Ghost Help

By MonkeyInSpace, in X-Wing Squad Lists

hello boys and girls,

I just came into possession of a Ghost but honestly, until I saw my roommates door was unlocked again I had never really t given this ship much thought and so am at a loss for ideas for builds. I've looked through a bunch of threads and seen various suggestions that I'll try, but first and foremost, I'm looking to understand a) is the assault shuttle & the Ghost a really effective comb and b) is it possible or even desirable to try and squeeze a third ship in a list?

I'm also very open to any favored builds people have :)

thanks in advance,

Curious Monkey

Edited by MonkeyInSpace

You will have enough points for a third ship.

The favoured wingman would be Biggs Sharkbiter to take the heat off the ghost for as long as possible and then allow the Ghost and shuttle to mop up.

Hera Shuttle, Kanan Ghost and Biggs X-wing is a popular list at the moment.

Ghost is either on budget : ~45 points

Rebel, FCS,Hera and Han+ABT or Finn

or full fledged ghost list with mentioned Biggs

Kaanan + TLT, FCS, Ghost, Recon, Recon/Tactician

Biggs + IA , R2D2/R4D6

and now there are 2 or even 3 phantom schools:

Zeb, just Zeb - you have more points on ghost and biggs here

Ezra + LW + Hera - my favourite, failsafe phantom good for starters

Hera + ?? - never used hera but i heard ppl got succes with her.

There are a handful of different Ghost builds that seem quite popular, each built around the different pilots.

Cheap

Yes, you can run a lean Ghost. Lothal Rebel with Han and Hera as crew, Fire Control System, Autoblaster turret and Plasma torpedoes comes in at just 45 points and packs a hefty punch. Fire Control System plus Han means that you can modify your red dice any way you want. Hera allows you to take red maneuvers, even when stressed. Plasma torpedoes mean you can use the rear arc, even without the docked Phantom and the ABT creates a range 1 bubble to deter arc dodgers from getting too close.

If you want to run the Phantom as well, you can drop the plasma torpedoes. If you don't have the ABT then a regular Dorsal turret will work OK instead.

The aim with this build is to keep your big primary weapons firing as often as possible. Pull red maneuvers any time you need to. Between FCS and Hera, Stress doesn't really degrade your performance. If you are not stressed, Evade is quite a good action since it will keep you alive a bit longer and FCS + Han will take care of modifying your Red Dice.

Bumper Car

This is built around Chopper, an Ion Cannon Turret and Zeb. Ion Projectors are nice if you can manage them. The aim is to simply crash into as many enemy ships as possible. The combination of Stress + Ion will really hurt the enemy and make them seriously predictable. The Ion Cannon gives you the option of ioinizing enemies if the Projectors do not work and Zeb allows you to fire, even when in contact with the enemy.

This build has drawbacks as Zeb can be a double-edged sword. Probably not super-competitive but has the potential to be very funny and annoying.

Tanky Kanan

Even with its pile of hull points and shields, the Ghost does usually die. Kanan Builds are one possible exception but you really do need to build the ship and the fleet to make the most of Kanan's survivability.

Kanan with a Recon Specialist, Lando crew and Experimental Interface allow you to generate a lot of Focus and Evade tokens each turn to help keep the Ghost alive. Reinforced Deflectors or Sensor Jammer will both reduce the damage suffered to enemy fire. Reinforced deflectors are better against large attacks like torpedoes, Sensor Jammer is more effective against multiple small attacks like swarms.

This build does not like Stress and the Ghost does not have best green dial so keeping a ship with the Wingman EPT nearby can be helpful.

The other ship you really want to consider with this build is running Biggs with R4-D6 and Integrated astromech. He can take damage better than the Ghost since he has 2 Agility and Kanan can still spend Focus tokens to reduce attacks against Biggs. If you are running Biggs, Tactical Jammer is a nice Modification as any shots on Biggs through the Ghost will count as obstructed, helping to keep him alive that bit longer. This competes with Experimental Interface though so if you want to make it a bit cheaper, drop IE and Lando and run Tactical Jammer and Jan Ors instead.

A tooled-up Kanan is quite expensive so this is the build I normally use with a TLT and very cheap docked shuttle as this provides 2 shot per turn, usually with several modifiers. If I am running TLT + Shuttle, I normally take FCS in the system slot instead of one of the defensive upgrades since firing twice per round effectively doubles the value of the upgrade.

If you want to avoid Stress then taking Rey crew instead of Lando and EI is cheaper and stress-free.

Heragator

This build takes advantage of Hera's ability to change her dial and combines it with the possibility of abuse offered by a Navigator and Intel Agent. By choosing your maneuver carefully (normally a straight or a hard 2 turn) you can use the Navigator and then Hera to change to almost any other maneuver on the dial. If you combine this with Intel Agent to look at enemy dials, you can normally end up in a position to attack almost any enemy you want.

To make the most of this ability, you will probably want to tool up the Ghost with an Autoblaster turret, Accuracy Corrector and cheap shuttle with the Phantom/Ghost titles. This allows you to deal 4 automatic damage each turn to any ship within Range 1 that cannot be blocked or Evaded. Even Soontir Fel fully loaded up with defensive mods will be automatically killed by this attack!

One refinement is to put the Intel Agent on another nearby ship and put Zeb on the Ghost instead. This means that even if the target bumps into you, they will still get autoblasted. This is one of the hardest builds to master as it requires careful study of the opponent's dial as well as understanding how to adjust your own using Navigator and Hera. However it does offer a good counter to the popular "Palpatine + Aces" builds.

Cassian Andor crew will be even better than Intel agent when he becomes available. Although he might be better on a separate ship to really make a nuisance of himself.

Edited by Karhedron

Can you please let me know if this is any good or not?

Ghosted v1 (100)

Ezra Bridger (26) - Attack Shuttle

Push The Limit (3), Dorsal Turret (3), Phantom (0)

Jake Farrell (30) - A-Wing

Push The Limit (3), Chardaan Refit (-2), A-Wing Test Pilot (0), Autothrusters (2), Predator (3)

Lothal Rebel (44) - VCX-100

Fire Control System (2), Dorsal Turret (3), Hera Syndulla (1), Han Solo (2), Ghost (0), Tactical Jammer (1)

FatGhost like yours = Kanan. Always. It adds ways to the tankyness of the VCX .

Tactical Jammer is useless here - Awing won't shadow that Ghost anyway. TJ is used for boosting Biggs as he will shadow Ghost movements.

Also you lack firepower (as funny as it sounds with VCX build...) Dorsal is not bad but Defenders will laught at it. Same as Dengar. And Poe. And A-wing without rockets well...lets be honest he does not bring many guns to the table :)

Also i usually try to keep Ezra green-independent but with Dorsal it may work.

If you want a wing as wingman i would modify it:

Jake+ Adaptability+Prockets+PtL+AT

Kanan +TLT+ FCS+Chopper+Recon+Ghost

Zeb+Phantom

I played against this list on Vassal the other day, and it decimated my list:

Green Squadron Pilot — A-Wing 19
Snap Shot 2
Juke 2
Autothrusters 2
A-Wing Test Pilot 0
Ship Total: 25

Green Squadron Pilot — A-Wing 19
Snap Shot 2
Juke 2
Autothrusters 2
A-Wing Test Pilot 0
Ship Total: 25

Kanan Jarrus — VCX-100 38
Fire-Control System 2
Ion Cannon Turret 5
Rey 2
Intelligence Agent 1
Ship Total: 48

I played against this list on Vassal the other day, and it decimated my list:

Green Squadron Pilot — A-Wing 19

Snap Shot 2

Juke 2

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 25

Green Squadron Pilot — A-Wing 19

Snap Shot 2

Juke 2

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 25

Kanan Jarrus — VCX-100 38

Fire-Control System 2

Ion Cannon Turret 5

Rey 2

Intelligence Agent 1

Ship Total: 48

Thought I recognised that list.. turns out its mine from our game!

Well remembered on the whole, but the a-wings have chardaan refit to take them down to 23 points and Kanan had rec spec rather than intel agent and anti pursiut lasers.

The intel agent idea is an interesting one though as it would help me know when to boost the a-wings to get snap shot - although I'm not sure I could spare the crew slow.

I played against this list on Vassal the other day, and it decimated my list:

Green Squadron Pilot — A-Wing 19

Snap Shot 2

Juke 2

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 25

Green Squadron Pilot — A-Wing 19

Snap Shot 2

Juke 2

Autothrusters 2

A-Wing Test Pilot 0

Ship Total: 25

Kanan Jarrus — VCX-100 38

Fire-Control System 2

Ion Cannon Turret 5

Rey 2

Intelligence Agent 1

Ship Total: 48

Thought I recognised that list.. turns out its mine from our game!

Well remembered on the whole, but the a-wings have chardaan refit to take them down to 23 points and Kanan had rec spec rather than intel agent and anti pursiut lasers.

The intel agent idea is an interesting one though as it would help me know when to boost the a-wings to get snap shot - although I'm not sure I could spare the crew slow.

That actually sounds like a lot of fun. Have you flown it much?

About 10 times now with a more or less 50:50 record. It has some good match ups and some very bad ones.

It tends to do quite well against things like Rey and Ghosts because it can throw out a decent number of attack dice and cut down the shots coming back in, as well as regen aces because the ion turret can lock them down.

Arc dodgers that want to stay at range 3 (looking at you Dash) are a real uphill battle. Also Whisper is tricky because her decloak options make it more difficult to get into position to snapshot.