost-/Y-Wing-List

By Stefan, in X-Wing Squad Lists

Hey guys,

I cobbled together a list and wanted to ask for some advice. The background is as follows: I suck really bad at pointing ships' firing arcs where they need to be, and I have my first organized play this weekend, so "exercise flying" is certainly the route to go, but not for now. At the moment, I feel most comfortable with turret weapons, and so I tried to build a list that capitalizes on that. Whatcha all think?

100 points

PILOTS

Kanan Jarrus (58)
VCX-100 (38), Ghost (0), Reinforced Deflectors (3), Twin Laser Turret (6), Recon Specialist (3), Luke Skywalker (7), Tactical Jammer (1)

“Zeb” Orrelios (18)
Attack Shuttle (18), Phantom (0)

Gold Squadron Pilot (24)
Y-Wing (18), Twin Laser Turret (6)


Overhauled it.

========= Ghost/ARC =========
100 points Pilots
------
“Zeb” Orrelios (18) Attack Shuttle (18), Phantom (0)
Thane Kyrell (31) ARC-170 (26), R2-D2 (4), Nien Nunb (1), Alliance Overhaul (0)
“Chopper” (51) VCX-100 (37), Ghost (0), Reinforced Deflectors (3), Twin Laser Turret (6), Intelligence Agent (1), Engine Upgrade (4)

Kanan and Biggs with a cheap shuttle is a pretty classic combo you may want to consider. Biggs tanks shots for Kanan and Kanan spends Focus tokens to reduce the strength of attacks on Biggs, hopefully keeping him alive a little longer. There is plenty of room to tinker with the exact build but something like this usually works well.

52 Kanan (38), Rec Spec (3), FCS (2), TLT (6), Jan Ors (2), Tactical Jammer (1), Ghost (0)

22 Ezra (20), Rage (1), Nien Numb (1), Phantom (0)

26 Biggs (25), R4-D6 (1), IA (0)

There is plenty of scope for variety in this list. If you want, you can drop the attack shuttle down to a plain Zeb which frees up 4 more points. You could drop Tactical Jammer for EI and replace Jan Ors with Lando for even more extreme token stacking on the Ghost although you will probably need something to help mitigate stress.

Thanks! My fear with Biggs is that with my (yet) poor flying skills, I'll get him killed in a hurry, essentially burying the points. I flew a similar list with Jake Ferrel, which was built for Jake arc-dodging and attacking from behind while Kanan takes off some stress, but in the end, Jake fired ONCE, ate up hits in the meantime (which a Prototype pilot also could have done) and was ultimatively killed without doing much. I fear it would be even worse with Biggs, who lacks Evade.

Here's an idea:

Lothal Rebel (Fire-Control System, Autoblaster Turret, Hera Syndulla, Han Solo, Proton Torpedoes, Guidance Chips)

Gray Squadron Pilot (Twin Laser Turret, R2 Astromech) x2

100 points

Thanks! My fear with Biggs is that with my (yet) poor flying skills, I'll get him killed in a hurry, essentially burying the points. I flew a similar list with Jake Ferrel, which was built for Jake arc-dodging and attacking from behind while Kanan takes off some stress, but in the end, Jake fired ONCE, ate up hits in the meantime (which a Prototype pilot also could have done) and was ultimatively killed without doing much. I fear it would be even worse with Biggs, who lacks Evade.

Biggs can gain an Evade token in the above list courtesy of Jan Ors. The thing to remember is that you don't really need to keep Biggs alive, you just need him to last long enough. Any hits that go on him will be mitigated by the fact that he has Agility 2 vs zero for the Ghost. That can be bumped up to 3 if he is behind a Tactical Jammer Ghost and may go up even higher if he is in a different range band to the Ghost.

Biggs won't live forever but he can usually buy the Ghost (particularly Kanan version) 2 or 3 extra turns of shooting with those big primary guns (and a secondary tap with the TLT). That is a lot of red dice you will be rolling in those turns and you can often take out a big chunk of the enemy fleet by the time Biggs dies. While Biggs takes one for the team, Kanan does what the Ghost does best an unleashes a lot of firepower without worrying too much about the retaliation.

Lothal Rebel (Fire-Control System, Autoblaster Turret, Hera Syndulla, Han Solo, Proton Torpedoes, Guidance Chips)

Gray Squadron Pilot (Twin Laser Turret, R2 Astromech) x2

I do like that list a lot. That is 32 hull points to chew through on ships that don't care especially about stress or getting blocked. Personally I would be tempted to ditch the R2s and get EMs for the Ghost to give your rear arc a second shot but keeping the Y-wings stress-free could be handy.

Poe (Adaptivity, R5P9,AT)

Lothal (FCS, Hera, Erza)

Gold Y (Dorsal, R3A2, BTL title)

My own experiments right now:

GHOST/ARC

Obstacles:
The three smallest asteroids available


100 points


PILOTS

“Zeb” Orrelios (19)
Attack Shuttle (18), Hera Syndulla (1), Phantom (0)

Lothal Rebel (52)
VCX-100 (35), Ghost (0), Reinforced Deflectors (3), Twin Laser Turret (6), Tail Gunner (2), Tactician (2), Engine Upgrade (4)

Braylen Stramm (29)
ARC-170 (25), R3-A2 (2), Tactician (2), Alliance Overhaul (0)


I'd like to incorporate the Shuttle for no other reason that I'd like to fly it with the Ghost.