Ghost List

By Zombie_DM, in X-Wing Squad Lists

I'm messing around with a Ghost-Hwk-290 List and was curious of what people thought. I'm open to any suggestions. Thanks in advance.

Ghost.png

Lando, being a gambler, is risky. Thematically, I love the mechanic. You take your chances with dice variance but it can backfire at the worst time. The "gamer" in me likes to minimize variance. I fly the Ghost often and I'm generally hesitant to dump the points into the Lothal Rebel to get the "Ghost/docked Phantom" synergy going. It's a lot of points and no pilot ability to help his defense (the "battleship" Ghost build is more effective the longer it can stay on the board) . He'll get focused fired down @ his low pilot skill I'm afraid, or Jan might before her pilot ability procs, without Biggs to intervene. Chopper's pilot ability is a stretch too imo, though still usefull. But Kanan can reduce incoming fire and Hera is somewhat unpredictable in her maneuvering. Engine Upgrade on the "battleship" Ghost is well worth the points especially if you're taking TLT on it because you can boost to range 3. But you might not be able to get it in your list points wise without leaving Jan naked as a jaybird. She needs some help defensively. Consider thi s:

Kanan Jarrus — VCX-100 38
Fire-Control System 2
Twin Laser Turret 6
Rey 2
"Chopper" 0
Ghost 0
Ship Total: 48
Jan Ors — HWK-290 25
Adaptability 0
Twin Laser Turret 6
C-3PO 3
Ship Total: 34
"Zeb" Orrelios — Attack Shuttle 18
Phantom 0

Ship Total: 18

100 pts

Slow roll Kanan to bank focus on Rey and make sure you have two focus tokens going into combat. You can mitigate some incoming damage on both Kanan and Jan with Kanan's ability (@ range 1-2). Ideally I'd want Recon Specialist on Kanan too for the extra focus token but C-3PO can help keep Jan alive longer to lend her pilot ability to Kanan. Plus, since she's at PS 9 (Adaptability), her TLT can soften up a target for Kanan's double tap. "Chopper" is free. Use him in an emergency pinch to get an action while stressed. For instance in a game this week, I used "Chopper" on a stressed Ghost build to take boost (EU) out of arc of two enemy ships, one of which was going to nail me with a painful ordinance attack. I killed that ship (Tie Advanced Prototype) that round with a range 1 shot our the back arc and then took two shields of a the Defender's arc I dodged. It cost me 1 shield.

Edited by RevJJ

I think Jan is going to die in the opening exchange - there's nothing to help her defense. On the Lothal, I'm not quite sure the purpose of Hera - clearly you want to be remaining "stress free" since you have 6 points tied up in actions (Lando & EI), actually, to that point, the greens on the VCX aren't the best, I question the success you'll have self stressing yourself. I also don't really know what's Jan's purpose in this list - is it to buff the Lothal's primary attack? If that's the case, I think you'd be better off dropping some of those upgrades to have Hera pilot the ghost - she'll be much more likely to be able to use the primary arc. Perhaps something like this:

Jan Ors w/Adaptability, TLT, Chewbacca

Hera w/ ABT, FCS, IA, Nien, TJ, Ghost

Zeb w/ Chopper, Phantom

Now you can use Jan's adaptability to either match Hera or go up to PS9 if needed, she has a TLT so she's not spending a focus token (acquired by Kyle) to activate the BT (net save of 1 point), and not only does she have Chewy for 2-3 more health (3 if you discard a direct), but Hera can protect her with Tactical Jammer on the initial approach. Now not only is Jan more powerful on her own, but she's tougher to kill - do you shoot at the 4 green dice rolling support ship, or the main threat of Hera, knowing you won't kill her anytime soon?

Meanwhile, Hera exchanged the TLT for the ABT, but between her ability (buffed by Nien) and IA, she should be able to make good use of ABT, and even if she doesn't, Hera w/ IA & ABT causes a lot of fear in your opponents. Jan can make the ABT 3 dice, or the primary 5-6 dice, either is deadly. But those are just my thoughts on how I would change it up. (I would also consider Zeb over Nien/IA as a way to force them into arc on Hera - if you block them, then you get a 6 dice primary and 2 dice ABT... against a tokenless defender, not a bad way to go).

Edit: RevJJ's list seem pretty good as well. The one change I would make to it would be to replace Chopper with Recon, and drop C3-PO from Jan to make up the points.

Edited by Khyros
6 minutes ago, Khyros said:

I think Jan is going to die in the opening exchange - there's nothing to help her defense. On the Lothal, I'm not quite sure the purpose of Hera - clearly you want to be remaining "stress free" since you have 6 points tied up in actions (Lando & EI), actually, to that point, the greens on the VCX aren't the best, I question the success you'll have self stressing yourself. I also don't really know what's Jan's purpose in this list - is it to buff the Lothal's primary attack? If that's the case, I think you'd be better off dropping some of those upgrades to have Hera pilot the ghost - she'll be much more likely to be able to use the primary arc. Perhaps something like this:

Jan Ors w/Adaptability, TLT, Chewbacca

Hera w/ ABT, FCS, IA, Nien, TJ, Ghost

Zeb w/ Chopper, Phantom

Now you can use Jan's adaptability to either match Hera or go up to PS9 if needed, she has a TLT so she's not spending a focus token (acquired by Kyle) to activate the BT (net save of 1 point), and not only does she have Chewy for 2-3 more health (3 if you discard a direct), but Hera can protect her with Tactical Jammer on the initial approach. Now not only is Jan more powerful on her own, but she's tougher to kill - do you shoot at the 4 green dice rolling support ship, or the main threat of Hera, knowing you won't kill her anytime soon?

Meanwhile, Hera exchanged the TLT for the ABT, but between her ability (buffed by Nien) and IA, she should be able to make good use of ABT, and even if she doesn't, Hera w/ IA & ABT causes a lot of fear in your opponents. Jan can make the ABT 3 dice, or the primary 5-6 dice, either is deadly. But those are just my thoughts on how I would change it up. (I would also consider Zeb over Nien/IA as a way to force them into arc on Hera - if you block them, then you get a 6 dice primary and 2 dice ABT... against a tokenless defender, not a bad way to go).

Edit: RevJJ's list seem pretty good as well. The one change I would make to it would be to replace Chopper with Recon, and drop C3-PO from Jan to make up the points.

That's what I'd do too if I were flying it. If Kanan can have three focus tokens going into combat, he can possibly minimize all incoming shots on Jan if she's focused fired and the enemy ships are within range 1-2 of Kanan.

Another option would be to lower the cost of the VCX-100, giving up the double tap, and bring Biggs in to die for the cause ...

Lothal Rebel — VCX-100 35
Fire-Control System 2
Dorsal Turret 3
Hera Syndulla 1
"Chopper" 0
Anti-Pursuit Lasers 2
Ship Total: 43
Jan Ors — HWK-290 25
Adaptability 0
Twin Laser Turret 6
Ship Total: 31
Biggs Darklighter — X-Wing 25
R4-D6 1
Integrated Astromech 0

Ship Total: 26

100 pts

The VCX-100 becomes a blocker that's potentially painful to run into. Hera opens the dial so you can make that happen. Biggs mitigates incoming damage to Jan and in turn her PS 9 TLT shot could mitigate incoming damage for him by stripping tokens. If Lothal Rebel does indeed cause ships to bump and lose actions (and possibly take damage), it's better for the entire list.

If you are using Hera, using Inspiring Recruit is beast.

GHOSTLY BIGGS

99 points

PILOTS

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

Kanan Jarrus (52)
VCX-100 (38), Ghost (0), Fire-Control System (2), Twin Laser Turret (6), Recon Specialist (3), Rey (2), Tactical Jammer (1)

Biggs Darklighter (29)
X-Wing (25), R2-D2 (4), Integrated Astromech (0)

try something more like this, you shoulda seen a decent bit of success, just keep biggs on the other side of kanan for the extra defense dice and keep the green maneuvers coming, with Recon spec and rey you can stack up a couple tokens before the fighting starts, after that you should have a steady 3 focus tokens to play with for reducing incoming attacks, and if you keep kanan in the way, biggs gets another defense die when he gets attacked! also dont forget when docked you can shoot out the back arc with the ghost, no real need to K turn, just keep blasting away till biggs dies, after that clean house with kanan

11 hours ago, Jerval said:

GHOSTLY BIGGS

99 points

PILOTS

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

Kanan Jarrus (52)
VCX-100 (38), Ghost (0), Fire-Control System (2), Twin Laser Turret (6), Recon Specialist (3), Rey (2), Tactical Jammer (1)

Biggs Darklighter (29)
X-Wing (25), R2-D2 (4), Integrated Astromech (0)

try something more like this, you shoulda seen a decent bit of success, just keep biggs on the other side of kanan for the extra defense dice and keep the green maneuvers coming, with Recon spec and rey you can stack up a couple tokens before the fighting starts, after that you should have a steady 3 focus tokens to play with for reducing incoming attacks, and if you keep kanan in the way, biggs gets another defense die when he gets attacked! also dont forget when docked you can shoot out the back arc with the ghost, no real need to K turn, just keep blasting away till biggs dies, after that clean house with kanan

A Kanan/Biggs list is as auto-pilot as Rebels get, which isn't a bad thing. When I've had a string of loses, I'll lean on this for a game or two to remind myself that if I want to win, there's always an option. I fly a variant which has Sabine and Bombs on Kanan and R3-A2 on Biggs, but the one above is probably the optimal build.